TES V Ideas and Suggestions Thread #157

Post » Wed Jan 27, 2010 7:11 am

That's one of the things I really liked in Morrowind, and another thing that brought it to life for me. Guild Rivalries.
In OB, there was absolutely NO (none, zilch, nada) guild rivalry. At all. Really kinda disappointing.
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Ryan Lutz
 
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Post » Tue Jan 26, 2010 7:10 pm

I would love to hear some buetiful haunting classical music and old bard like music while walking through cities. The other day while playing Oblivion i was listening to this buetiful piano piece while walking in the Imperial City at night and thought to myself, " Wouldnt this be wonderful if this music had been coming from the distance out of some apartment window as an npc played on a piano?" .
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Angela
 
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Post » Wed Jan 27, 2010 1:46 am

But I'm awfully partial to defender's and attacker's agility, weapon skill, fatigue, and luck as contributing factors to the algorithm.

I whole-heartedly with that.
Hopefully some good will come from the ridiculous amount of time people have put into crunching numbers on the forum, possibly in leu of the devs.

Nothing says nerd like doing math for a video game. And Bethesda has an army of them.
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Add Me
 
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Post » Tue Jan 26, 2010 11:21 pm

Someone's probably noticed this already, but on the top of the page there's: Arena, Daggerfall, Morrowind, and Oblivion. But what's the picture in the middle?
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NAkeshIa BENNETT
 
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Post » Wed Jan 27, 2010 1:59 am

Someone's probably noticed this already, but on the top of the page there's: Arena, Daggerfall, Morrowind, and Oblivion. But what's the picture in the middle?

Battlespire and Redguard. Seriously, after all this silence they're not going to blatantly "announce" the game with banner art.
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kristy dunn
 
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Post » Tue Jan 26, 2010 10:42 pm

They should. It'd be like Tang.

Edit: Suggestion for M'aiq the liar. "Why does this one expect so much from M'aiq. I can expect the sun will rise purple but be disappointed each day. The sun will show its own glory."
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Jonathan Montero
 
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Post » Wed Jan 27, 2010 3:36 am

First and foremost - remove Level Scaling and Infinitely Respawning Dungeons. Yeah theoretically both of these mechanics keep the game playable, but I rarely ever revisit ruins I've already cleared - but some of those ruins would make great alternate bases if not for the fact their hostile denizens kept popping up everywhere.

Level Scaling just is the worst, really. It breaks the whole feeling of immersion because you are literally always confronted with opponents of your skill level - which does not reflect the skill levels of the NPC denizens that also share the game world with you. There's that one quest in Chorrol that has you defending a farm with two NPCs from a band of marauding Goblins. Good luck keeping the companions alive if you're higher level. Same goes for the Oblivion Gate escort quest. Speaking of Oblivion, Late Game Oblivion Gate runs are ever so much fun . Seriously, Oblivion has a tremendous amount of Daedra Data Files in the game, but most of them are "Blink And You Miss Them" to be replaced by Spider Daedra, Xivalvi, and Storm Atronachs. God help you if you decide to retake Kvatch late game.

Fixed Leveling might give the game a sense of "Fixed End Point", as eventually player characters will overcome even the most powerful opponents, but I don't see that as necessarily a bad thing. I'd rather there be a end point to my character's journey (At least till the next game/expansion) rather then continue a trek through a land whose opponent diversity shrivels the higher up the Level Scale ladder you go.



I'd also like to see an end to "Essential NPCs". What was wrong with the "Thread of Fate Has Been Severed..." in Morrowind? It let you know you'd just did something potentially catastrophic, while still enabling you to live with that choice. I got tired of the constant "X is unconscious" messages. If you want an NPC to be capable of survival...make them a powerhouse in their own right. Nothing ruins the mood of a Psychopathic Killing Spree then seeing the "...is unconscious" from a foe and effectively being forced to make a run for it (Since there's one invincible NPC out for your blood).


Children. It's time the Elder Scrolls embraced the little ankle biters...but don't do it like Fallout 3 did. If you don't want them to be killable, don't make them participate in combat at all. I'm sure there's some way to turn them into "Null Voids" where even if you drug the final boss from its dungeon and put it next to the kid, the enemy NPC wouldn't "see" the Child to attack. Players striking at Children would cause the child to go into Flee Mode. No damage taken, but still more realistic then constantly firing rounds into wee ones head in Fallout 3 for no damage because the Child immediately exits combat (Set them to return to their home cell) and you get a nice, sizable bounty on your head. Players can strike at children with consequence, but there is no accusations of child killing. Everybody wins.



"Mister Bethesda...tear down these walls!"
My next suggestion is likely a common one - get rid of the city cells and make the game seamless again. Hell, the cities in Oblivion take up as much real estate as those walls block off anyway. If the problem is with AI scripting and area loading, I'm sure there has to be some way of putting the AI scripts in Stasis until a player activates the city "cell" set somewhere near the outskirts of the city. Or maybe just fewer big cities in general. Either way...open the world up again.



Customizable Housing. Morrowind gave us two chances to build our own home. Oblivion's houses were fine though the DLC ratio of new homes was somewhat depressing - Battlethorn Castle being the only one that really felt like a "Home". It struck me that in Oblivion, Bethesda was looking to satisfy different peoples' ideas of what the house should be. I suggest a firm be implanted in the game who's ability is the construction of a customized abode. Keep the prefab houses for sale in Oblivion as the customizable house should be obscene in terms of cost, but it'd give a greater flexibility in terms of satisfying player desires for a home.

To this end, have the house customized via room cells (Much like how Battlethorn Castle is partitioned). Want a Library to rival that of the Great Libraries? Add one in. Want a giant display hall to showcase your loot? Add one in. Want a built in Conservatory? Have that too. Also for rooms like "Dining Room" and "Library", have the option to come Preset or Barren. Preset just adds in your standard allotment of doodads, but Barren would allow the player to customize what went into that room from the get go - without being forced to throw a bunch of other junk out first.


Going hand in hand with Customizable Housing...Customizable NPCs. Stop forcing us to use the Bound Items Glitch to simply spice up the look of NPCs. If I want to reverse pickpocket Priest of Order Robes and Helmets onto all my servants in Battlethorn Castle, or give all my Battlethorn Guards Perfect Order Swords...I should very well be able to. And yes, I'm sadly talking from experience there (I forgot you can't reverse pickpocket items with weight onto NPCs. A whole lot of collection and aggravation in making a Mage type character haul all that gear from Shiving Isles, to Frostcraig (For enchantments), to Battlethorn only to realize I wasted my time and gold).


Along those lines, I'd also like to echo many comments about bringing back separated armor. Mainly because there's a lot of cool clothing in Oblivion (Mythic Dawn Robes, Priest of Order gear, Heretic Robes, etc) that is nigh worthless because it takes up valuable gear slots (Gloves and Boots), which can be used for more enchanted gear.


EDIT: One more, from me.

In order to appease both those who desire a return to Text Driven Dialogue and Voice Acted Dialogue...could not a compromise be reached? Where as the majority of dialogue in narrated while offering up background info and more detailed information in a text based format. Such as NPC X tells you upon Character Creation: "Welcome to So-and-So, take this blah-dee-blah and go to whats-her-face for fun-and-profit". You then have the option to dig deeper into your surroundings, so you ask NPC about so-and-so, and get a VA response. Ask about whats-her-face and get a VA response. Ask about fun-and-profit, and get a text response.

Similar to how BioWare has run its Codexes in both Mass Effect and Dragon Age, it'd be a perfect chance to ensure causals get all the info they need while the hardcoes can still dig deep into the meat of the game world.



Just a few suggestions by moi.
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Madison Poo
 
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Post » Wed Jan 27, 2010 5:44 am

Prices of everything.. starting cheap rings and rare weapons ... how could you know their exact value, if you see things first time. You should show an item to a merchant first ... then he determines the price...

you should know prices of things you already saw at stores...

just a thought ..
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Leilene Nessel
 
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Post » Wed Jan 27, 2010 2:30 am

In order to appease both those who desire a return to Text Driven Dialogue and Voice Acted Dialogue...could not a compromise be reached? Where as the majority of dialogue in narrated while offering up background info and more detailed information in a text based format. Such as NPC X tells you upon Character Creation: "Welcome to So-and-So, take this blah-dee-blah and go to whats-her-face for fun-and-profit". You then have the option to dig deeper into your surroundings, so you ask NPC about so-and-so, and get a VA response. Ask about whats-her-face and get a VA response. Ask about fun-and-profit, and get a text response.

While I agree with most of your post, my personal beef with voice acting, is that it takes up a massive amount of disc space. This space could be used for more items, better atmosphere, more weather conditions, more variety in gear, more creatures, more advanced cities, different ruin types, more quests, advanced landmasses, occasional epic monsters... you get my point?

Not only disc space, though.. It costs Bethesda a lot of time and money, this can take away from concept artists, who create unique creatures and architecture, quests writers, hiring voice actors for random greetings like Morrowind.

I wouldn't mind voice acting if it didn't do this, although I'd want the ability to have to press a button to continue speech. It can be annoying when something happens and I miss half of what someone says.


Oh, and my biggest suggestion is:

http://www.youtube.com/watch?v=zL8pyOP0VQI&feature=channel

Don't lie to your fans, and say that you have proper Dumner voice actors, you have good AI like this, and you have the ability to have a good looking world without user made mods that take forever to create, and that NPC's atually have proper conversations with eachother, where they use eachother's names.
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Andres Lechuga
 
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Post » Tue Jan 26, 2010 11:37 pm

I'm just popping my head in to drop a link to a demonstration of some pretty cool technology Nvidia was showing off at GDC. I'd love to see something like this in the next game:

http://www.youtube.com/watch?v=YF8CUSiPDJ0
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Del Arte
 
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Post » Tue Jan 26, 2010 6:30 pm

So the fighting style has been talked about a lot in this thread so here is my opinion on it. I loved the combat style in Oblivion but it dose need some improvement such as making the contact of the weapons/arrows more realistic, make it so you cant just sit there and swing out of control( make it so when your fatigue is lowering you swing slower and slower), also the head shots with arrows needs to be considered because in Oblivion you can shoot someone in the face and the arrow would tele down to there chest ... that made me a little concerned.

Some thing they should put in the next TES should be:

More and better spells. Oblivion spells were all the same no matter what level spell of lightning(or any other elements) it all looked the same.

I'm with people on the alternate ending. The more of a difference your choices make the more fun the game. For example make one campaign that can be flipped around so that towards the beginning of the quest you are consulted by both the Good and Evil sides of the game and can chose to be Good or Evil thus altering the rest of the game. A mission flip example is: Good campaign: The castle is under attack by Evil forces and you have to defend, Evil campaign: You are ordered to attack a castle and take it over.

Most importantly there should be a massive array of items. The more items the more there is to collect and sell. Armor and Weapons don't have to come in mass as long as there are very intricate details on the armor that is present. One thing that should be taken out though are the items that cant be used they serve no purpose and is a wast of space on the final product.

Transportation in Oblivion was kind of cheap. You shouldn't be able to travel anywhere on the map without some sort of consequence like a travel toll or some type of energy for travailing.

To end it off a major part of the game is the voices. There were probably about 4 or 5 different voices in Oblivion for everyone in the whole game. Its kind of annoying hearing the same voices for hours on end no matter who your talking to. So at least try to hire 10 different people that can do multiple voices for the characters in the next TES.
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Tom
 
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Post » Tue Jan 26, 2010 4:52 pm

Could not agree more with the love in games. I have yet to play a game that I have enjoyed the romance in a game. I play these games to get away from that crap not get more of it lol. Im not saying it cannot be done as it is possible for it to be done, and maybe it has not been done correctly yet. But, if Beth did attempt this I would be very weary at first.


I'm with you guys. I play games to temporarily escape real life. As someone whose married and been through all the ups and downs of relationships please spare me that crap in a freakin' video game. I'll take my wizards, goblins and other monsters without any romance and sixual themes thank you.
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Nina Mccormick
 
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Post » Tue Jan 26, 2010 4:05 pm

Considering the future of the Thieves Guild

So after fencing a lot of stolen goods, you next visit to any fence* will give you a note. The note will give a high-stakes heist from "anonymous." With the very difficult quest complete and the item you were to lift has been taken to the drop spot, you are admited into the Thieves Guild. The Guild provides a safe house in every region, a lessened prison sentence (less as you climb the ranks), an extortion and bribery roster (available for higher ranks [so you know who's corrupt, who owes the Guild favors, etc]), job requests from civilians, quests to aid fellow guildsmen, and fences in every region. All the guild asks is a stipend every three months. This is a large amount at first, but decreases with rank. With rank, you are given better paying job requests. Besides the aforementioned perks, that is all. No artifacts to reward you, although the Guild vaults have many, free to use with the rank of [big cool dude].

To reap the rank privilages, you need to perform favors for the Guild itself (this is the guild's main quest). After assuming three ranks, you cannot continue without doing a favor for the Guild. These are quests as difficult, and moreso, than the heist to join the Guild. Completing one is a way to add to your "pot," or a total of your worth to the Guild. You can also donate artifacts to the Guild to increase your worth. Your worth decreases with theft and violence toward other members and defaulting on quarterly stipends. Yes, your rank can be striped from you for such infractions, because you are taking money away from the Guild. You can commit as many crimes against your fellow guildsmen as you please, until your pot runs out. Then, the Guild sends bad men to kill you, and you are no longer considered a member. There is no making amends, at this point, so you fail the mq.

Anyway, more about the Guild's restrictions: when you kill another guildsman, their possesions automatically belong to the Guild itself; stealing from the Guild will get you kicked out automatically, regardless of rank. An automatic failure. So, there's now no reason to kill a fellow member.

*Like in Thief: ds, there are several types of fences: some take rocks (diamonds/rubies/etc), some take art work and pottery (paintings/"china"/etc), some take metals (anything metal). This means no more fencing yarn and tomatoes. The fences all have a limited purse which will never increase. This also means no off loading everything at one fence.

That is all.
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Richard Thompson
 
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Post » Tue Jan 26, 2010 9:56 pm

About guilds, Ahem
GUILDS:

Magical: You can only join one. You will get access to special spell affects through these, and there is no way to join all of them.

Synod:
Donations: Like imperial cult donations in Morrowind, except you can, depending on your personality, get donations from anybody. They range from Gold (Which you keep a share of) To powerful weopons (Which you keep altogether). Focus on personality.
Battle: Do the the dirty work of the divines. Focus on Conjuration and Destruction
Espionage: Spy on other Religius Orders. Focus on Illusion and stealth
Priest Work: You have to deal with curses, reversing magic, and healing. Focus on Restoration
Fight Locals: Fight against theMages Guild and Witch Covens.

Collage of Whispers:
Alteration/Mysticism: Getting Magical Artifacts.
Illusion: Dealing with situations In which it would hurt the collage to physically attack.
Restoration: You have to deal with curses, reversing magic, and healing.
Conjuration: Dealing with the realms of Oblivion, as well as learning how to conjure items from other parts of the game-world.
Destruction: Battle Mage work basicly. clearing out mines, protecting caravans, etc.
Necromancy: Reviving the dead to either acompany you to battle or to guard a certain area. always permanent (Unless you kill them again.) Highest Level ability is actual resurrection: you can talk and buy stuff from then again)
Research: Working as a lackey to people in the collage. You can get very powerful spells and rewards through this.
Fight Locals: Fight against theMages Guild and Witch Covens.

Mages guild:
Deskwork: Basically like research in the Collage of Whispers.
fieldwork: Assasination, bribing, and political moves to re-secure a place for the mages guild in the 4th Era.
Knights of the Lamp: guarding non-violent mages from attack.
Fight Imperialists: Fight against the Synod and the Collage of Whispers.

Witch Covens:
Gather artifacts.
Raid settlements.
Brew very powerful special potions.
Fight Imperialists: Fight against the Synod and the Collage of Whispers.

PHYSICAL: Can only join one, besides for The Penitus Oclous and Imperial Legion.

Fighters Guild:
Guard Duty: Guard X person/object for Y amount of time.
Battle: A mercenary army basicly
Saftey: Clear out Mines etc.
Improvement: Secure a place for the guild in the fourth Era
Chose a side: Once Guildmaster, you would have to chose to help Either the Imperials or the locals.

Imperial Legion:
Saftey: Clear out Mines etc.
Guard Duty: Guard X person/object for Y amount of time.
Soldier: Get towns and villages to pay their taxes, and take it if necessary.
Artifact Hunt: Search for the weapons and mail of old.
Training: Get payed to train people through experience (For example, bring a weak underling to clear out an abandoned fortress, and make sure they survive.)
Deal with Locals: fight against the forces of the Rebels.

Penitus Oculous:
Political Assasinations: What it sounds like.
Interigation: Also what it sounds like.
soldier: Force towns and settlements to accept Titus Mede.
Detective work: Get to the bottom of crimes.

Local Police:
Guard Duty: Guard X area for Y time.
Detective Work: Figure out who done what.
Taxes: Make individual people pay taxes.
Deal with Imperialists: fight against the forces of Titus Mede.

Local army:
Saftey: Clear out Mines etc.
Guard Duty: Guard X person/object for Y amount of time.
Soldier: Get towns and villages to pay their taxes, and take it if necessary.
Artifact Hunt: Search for the weapons and mail of old.
Training: Get payed to train people through experience (For example, bring a weak underling to clear out an abandoned fortress, and make sure they survive.)
Deal with Imperialists: fight against the forces of Titus Mede.

STEALTHY: You can only join one thief one and one murder one.

Thieves Guild:
Theft: planned theft
Freelance Work: Pay beggars to, in two days time, tell you a person's exact schedule. I wonder how this would be useful to a thief...
Fox's orders: Do what your Doyens tell you (Thieves Guild Main Quest)
Deal with local gangs: stop unsanctioned theivery

Local gangs:
Freelance Work: Pay beggars to, in two days time, tell you a person's exact schedule. I wonder how this would be useful to a thief...
orders: Do what your Boss tell you (Gang Main Quest)
Murder: Kill a random NPC or make him pay his debt another way.
Protection: make sure that you own certain areas of your city
Skooma run: What it sounds like. Get from point A to point B trying to avoid a run in with the cops who are notified about your luggage.
Gangs are basicly the theives guild, but they traffic skooma as well as murder.
Fight the Theives guild: Desatory the Theives Guild Monopoly.

Dark Brotherhood:
Assasination: Assasination.
Invoking: Summon these services to assassinate any NPC. Doesn't always work.
Experiments: collect bodies of victims for use by the mages of Sithis
Orders: Non-assasinations that fit the guild.
Fight the Morag Tong: Desatory the Morag Tong Heretics.

Morag tong
Assasination: Assasination.
Invoking: Summon these services to assassinate any NPC. Doesn't always work.
Orders: Non-assasinations that fit the guild.
Fight the DB: Desatory the Dark Brotherhood Monopoly.

OTHER: these just didn't fit.

Imperial Cult: Same as Morrowind.

Daedric Cults: depends on Daedra in question. (Hircine would have you hunt animals and kill Hunter who weren't hounorable, as well as make Werewolfs do what they are supposed to; while Molag Bal would have you corrupt goverment officials, and sieze power. NO six

Arena:
One on one: Fight a single opponent.
Team Vs: Your Team Vs. Another Team.
Team Free For All: Your team in a free for all against all the other teams.
Free For all: You vs. a single representative from each other team. they fight each other too though.
Vs. Animal: Fight a creature.
Spread Word: Set up posters and talk to people about watching and betting on the Arena.
New opponents: Go to famed warriors and convince them to join the Arena.
Bet: Same as Oblivion
Collect Bets: collect bets, but money goes in/out of your own pocket. you can refuse to accept a bet.
Spectate: Just watch for a small fee.

Vampire Clans:
Fight another Vampire clan.
Get rid of a Vampire Hunter.
Secure more cattle.
Spread the Disease.
Find a cure.]


Edit: Has anyone read my rediculously long suggestions post? :cryvaultboy:
JK; I know nobody really cares enough to
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Andrew
 
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Post » Tue Jan 26, 2010 3:07 pm

Nevermind.


I agree wholeheartedly.

And furthermore, I suggest you guys (gamesas dev team for tesv) actually make the game, right now, and release it next month, or that you tell us you are or are not making the game, and that you take your time in making the game, if you are making the game and once you have told us you are, take all the time you need to make the game, but only after letting us know. PLEASE LET US KNOW!!!!!!!!!!!!!!!!!!!

Again, I agree wholeheartedly with the above quote.

Stephen.
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Krista Belle Davis
 
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Post » Tue Jan 26, 2010 6:01 pm

Okay Ive got a few things today so here goes.

First off, how often do the developers read these things here? I'm hoping like crazy they see all these suggestions and take them into account. Just speaking my mind here.

Secondly, check this Vampire mod out. http://www.youtube.com/watch?v=FeqwVZaEsgI

Holy fricken fudge cookies! This is what I wanted from being a Vampire! Not that disappointing stuff from Oblivion. This is fricken amazing here. Throw in an awesome Werewolf thing with this and i'm a happy camper. I dont even mind the sun damage if this is the power I get. I'd gladly work around it for this.

Thirdly looky here at this mod. http://www.youtube.com/watch?v=xeFP-YKyegc&feature=related

Sweet Jesus on a pogo stick thats cute! I really really hope that this sort of customization is available this next go around. Devolpers take note if your seeing this! Also it would be awesome if we could make our male characters just as pretty. I wanna Bishonen elf. WE NEED MORE HAIR CHOICES.

Lastly, and this is a minor quibble here. Look at all that ocean out there on the coast. Don't you wish there were islands to visit out there? With pirates and treasure and sea monsters and stuff? I'd love some islands next time, with awesome pirates, pirate ships and pirate guild options.
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Auguste Bartholdi
 
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Post » Wed Jan 27, 2010 4:04 am

Also, does anyone else use the Grey Fox mask to role play as a vigilante superheroes? I made a character called Bruce Wayne and named his class Batman just for that reason.

I think there should be ways to obscure your identity with masks and helmets so you can pull off this kind of stuff, or at least pull off murders and heists without the guards knowing.

And on that note, WE NEED CAPES.

And ive said this before. If you kill someone and no one else is around to see it then the guards shouldnt know about it. Maybe you get bad karma or something but your reputation among the people shouldnt be hurt.

People do shadowy stuff in real life all the time but as long as it dosnt get out it dosnt hurt theyr public image.

Also if your a member of the Imperial Guard you should be able to arrest people.
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Eve Booker
 
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Post » Tue Jan 26, 2010 5:39 pm

How about an interesting Food chain, with only SOME parts of the world that want to kill you.

The top of the food chain on land would be, in Skyrim, something like:

Wolves Reikling Giants
Deer---Cattle Cattle---Trolls Trolls---Spriggans
______________________________________________________________________________

Trolls]
deer---cattle
______________________________________________________________________________

Red
attacks the PC. Special cases: Cows eat Giants

This isn't very comprehensive, and I don't have enough time to be creative right now, but this is a simple example.
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Claire Vaux
 
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Post » Tue Jan 26, 2010 5:28 pm


And ive said this before. If you kill someone and no one else is around to see it then the guards shouldnt know about it. Maybe you get bad karma or something but your reputation among the people shouldnt be hurt.

People do shadowy stuff in real life all the time but as long as it dosnt get out it dosnt hurt theyr public image.


Exactly, The Morag Tong, Dark Brotherhood, Penitus Octulus, or Theives guild (at lower levels) should have no affect on your reputation.
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Catherine Harte
 
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Post » Tue Jan 26, 2010 4:36 pm

Exactly, The Morag Tong, Dark Brotherhood, Penitus Octulus, or Theives guild (at lower levels) should have no affect on your reputation.

I'd rather such things reflect WHAT I did, not who it was for. If I get a mission to assassinate someone and use their body as a skateboard as I flee from town, people will know about this. If I do it with a poisoned dart through the window while hiding in a tree outside and vanish without anyone ever spotting me, the act is not attributed to me. Morag Tong would probably have a large effect on your reputation; some of those writs have you killing people in public. I don't see any gameplay negatives from it, and it wouldn't be hard to tie reactions to whether it's public knowledge. It definitely bugged me that those Dark Brotherhood missions often gave bonuses for stealth, but then apparently everyone knew what you did anyway. I'd like to make my own reputation, thanks.

To repeat an old suggestion regarding whether you're seen: actual investigation, please. The entire justice system is based on whether anyone saw you, that is the worst law enforcement ever. I can march out of a castle drenched in blood, everyone inside dead, and a dozen guards saw me enter and leave...but nobody saw the actual stabbings, so I don't even get asked a question? Crime is far too easy (and at times, far too hard since instant universal knowledge makes it pointless to kill witnesses or cover your tracks), I'd like to see the guards actually put together a guess from the crime scene instead of just shrugging and walking away. It would also add some personal choice when it comes to small-time thefts and major crimes, since you know the latter will be much more heavily investigated.
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JR Cash
 
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Post » Wed Jan 27, 2010 5:07 am

I'd rather such things reflect WHAT I did, not who it was for. If I get a mission to assassinate someone and use their body as a skateboard as I flee from town, people will know about this. If I do it with a poisoned dart through the window while hiding in a tree outside and vanish without anyone ever spotting me, the act is not attributed to me.


lol

I love the way you worded it. Yes, that's the way I see it too. I'd still like the ability to wear a mask or something too so if someone see's you they won't recognize you with your face covered.

There should be a better cover system too, like hiding in bushes or better shadowing or something.
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Laura Simmonds
 
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Post » Wed Jan 27, 2010 3:25 am

I was just thinking of how great it would be to be a Necromancer when the thought occurred of how cool it would be to become a Lych if you were a powerful mage or necromancer or something.

Sure there would be draw backs like being a Vampire and it would be an extremely difficult quest but it would be pretty cool to become a lord of the undead or something.

Also i'm still railing about the whole Vampire Werewolf thing from up there^^^^. I really hope they fix the Vampires and add Werewolves. It would be great if you could join a Vampire House or a Werewolf clan too.

Also, the more you feed as a Vampire the more power you get, not the other way around! And the more you feed on one person the more control you have over them, making them your minion.

Also, coffin beds. Word.
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adame
 
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Joined: Wed Aug 29, 2007 2:57 am

Post » Wed Jan 27, 2010 1:33 am

One thing I'd like brought back are secondary skills that level you up, but take a bit longer than regular major skills. Morrowinds system executed this nicely, while Oblivions system left you at max level around level 45 for most characters.
I had a level 89 Nord Warrior on the Xbox version of Morrowind. :|
High level characters are fun, and being ABLE to further advance yourself like that gives A: more play, and B:, more REplay.

Also,
Don't. Level. Mobs.
Morrowinds system of having set level enemies and monsters was amazing, giving you an epic feeling and made your character feel like it was advancing when it actually was, unlike Oblivion, which the main quest was completed at level 4. That's just stupid.

Also,
Voice acting. Morrowind was hugely text based. This worked.
Oblivion was voice acted, this also worked. The first playthrough.
Beth, if you are going to voice act TES:V, please use more than 10 people to do it.


Voice act TESV no!!! That only unnecessarily occupy disk space. TESV must be text based, to make the game lighter to players who do not have a PC technologically advanced or want more space to files.
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El Khatiri
 
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Joined: Sat Sep 01, 2007 2:43 am

Post » Wed Jan 27, 2010 5:15 am

I was just thinking of how great it would be to be a Necromancer


Necromancers aren't difficult to be in the game now. There's plenty of Undead Conjuration skills, and just focus more on Drain Attribute type spells.
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AnDres MeZa
 
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Joined: Thu Aug 16, 2007 1:39 pm

Post » Tue Jan 26, 2010 7:14 pm

Necromancers aren't difficult to be in the game now. There's plenty of Undead Conjuration skills, and just focus more on Drain Attribute type spells.


The Staff of Worms really helps too.

Still though, you can't join a Necromancer guild or be recognized as one.

Ps. I can't find my Staff of Worms. I don't remember where I put it and i'm bummed out about it. :(
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Stat Wrecker
 
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Joined: Mon Sep 24, 2007 6:14 am

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