TES V Ideas and Suggestions Thread #157

Post » Tue Jan 26, 2010 11:05 pm

When two npcs are gabbing, don't close their conversation if another npc butts in. Instead, the three could have a group dialogue, as long as they're friendly with eachother.
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Nims
 
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Post » Tue Jan 26, 2010 5:58 pm

The one thing that comes to mind that I'd like to see is two part. One I'd like to see the old enchanting style come back, with the ability to put on multiple enchants on gear not just weapons. The second part is I'd love to see more customization that isn't just enchant related.

Example: You have X sword that does Y damage. With a high enough Blacksmithing you could add Serration to the blade, to increase damage and maybe cause bleeding bonus damage. Or you could find an alternate hilt to reduce the weight a little bit increasing swing speed. A high level leatherworking could pad thier boots with fur on the bottom to reduce noise, causing a boost to Sneak.

Rough ideas but gets the point across. I've always loved being able to fine tune my stuff, and thought this was something Oblivion really suffered in with the reduction in enchant usefullness. Be extra cool in the sense of also slightly manipulating the appearance of the item. Like imagine a serrated long sword, it would look intimidating.
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Oyuki Manson Lavey
 
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Post » Wed Jan 27, 2010 1:13 am

i thought more could be done with the oblivion gates than what was actually done;
-mirroring the location the gate was placed, something similar to Zelda: http://tvtropes.org/pmwiki/pub/images/zelda_light_dark_town.png
-the ability to generate your own gates after the main quest(which closes all the "natural gates")

obviously oblivion gates have been done already, but something to think about at least. i always thought it would be interesting to generate invasive structures on the land (like the order crystals in shivering isles) that would function as dungeons which can be sealed off without entering, which would cause it to degrade and disappear in some way. the longer it remains unsealed the more dangerous the interior as well as the surrounding wildlife becomes, but also makes the loot inside more plentiful.


In regards for basic needs (eating sleeping, etc) i think it would be the least annoying to associate the fulfillment of needs with positive buffs, allowing players to skimp on the needs but making the game slightly harder as a result.

the ability to abuse enchantments and alchemy could be balanced i think so that you could end up doing a lot with them but you will also end up encountering enemies that can be a real problem even for abusers(that spawn only with abuse).
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Greg Cavaliere
 
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Post » Tue Jan 26, 2010 5:12 pm

If they are going to have food be really useful, they might as well make it mandatory. I was thinking about this for -- at least -- fast travel

In Skyrim, there would be several fast travel systems:

Caravans: only on main roads. If you are a passenger you can get off whenever but pay quite a bit, if you are a guard you go for free but must get off at a town.

A Tongue: The temple version of a Mages Guild Guide.

Mages guild guide.

Boats: only on the coast and on rivers.



Imperial Intervention: Brings you to the closest Imperial shrine

Kyne's Intervention: Brings you to the closest local shrine

Shore's Bloodlust: Teleports you to directly outside the dungeon you are in.

Mark/Recall: Expanded so you have three marks that are available from one recall with the help of a menu.

(All spells would also be avalible on target or on Area -- you can bring your friends along with you or send an opponent far, far away.)
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victoria johnstone
 
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Post » Wed Jan 27, 2010 12:39 am

More of everything in Oblivion, with some scaling options.

I think that in most respects Oblivion set out a really strong base for memorable gamer experiences, and that TES5 really ought to expand on TES4's strong points, while looking at the kinds of mods that became popular for inspiration on things it could add or improve to the next core game.

Detailed scalability of the player experience is the most important new thing that TES 5 should bring to the table.

Rather than wait for modders and scripters to implement things like hunger, the need to sleep, and 'realism' in the economy and inventory; build those things in the original game, and give the player some knobs to twist so they can tweak the experience to their liking (at character creation, or mid-game, as with 'combat difficulty' in TES4 and F3).

  • Are you a kinda casual player, not looking to get deep into systems and limitations? Do you want to build an unstoppable character by mid-game? Turn all those realism/immersion knobs to the left.

  • Are you a deep role player, wishing to be under genuine threat from field enemies, having to parcel out backback space for swords and food, want anything better than steel gear to be very rare indeed? Crank the dials to the right.

I think that TES is a single player series, and in that regard it can simultaniously please casual gamers, god-modders, average joes, RP nerds, difficulty fetishists, and all between.

-------------

Other small things would be the ability to save a few gear/armor/clothing sets in the menu, to allow for speedy changes between full plate and casual clothing. Capes and cloaks, natch. More visual variety in the weapons - as many mods added.


-------------

More voice actors and VO work in general. I don't know who started the trend to worry about space, but these days people can buy 1TB harddrives at department stores, and if the game install covers a few DVDs (or a 25gig DL, or whatever) who really minds?
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Danel
 
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Post » Tue Jan 26, 2010 7:56 pm

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.
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Emma Parkinson
 
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Post » Tue Jan 26, 2010 5:09 pm

Just got me a new Idea:

What if you could set up camp on any spot in the wilds?
bedroll, small tent & a sack with your belongings.

So if you're far away from town and want to sleep, hid your gear or whatever, you could set up camp. Great way to stack your overencumbering stuff.
You could let it be picked up by a caravan or something.

But beware of thieves & robbers ;)
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kirsty williams
 
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Post » Tue Jan 26, 2010 10:01 pm

one thing that i want is travelers basicly people travel from Morrowind go through cyrodill and goto someone where else and they share tales etc

also i know this is odd but Astronomy i'm a bit of a space nut and a bit of a nut on the space race too........ but eitherway i want to know a bit more about the astronomy like the moons etc

but finally the major one the other continents now tamriel did interact with one continent which is like a ancient Asia (read the official lore, also that's where the blades got there architect and weapons based from) maybe there's another continent or they could interact with the Asian like continent hell why not have a island between the continents that the player goes to in a Expasion/dlc like the morrowind expansion tribunal i think?
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Bek Rideout
 
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Post » Tue Jan 26, 2010 3:16 pm

CONVERSATION:
I'd like to see your character audibly and visually involved in conversations, with camera cuts to and from the speakers. This would require your character to have a voice, so I would suggest one voice for male / female Imperials, Bretons, Redguards and Elves, one voice for male / female Khajits, one voice for male / female Argonians and one voice for male / female Orcs and Nords. You could alter the pitch of your character's voice to suit you, which I imagine would be easy enough to program.
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Matthew Warren
 
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Post » Tue Jan 26, 2010 7:18 pm

CONVERSATION:
I'd like to see your character audibly and visually involved in conversations, with camera cuts to and from the speakers. This would require your character to have a voice, so I would suggest one voice for male / female Imperials, Bretons, Redguards and Elves, one voice for male / female Khajits, one voice for male / female Argonians and one voice for male / female Orcs and Nords. You could alter the pitch of your character's voice to suit you, which I imagine would be easy enough to program.

Voices for characters wouldn't work as well as voices for NPCs. I'm not just trying to be stubborn about player characters not having voices, but you'd be playing quite a linear game if all of your responses had to be voice-acted, for the sole reason that not only would adding new character voices with mods be an issue, since you couldn't be the original voice actor, but you'd feel much more limited with the tone of voice they used.

Don't you think camera cut-scenes to your character's facial expressions/actions would work phenomenally? You choose a response, and you see your character doing something, and your facial expression would change to match it. For example:

NPC Roldin: "You...! It's you! You took them! All of my sheep! I'd recognize that face anywhere! I'm calling the guards!"

Player responses:
  • "I have no idea what you're talking about!" (Your character's face looks surprised)
  • "They tasted really good too. I've always wondered what "Shepherd" tastes like." (a lie, and a threat, your character has an evil grin and looks toward the NPC. :676: )
  • "I'm sure we can talk this out." (Neutral expression, arms crossed, looking confident)
  • "I swear I didn't do anything. Perhaps I can look for them for you?" (Your character seems calm, and scans around the area visually with an animation.)


However, I've heard people saying they dislike it that time stops when you talk to NPCs, which that new way would require stopping time too. It would probably require no enemies to be around as well. :shrug:

P.S. Is anybody with me for skills that you can use other than magic? Like a certain sword move, or a hand-to-hand counter attack, or even a "hide behind box" for stealth?
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Rebecca Clare Smith
 
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Post » Tue Jan 26, 2010 2:48 pm

Voice Acting

We do need a more diverse voice cast, because I want you all to realize something:
They (slap) will (slap) not (slap) go (kick) back (punch) to (headbutt) text-only!
Are we clear (wipes blood off hands and boot)? It has nothing to do with dumbing down, it has to do with not being stupid. This game does not solely exist for you, it is something designed to be enjoyed by lots of people, and not everyone has the same taste. get over yourself. Now that I've gotten that out of the way, here's my suggestion: since as software evolves you can store more stuff on the same amount of space, have at least one actor per race/gender permutation. So, twenty voice actors, all good. Real voice actors, too, not live action actors, that way they could do voice tricks to make it seem like there are more. Last point on voices, make sure the "Oblivion beggar issue" doesn't happen, where a person uses seemingly two voices. Make sure each NPC has consistent acting.

Combat
There's a lot of stuff for combat.

1. Remove the skill "block" and replace it with "shield." Have weapon blocking be part of the weapon skill.
1a. Have things be damaged when used to block, like they are in real life. That way a person has more motivation to use a shield (slow down weapon breakage) and motivation not to (dead weight).
2: Have weapons be more diverse. Fights should be different if you use a warhammer as opposed to a sword.
3. ARMOR IS HEAVY
4. Animations need to be worked on.

Magely things
Magic should not only eat up magicka but a little fatigue. Manipulating the raw force behind nature is tiring, dammit! It should also have a fearsome learning curve, being hilariously weak in the beginning but nearly god-like if you're a hardcoe enough player to do a mage-focus. Read the in-game books for inspiration on what magic can supposedly be.

Visuals
I am not worried. Morrowind and daggerfall may look dated now, and Oblivion is beginning to age, but all of them were amazing at the time, especially considering size. Bethesda knows how to make a game that is a visual stunner.

I have more to say, but I'll do it later. Don't want to clutter.
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sally R
 
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Post » Wed Jan 27, 2010 12:14 am

Voice Acting

We do need a more diverse voice cast, because I want you all to realize something:
They (slap) will (slap) not (slap) go (kick) back (punch) to (headbutt) text-only!
Are we clear (wipes blood off hands and boot)? It has nothing to do with dumbing down, it has to do with not being stupid. This game does not solely exist for you, it is something designed to be enjoyed by lots of people, and not everyone has the same taste. get over yourself. Now that I've gotten that out of the way, here's my suggestion: since as software evolves you can store more stuff on the same amount of space, have at least one actor per race/gender permutation. So, twenty voice actors, all good. Real voice actors, too, not live action actors, that way they could do voice tricks to make it seem like there are more. Last point on voices, make sure the "Oblivion beggar issue" doesn't happen, where a person uses seemingly two voices. Make sure each NPC has consistent acting.

I never said I didn't want voice acting, I like voice acting...

I was talking about the player-character talking.

Besides, they had tons of voice actors in Fallout 3, and in Fallout 3 it was a lot better! :dance:
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Jay Baby
 
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Post » Wed Jan 27, 2010 4:18 am

I never said I didn't want voice acting, I like voice acting...

I was talking about the player-character talking.

Besides, they had tons of voice actors in Fallout 3, and in Fallout 3 it was a lot better! :dance:

I actually didn't direct that at you, but I also agree. The player-to-NPC interactions need to be made much more realistic and organic.
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Elizabeth Davis
 
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Post » Tue Jan 26, 2010 4:03 pm

I suggest that the entire development time plays Daggerfall again(if they haven't already, which they should have). Daggerfall is the most complex(complexity is a good thing, in my opinion) of all TES games, in my opinion. Here is a list of the pros and cons of Daggerfall. I want the pros in TES V and the cons not in TES V.

Pros

  • Currency weighs something.
  • Banks are in the game and one can deposit their gold in the bank. Loans also come from banks in Daggerfall and the player is given a certain amount of time to pay the loan back. If they don't pay the loan back on time, they lose reputation.
  • The reputation system of Daggerfall is complex and brilliant. By gaining a higher reputation with one group or joining one group, your reputation with another group may go down. Each group has allies and enemies. Bethesda created a great web in Daggerfall known as Daggerfall's reputation system, and it(or something similar) must be present in TES V.
  • Daggerfall had a large variety of factions, and you may not join anything close to all of them with one character. One must choose which knightly order or templar order to join, and there are many of those orders. Each faction gives the player benefits and the player receives more benefits as they rise through the faction's ranks. One's rank is based on one's skill.
  • Daggerfall has a better criminal justice system than later Elder Scrolls games. The player goes to court for criminal acts and they are sentenced there. The sentence can vary depending on if the player pleads guilty or not guilty. If the player pleads guilty, then they are instantly found guilty, but they suffer a lesser sentence than if they pleaded not guilty and were found guilty. If one pleads not guilty, then they can debate or lie to try and get their way out of trouble. Their success at this is determined by their character's skill with such things. If the player succeeds at lying or debating, then they face no punishment. If they are found guilty when pleading not guilty, they face a harsher punishment then if they had pleaded guilty.
  • Daggerfall allowed a person to buy a ship and a cart as well as a horse. All three are forms of transportation.
  • Daggerfall and Morrowind both allowed more customization of one's appearance with more slots available for clothing and armor.
  • When speaking to someone, there are a large variety of topics(that usually relate to the specific area of the conversation) that may selected, but not everyone knows about those topics. Some people may know about where a certain place is while others may not. When asking about information in a conversation, each NPC gives only one piece of information. Daggerfall's conversation system is more varied than Oblivion's, but it makes Daggerfall's NPCs seem less all-knowing than Morrowind's NPCs.
  • There are more skills in Daggerfall than there are in Morrowind and Oblivion.
  • Skills are more important in Daggerfall than they are in Oblivion, and possibly Morrowind.
  • Banks are regional.
  • Quests in Daggerfall have time limits.
  • In Daggerfall, money seemed to be more useful. There are always things to buy in Daggerfall.
  • Banks issued the equivalent of a check in the modern world, which weighs much less than a large amount of money. However, not everbody accepts those equivalents of checks.
  • Daggerfall is much larger than Oblivion and Morrowind. While it results in less unique areas and quests, there is much more to do in Daggerfall than in Morrowind and Oblivion.
  • The complexity of Daggerfall's fast-travel system is nice.
  • Overall, Daggerfall is a challenging game because it forces the player to think about their choices and the possible consequences for their choices before they act. Having to use a regional bank and only having a certain amount of time to complete a quest also makes Daggerfall challenging.
  • Overall, Daggerfall is a masterpiece and a true role-playing game. For some reason, Daggerfall's complexity has been lost.


Cons

  • Since most of the game is randomly generated, locations and quests aren't as interesting as they are in Oblivion and Morrowind(more interesting than Oblivion).
  • Daggerfall has some level-scaling. I want level-scaling gone completely.
  • Daggerfall may be a bit too large. I like Daggerfall's size, but I hate it at the same time. Daggerfall is huge, but it feels empty and exploring isn't nearly as possible in Daggerfall as it is in Oblivion. Areas are spread too far apart and I always need to use fast-travel to get around. I also can't discover areas. It's too difficult to find areas in Daggerfall by exploring.
  • The player can't interact with items in Daggerfall as much as they can in Morrowind and Oblivion.


Cons about Daggerfall that weren't cons when it was released, but they are seen as cons now

  • Daggerfall's graphics are seen as crap and drive too many people away from the game. It is an excellent game, but sadly, it is hidden from the world by its age and graphics.
  • Daggerfall's animations are considered terrible by today's standards.
  • Daggerfall's sounds are also considered terrible by today's standards.

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Talitha Kukk
 
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Post » Tue Jan 26, 2010 6:12 pm

We do need a more diverse voice cast, because I want you all to realize something:
They (slap) will (slap) not (slap) go (kick) back (punch) to (headbutt) text-only!
Are we clear (wipes blood off hands and boot)? It has nothing to do with dumbing down, it has to do with not being stupid.

--> This game does not solely exist for you, it is something designed to be enjoyed by lots of people, and not everyone has the same taste. <--

get over yourself.

Ironically reversible argument is ironic.

If the video games industry were so demonstrably hopelessly addicted to full voice acting beyond a shadow of a doubt, then this might be salvageable. But that hasn't been demonstrated beyond a shadow of a doubt; it can only be insinuated. That the industry has been showered with full-voice titles means nothing, as nothing has yet come out to test the consumer pool's ability to make the transition again.

If a full-text game were to appear on the market today, with overtly rich written dialogue, amazingly complex character expressions and in-dialogue character animations, and it was acceptable or even stellar in every other way, then I suspect it would sell just as well as a full-voiced game with 1/20th the dialogue content.
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james reed
 
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Post » Tue Jan 26, 2010 11:51 pm

Bigger, more detailed cities and vast wildernesses. I would rather have the imperial city live up to its reputation, even if that was the only thing in the entire game, than have it shrunk down to the size of Vivec in Morrowind. If you're going to have a city in the game, make it huge and filled with people. Then you can add expansions of other cities or lands around the city if you need to. Make it right the first time so that years later you won't have to completely remake the city, region, or province.
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Niisha
 
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Post » Tue Jan 26, 2010 1:43 pm

If a full-text game were to appear on the market today, with overtly rich written dialogue, amazingly complex character expressions and in-dialogue character animations, and it was acceptable or even stellar in every other way, then I suspect it would sell just as well as a full-voiced game with 1/20th the dialogue content.

I've gotta agree with that, my all-time most-played game was Animal Crossing for the Gamecube, I had weeks worth of time into that (Literally, it was a few hundred hours... :nuts:). The characters spoke gibberish, and they walked around with giant bobble-heads but I loved every moment of it... until the end, when I had to go on vacation and when I came back my town was full of weeds, my favorite characters moved, and cockroaches invaded my house... :obliviongate:

You really can get immersed into a game without voice-acting... although I never got "immersed" into Morrowind, I can picture how a really good text-based game would work now. It'd be fantastic for modding. (Even though I've been training my Imperial/Wood Elf/Redguard voices :sadvaultboy:)

Even though I'd say chances are they're going to make it voice acted, I can wholly say that I'd love the game either way.

However... the "passing by" voice acting always bugged me in Morrowind. :shrug: I have no idea how other people felt about it. I am one person, on a planet of 6.5+ billion, I can only experience so much.
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Melanie Steinberg
 
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Post » Wed Jan 27, 2010 2:52 am

I suggest that the entire development time plays Daggerfall again(if they haven't already, which they should have). Daggerfall is the most complex(complexity is a good thing, in my opinion) of all TES games, in my opinion. Here is a list of the pros and cons of Daggerfall. I want the pros in TES V and the cons not in TES V.

Pros

  • Currency weighs something.
  • Banks are in the game and one can deposit their gold in the bank. Loans also come from banks in Daggerfall and the player is given a certain amount of time to pay the loan back. If they don't pay the loan back on time, they lose reputation.
  • The reputation system of Daggerfall is complex and brilliant. By gaining a higher reputation with one group or joining one group, your reputation with another group may go down. Each group has allies and enemies. Bethesda created a great web in Daggerfall known as Daggerfall's reputation system, and it(or something similar) must be present in TES V.
  • Daggerfall had a large variety of factions, and you may not join anything close to all of them with one character. One must choose which knightly order or templar order to join, and there are many of those orders. Each faction gives the player benefits and the player receives more benefits as they rise through the faction's ranks. One's rank is based on one's skill.
  • Daggerfall has a better criminal justice system than later Elder Scrolls games. The player goes to court for criminal acts and they are sentenced there. The sentence can vary depending on if the player pleads guilty or not guilty. If the player pleads guilty, then they are instantly found guilty, but they suffer a lesser sentence than if they pleaded not guilty and were found guilty. If one pleads not guilty, then they can debate or lie to try and get their way out of trouble. Their success at this is determined by their character's skill with such things. If the player succeeds at lying or debating, then they face no punishment. If they are found guilty when pleading not guilty, they face a harsher punishment then if they had pleaded guilty.
  • Daggerfall allowed a person to buy a ship and a cart as well as a horse. All three are forms of transportation.
  • Daggerfall and Morrowind both allowed more customization of one's appearance with more slots available for clothing and armor.
  • When speaking to someone, there are a large variety of topics(that usually relate to the specific area of the conversation) that may selected, but not everyone knows about those topics. Some people may know about where a certain place is while others may not. When asking about information in a conversation, each NPC gives only one piece of information. Daggerfall's conversation system is more varied than Oblivion's, but it makes Daggerfall's NPCs seem less all-knowing than Morrowind's NPCs.
  • There are more skills in Daggerfall than there are in Morrowind and Oblivion.
  • Skills are more important in Daggerfall than they are in Oblivion, and possibly Morrowind.
  • Banks are regional.
  • Quests in Daggerfall have time limits.
  • In Daggerfall, money seemed to be more useful. There are always things to buy in Daggerfall.
  • Banks issued the equivalent of a check in the modern world, which weighs much less than a large amount of money. However, not everbody accepts those equivalents of checks.
  • Daggerfall is much larger than Oblivion and Morrowind. While it results in less unique areas and quests, there is much more to do in Daggerfall than in Morrowind and Oblivion.
  • The complexity of Daggerfall's fast-travel system is nice.
  • Overall, Daggerfall is a challenging game because it forces the player to think about their choices and the possible consequences for their choices before they act. Having to use a regional bank and only having a certain amount of time to complete a quest also makes Daggerfall challenging.
  • Overall, Daggerfall is a masterpiece and a true role-playing game. For some reason, Daggerfall's complexity has been lost.


Cons

  • Since most of the game is randomly generated, locations and quests aren't as interesting as they are in Oblivion and Morrowind(more interesting than Oblivion).
  • Daggerfall has some level-scaling. I want level-scaling gone completely.
  • Daggerfall may be a bit too large. I like Daggerfall's size, but I hate it at the same time. Daggerfall is huge, but it feels empty and exploring isn't nearly as possible in Daggerfall as it is in Oblivion. Areas are spread too far apart and I always need to use fast-travel to get around. I also can't discover areas. It's too difficult to find areas in Daggerfall by exploring.
  • The player can't interact with items in Daggerfall as much as they can in Morrowind and Oblivion.


Cons about Daggerfall that weren't cons when it was released, but they are seen as cons now

  • Daggerfall's graphics are seen as crap and drive too many people away from the game. It is an excellent game, but sadly, it is hidden from the world by its age and graphics.
  • Daggerfall's animations are considered terrible by today's standards.
  • Daggerfall's sounds are also considered terrible by today's standards.



Agree completely with all of this, I have not finished playing daggerfall and I have not finished reading this post, but I do agree wholeheartedly that the dev team should replay daggerfall and all previous tes games before starting work on tesv

Bigger, more detailed cities and vast wildernesses. I would rather have the imperial city live up to its reputation, even if that was the only thing in the entire game, than have it shrunk down to the size of Vivec in Morrowind. If you're going to have a city in the game, make it huge and filled with people. Then you can add expansions of other cities or lands around the city if you need to. Make it right the first time so that years later you won't have to completely remake the city, region, or province.


Agree to some extent, yes, have a large amount of detail and larger cities, but don't make one city take up the whole game.

On another topic.

I suggest that the dev team send each person who comments here on these suggestion boards a copy of the pre release game so as to allow us to beta test it, and also to show us your appreciation. Thanks.

Stephen.
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Emily Shackleton
 
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Post » Wed Jan 27, 2010 3:19 am

I want them to add more realism. And more little details. Also remove fast travel, as it ruins the game completly. Make it like morrowind style. When you travel on roads, you can find little villages, farms, houses all around. Animals will attack you in mobs of 2-3 or more , depends on type of animal , also add more types of animals, than in Oblivion, we dont want 10 types of creatures and 2 types of domestic animals, we want creativity and immagination. I also think they should add children (like in Fallout 3). Add possibility that you can marry with some woman/man and have children. Add possibility to own a shop and be a merchant. Add schools in major cities.Make the better spell usage. Not that you must open spell window anytime u need to change spell, just make a shorcut bar who stands on bottom of the screen.
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Beth Belcher
 
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Post » Tue Jan 26, 2010 8:52 pm

I want more power if i'm the head of a guild.

I finally became Arch Mage and couldn't do anything with it. That was disapointing.

Also I want some Necromancy. I know ive said it before but it's such an awesome magical school.

And again, I want relationships. Friends, lovers, all that jazz. And Gay and lisbian options so everyone can have fun.
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james kite
 
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Post » Tue Jan 26, 2010 9:32 pm

1. More factions such as-
a. The Necromancers. You could be trying to bring the King of Worms back
b. The church. You could heal people, or use the personality game to convert them.
c. The Imperial Legion. Making arrests, etc.

2. Realistic leveling. For example, no bandits with Daedric armor, and all the wolves do not randomly transform into bears

3. Different looking people. Adjust height, weight, and add beards.
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Benito Martinez
 
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Post » Tue Jan 26, 2010 6:23 pm

Ironically reversible argument is ironic.

If the video games industry were so demonstrably hopelessly addicted to full voice acting beyond a shadow of a doubt, then this might be salvageable. But that hasn't been demonstrated beyond a shadow of a doubt; it can only be insinuated. That the industry has been showered with full-voice titles means nothing, as nothing has yet come out to test the consumer pool's ability to make the transition again.

If a full-text game were to appear on the market today, with overtly rich written dialogue, amazingly complex character expressions and in-dialogue character animations, and it was acceptable or even stellar in every other way, then I suspect it would sell just as well as a full-voiced game with 1/20th the dialogue content.

Ironic how? I actually find the assessment depressing. I would myself prefer all or mostly text, I simply don't see it happening and think if we're gonna push for stuff, we should push for things with better odds of success. Like, say, more skills and greater cultural lore. aside from which, most games that used to have full-text only dialog are starting to get voiced, and things with a mix are getting more and more voiced.
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Kevin S
 
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Post » Wed Jan 27, 2010 1:31 am

i think this whole text vs voiced thing is simply illogical at its base. there's a difference between dialog and the delivery of that dialog, to suggest that its going to be automatically worse when you hear someone act out the dialog, is ludicrous.

in regard to necromancy, again aside from a few "enabling spells"(like risen flesh from shivering isles) i think it would be more of a crafting styled skill than a magic styled skill (like the difference between alchemy and conjuration)
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benjamin corsini
 
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Post » Tue Jan 26, 2010 3:17 pm

Character Appearance Creation/NPC Appearance
Players should be allowed to choose their gender, race, and most aspects of their appearance to reflect their desired character in the game. After all, it is an Action Role-Playing Game, not a Linear story where we take control of a pre-destined character.

So far, Bethesda has done phenomenally in allowing their players to create their dream characters, you can be many different races, with choices like gender, skin-tone, and customizable faces. However, it down-graded a little in Fallout 3. You simply couldn't do as much with the options given to you, and many were taken out. However, in Oblivion, things were far too easy to mess up on accident. One slider could control 3/4 of the sliders in different categories, and you wouldn't notice right away. What would be great is if the sliders were a bit more independent of each-other, so when you changed the nose, the mouth didn't look resemble a fish's.

Suggestions for in-game character appearance creation (non-changeable):
  • The options given in Oblivion for the face, adapted in the Fallout 3 style so the sliders didn't go everywhere.
  • Different meshes for male and female faces, like what was done in Fallout 3. It was much easier to distinguish gender based on face in that game.
  • Sliders for Muscularity, Fat, and Height.
  • Adding facial details, such as scars, freckles, markings/tattoos, etc.
  • Sliders to effect variables such as tusk length (for orcs), ear size, ear pointedness (for elves), face-fur amount (on Khajiits), tooth size (on Argonians).
  • Face-Presets (like what was done in Fallout 3).
    The issue in Fallout 3, however, was that the pre-sets determined how your face was going to end up. You'd always slightly resemble your pre-set, because the sliders didn't change a whole lot.


Suggestions for in-game character appearance (changeable):
  • Some different Default Poses.
    Example: If you chose a "Cautious" Default Pose when standing still your character would look over their should a lot, and seem fidgety. If you chose a "Bored" Default Pose, your character would cross their arms and, look around with a bored expression on their face. If you chose a "Haughty" default pose, you character could stand in a very dignified fashion and have that "I'm the coolest" look on their face. While somebody who chose a threatening pose would crack their knuckles all the time and glare at people walking by. (Perhaps you could unlock more poses with a higher speechcraft skill)
  • Some things like piercings, changing hair style, facial hair.
  • More choices of clothes.
    At first it seemed like there were a lot of different clothes, until you actually started looking for them. There were a lot of options, but they didn't differ much in appearance. There also weren't any gloves/hats that you would wear.
  • Changing colors of things wearable items.
    Dying clothes/armor would make the game's clothes seem much more diverse.
  • Bringing back a system similar to Morrowind's system of clothing/armor.
    The ability to wear armor/robes over clothes.
  • Adding more types of carry-able items other than weapons, torches, and shields.
    Books, Skulls, Orbs, Lamps, etc.


NPC Appearance
Ah, the NPCs, the characters, our characters interact with, learn from, and befriend.

For NPCs, the changes needed would be minor. If clothing dye was added, you could distribute different clothing colors to NPCs. If different poses were added they could easily be distributed according to the character's personality. Some could have beards, while others have piercings.

Thanks for reading! :hehe:
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Lizzie
 
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Post » Tue Jan 26, 2010 6:25 pm

I want more power if i'm the head of a guild.

I finally became Arch Mage and couldn't do anything with it. That was disappointing.


This, but I don't think one should be able to become leader of 4 or 5 guilds if there is any power given to the leaders. It's really unrealistic when you are the Arch-Mage, Gray Fox, DB Listener and Fighters Guild Grand Master, all at the same time. Then again, if the quest-lines were unappealing and short, and I could only pick one guild to join for my character, then I would be pretty mad.
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David John Hunter
 
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