TES V Ideas and Suggestions Thread #157

Post » Wed Jan 27, 2010 3:12 am

Welcome to TES V Ideas and Suggestions # 157

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
http://www.gamesas.com/bgsforums/index.php?showtopic=1064713
http://www.gamesas.com/bgsforums/index.php?showtopic=1065099
http://www.gamesas.com/bgsforums/index.php?showtopic=1066038
http://www.gamesas.com/bgsforums/index.php?showtopic=1067210
http://www.gamesas.com/bgsforums/index.php?showtopic=1068055
http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Tue Jan 26, 2010 5:20 pm

The combat system in OB was phenomenal, and the combat system in Morrowind was atrocious.

Actually, the combat system of both Oblivion and Morrowind were atrocious. Visually, Oblivion was great while Morrowind was terrible, and mechanics-wise regarding player skill, Morrowind was great while Oblivion was terrible.

Hence why Morrowind and Oblivion should get it on and have hybrid combat-system babies that are the best of both worlds: real-time visually flowing player-controlled combat actions with character-skill controlled behind-the-scenes mechanics.

Mkay, in regards to combat and player-skill vs character-skill, I'm currently toying with an old idea I had some time ago regarding how AI packages could be intermeshed with mechanics. One that I would call, for lack of a better phrase, soft dice-roll combat.

Firstly, this idea somewhat assumes 4 things.
1. Fatigue playing a far more integral role in combat success (or success at anything else that involves physical activity and/or concentration). Doing anything with zero or almost zero fatigue should be next-to-impossible.
2. A return to Morrowind's gimping of weapon damage if the player doesn't allow the weapon to fully draw back (note that this is separate from power attacks).
3. The actual speed of a weapon's swing being dependent solely upon the player's skill with that weapon.
4. Different styles of attack that are controlled by player motion when attacking.


Okeh, so let's say you're going up against a bandit, and as you come in range with your blade, you click your mouse button (or whatever you console people do) to attack. In that instant, the game notes whom you're attacking by determing the NPC whom the crosshair is pointing at. It fetches the following variables: The player's fatigue, weapon skill, agility, speed, and luck, and the NPC's fatigue, agility, block skill, speed, and luck (perhaps more, but I'm kinda figuring out the formula components as I go along; I won't even try to stamp out an actual mathematical chance-to-hit formula in its entirety).

Basically, let's define what it means for the character to "miss." If the character has missed, then the NPC has likely successfully dodged or blocked. Let's say that, in this example, our formula determines that the NPC manages to dodge. This has either happened because the NPC in question is incredibly agile or swift, whereas the player character might not be, or the player's swing (via weapon skill) was fairly slow and inexperienced, allowing the NPC to anticipate the swing and move, or the NPC in question was rather lucky as compared to the player. Either way, the formula has determined that a dodge should occur, regardless of the reason.

How does this dodge happen, then? Instead of Morrowind's "blade swinging through solid object" or an animation providing a mask for "blade swinging through solid object," an AI package will be enabled on the NPC, telling them to retreat in a given direction immediately. The direction will be determined by the type of attack the player is about to engage in; the NPC will move in the opposite direction, or the direction that will be the hardest for the player to reorient towards (with some randomization). Keep in mind this is all happening right as the player clicks their mouse button to attack.

So the NPC retreats as the player swings, thus giving an actual, tangible, physical and sensible explanation for character missing, one that still has its foundation on dice-roll mechanics and yet is devoid of its unexplained occurrences and isn't a slap-on fix. But our scenario is not yet perfect. What if we have a player who has experienced the game long enough to develop his player-skill enough to successfully reorient his attacks and hit the NPC anyway, even though they dodged? This is what I think should occur. If the player manages to accomplish this feat and overrides the character skill (rather comparable to how an experienced player can unlock any lock in the game regardless of skill in Oblivion by working with the system long enough), then the hit should still count, but the total damage should be cut to around 1/8 or 1/10. After all, the character-relevant skills determined a specific outcome should have taken place. Yet the player is still getting somewhat of a reward for overriding that outcome with player skill, just not near the same reward as what would normally be there.

This is what I imagine when I think of possible future combat in TES. Character-skill dice-rolls given form by short AI packages. While this example only highlighted a "dodge" roll, block and parry are just as feasible, as are other, more complex uses of AI driven by skill/attribute formulas.

User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Tue Jan 26, 2010 6:13 pm

A secondary skills system. E.G. Skills that level you up slower than major skills.

For example: Cooking (secondary to alchemy), Flirting (secondary to speechcraft), Literature (secondary to speechcraft), FootRacing (secondary to athletics), etc etc etc...
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Wed Jan 27, 2010 3:17 am

If they take the movement characteristics of Oblivion, the "life" that characters have in Oblivion, the quests that have in Morrowind, a good story such as Morrowind and also a place well done as Morrowind, and put it all in TESV, you can be sure: I'll play TESV.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Tue Jan 26, 2010 4:55 pm

For TES5:

Landmass to be 6-20x the size of Oblivion's.
-Most of it should be randomly generated upon character creation (rivers, valleys, mountains, etc.)
-Landmarks such as cities, major dungeons, quest locations, etc. should be static.

After land generation:
-Regular dungeons (around 50-200) randomly generated throughout the landmass.
--Interior layout of said regular dungeons should be randomly generated.
--Enemies should be randomly generated in these random dungeons (some scale with the player, some not, to give a sense of accomplishment while not taking away the challenge)
--Loot in these random dungeons should be randomly generated (based on a rarity system; torches could have a 20% chance of appearing, while a daedric weapon would be 0.1%, etc.)
-Small settlements (25-50) less than 5 houses randomly generated throughout the landmass.
--Would have different themes (Imperial settlement, Nord settlement, fishing outpost, farming fields, secret hideouts, etc.).
--Would have randomly generated NPCs and buildings.
-Trees / foliage randomly generated
-Wildlife randomly generated (some scale with the player, some doesn't)

Randomly generated miscellaneous quests
-Random fetch quests / deliver item X to NPC Y / go to location X and kill NPC Y / etc. offered by random NPCs

Randomly generated unimportant or non-plot related buildings / NPCs withing major settlements

What will NOT be randomly generated:
-Location of major cities
-Location of important / quest related buildings within them
-Important / quest related NPCs
-Location of large settlements (over 10 buildings)
--Location of important / quest related buildings within them
-Important / quest related NPCs
-Location and layout of important / quest related dungeons
--Including enemies / loot inside
-Important / quest related enemies
-Main and side quests
-Important / quest related items
-Major landmarks and quest related locations
-Major roads / transportation systems (both within settlements and outside)


This isn't as much a suggestion as it is my wish list for TES 5 :)
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Tue Jan 26, 2010 5:50 pm

one thing i noticed in oblivion when you attacked someone they would go like OHHHHHHH and open there mouth it didn't like visually realistic
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Tue Jan 26, 2010 7:08 pm

Pet mud crabs, more variety of mud crabs, more mud crabs in general, mud crab guild, mud crab shell armour, mud crab racing, mud crab appreciation society, mud crab embassy, CPMCF (Cyrodillians for the Protection of our Mud Crab Friends), mud crab playable race and Turdas will now be knows as 'mud crab day.'
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Tue Jan 26, 2010 6:11 pm

Actually, the combat system of both Oblivion and Morrowind were atrocious. Visually, Oblivion was great while Morrowind was terrible, and mechanics-wise regarding player skill, Morrowind was great while Oblivion was terrible.

Hence why Morrowind and Oblivion should get it on and have hybrid combat-system babies that are the best of both worlds: real-time visually flowing player-controlled combat actions with character-skill controlled behind-the-scenes mechanics.


As usual, I like your ideas. The idea I've been mulling around in my head is a system closer to what Morrowind had, but with the addition of auditory cues that sonically 'describe' what happened during the dice roll. For instance, when the PC swings his weapon and the blow is parried, you would hear the clink of one metallic object parrying another. Or, if a blow is blocked by a shield or a weapon, there would be an appropriate sound to represent that happeniing. However, adding animations would be an even better representation of what is happening during the dice roll. The only cause for concern I would have is that all of the calculations would have to be done on the fly, and to make it look believable, there couldn't be more than a few milliseconds of lag between the player's input and the visual output.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Tue Jan 26, 2010 8:41 pm

On The Player Skill Vs Dice Roll.

I read the first post about the dice roll, while I find it the best idea on the dice roll a.k.a character skill, like Morrowind and other great rpg's but There was a problem with that in Morrowind, and that is that it was hugely unbalanced.

1) The player found it too hard to develop more than 1 weapon skills and it became very boring in the end. Like the warrior class, the player wanted to become master at both swords, axes and blunt weapons, but ended up using only 1 weapon skill because you simply coudn't stand missing 70% with all weapons, wich lead to a levl 25 char with longsword skill at 65 and axes and maces still at 40 tht player already wasted 2 skills.

2) The monster fight became too easy. In the end every greature could be taken out with 3-4 hits because of the overpowerd daedric, ebony and glass weapons. Basicly, the player just needed block, heavy armor, and a weapons skill all at 75 and he could take down every living thing. That means that only all other skills was basicly "useless".

3) Making a character a mix of spellcasting and combat led to a pain. Imagin trying to increase Alchemy, Destruction, Alteration, Axes, Blunt, Longwords, all at the same time in Morrowind, it would take huge amount of time with all the skills starting at 25-35.

Im not saying that they fixed the balance in Oblivion, but atleast it wasn't boring to increase a bunch of skills at the same time.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Wed Jan 27, 2010 12:06 am

Let there be more NPCs in (major)Cities.
Don't give them 24 hr schedules, but 24/7 schedules.
Wednesday washing day, every sunday church or something, work on weekly days etc.

when NPCs go to church, (about 30 of them) let them start conversation before and after visiting at the entrance.

not one on one, but maybe 3 to 5 NPCs joining the same conversation.



Let NPCs travel to family in other cities, joining caravans that are traveling between cities weekly.
That way your walking through the forest or what not, and suddenly you see an entire caravan (10 NPCs or so) moving over one of the main roads with a horsecar and some sheep or something.

A band of highwayman stopping them, and demanding coin, which the caravan will give, because they want no problems.
ofcourse you're there to save the day (and can invest in them to get some security).


If there would be about 50 different families in the game, then they would interract better with each other.
Some having a small background story (and quests)

Some who want others killed so they will inherit the house and treasure etc.
So if you kill someone who owns a house, another relative will move in in a week or so.

You'd also have vetes between families, in which you can choose sides, or blackmailing both etc.

There's always a famous person in the family, a gladiator, a real estate owner, a half god, whatever. It could cause jealosy or admiration.
"You better watch out, cuz my nephew is a gladiator and he'd kill you in an instant!"
or
"That damn uncle, always thinking he's better than me. If only I could... get rid of him"
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Tue Jan 26, 2010 5:27 pm

Pet mud crabs, more variety of mud crabs, more mud crabs in general, mud crab guild, mud crab shell armour, mud crab racing, mud crab appreciation society, mud crab embassy, CPMCF (Cyrodillians for the Protection of our Mud Crab Friends), mud crab playable race and Turdas will now be knows as 'mud crab day.'


Mud crab racing.

Also, if you take out 2/3 of the dungeons in Oblivion and use the freed memory to create more landmass, I'm sure you could fit another continent or two into the game.

Stephen.

Let there be more NPCs in (major)Cities.
Don't give them 24 hr schedules, but 24/7 schedules.
Wednesday washing day, every sunday church or something, work on weekly days etc.

when NPCs go to church, (about 30 of them) let them start conversation before and after visiting at the entrance.

not one on one, but maybe 3 to 5 NPCs joining the same conversation.



Let NPCs travel to family in other cities, joining caravans that are traveling between cities weekly.
That way your walking through the forest or what not, and suddenly you see an entire caravan (10 NPCs or so) moving over one of the main roads with a horsecar and some sheep or something.

A band of highwayman stopping them, and demanding coin, which the caravan will give, because they want no problems.
ofcourse you're there to save the day (and can invest in them to get some security).


If there would be about 50 different families in the game, then they would interract better with each other.
Some having a small background story (and quests)

Some who want others killed so they will inherit the house and treasure etc.
So if you kill someone who owns a house, another relative will move in in a week or so.

You'd also have vetes between families, in which you can choose sides, or blackmailing both etc.

There's always a famous person in the family, a gladiator, a real estate owner, a half god, whatever. It could cause jealosy or admiration.
"You better watch out, cuz my nephew is a gladiator and he'd kill you in an instant!"
or
"That damn uncle, always thinking he's better than me. If only I could... get rid of him"


Sounds like an italian mafia town to me, I don't like it.

Stephen.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Tue Jan 26, 2010 2:47 pm



There are several problems with randomly generated content.

1)Far greater chance of visual errors. ie: floating/sunken trees, floating/sunken structures, inconsistancy with terrain (Roads stop dead, rivers have no start, end points), jagged hills and so on.

2)Generation time. This isn't like Age of Empires, randomly generating a map on the scale of say -Oblivions- would take hours, especially if the graphics are at least on Oblivions scale, let alone the scale of whatever ESV would be.

3)Bigger bugs. Daggerfall was one of the buggiest games of its time. A lot of it down to the randomly generated content breaking something (IMO) It's a lot harder to bug fix something that isn't consistant between any two gameplays.

4)Lack of detail. Hand placing items tends to create a far more visually pleasing landscape than a randomly generated one.

5)Massive chance of mods conflicting with the landscape since it would be the same between two playthroughs.

For a game like this, Randomly generated is going to happen for the world map.

Randomly generated dungeons on the other hand I could see working.


Mud crab racing.

Also, if you take out 2/3 of the dungeons in Oblivion and use the freed memory to create more landmass, I'm sure you could fit another continent or two into the game.

Stephen.



It's not really about space for multiple continents, its about the deatil in them. I'd much rather have one full continent/province/realm than two or three chopped down, half size continents that are low on detail and thiongs to do.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Tue Jan 26, 2010 9:52 pm

My suggestions:

New skills and needs for the character. Example: Of necessity, need to eat, need to sleep, need to rest even when awake, need to interact with people no matter which way (good or bad). Ability: cutting trees, cooking, hiking, having a partner or a girlfriend (boyfriend if female). And also suggest that has children in game. Also, the game has 2 finals in which the character can choose between the good side and evil side. Oh, also suggest jobs for which the character can earn money to buy things like armor, spells, etc..

Oh, also I suggest that they remove the system that we had in Oblivion that the dialogues between the player and the NPC were spoken, and no longer had that system in Morrowind that the dialogues were written. I suggest you go back to the Morrowind's system, as the spoken dialogue occupy nearly half space to install the game, because they are recorded audio files.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Tue Jan 26, 2010 7:25 pm

My suggestions:

New skills and needs for the character. Example: Of necessity, need to eat, need to sleep, need to rest even when awake, need to interact with people no matter which way (good or bad).

This'd be a nice addition, and I doubt it'd take a lot of space, but it should be togglable, or not made to be absolutly annoying.

having a partner or a girlfriend (boyfriend if female). And also suggest that has children in game.

I completely agree with you, but it would likely never happen because of dumb people being offended by nothing.

1. Homosixuality would have to be implemented to stop people complaining.
2. People would complain about seeing homosixuality.
3. Killing children in a game is apparently immoral, and immortal NPC's just doesn't fit into an RPG.

Like I said, dumb. But I agree with you, even though I doubt it'd happen.

Also, the game has 2 finals in which the character can choose between the good side and evil side. Oh, also suggest jobs for which the character can earn money to buy things like armor, spells, etc..

I've always been gutted that games rarely ever give a decent evil option. It'd be great to implement bandit camps, the ability to join daedra such as Mehrunes Dagon or Nephala (Those seen to people as evil), or the ability to join massive necromancer covens.

Oh, also I suggest that they remove the system that we had in Oblivion that the dialogues between the player and the NPC were spoken, and no longer had that system in Morrowind that the dialogues were written. I suggest you go back to the Morrowind's system, as the spoken dialogue occupy nearly half space to install the game, because they are recorded audio files.

If only, but the if TESV is going after mainstream gamers again, it'd be too much for their brains to proccess.


I'd like to see a backwards compatability option. Using old ESM's to be able to use past games with the new engine. Similar to a certain mods we speak of in whispers, but it wouldn't be hated, because Bethesda could put on any security measures they want, and it would only get them more moolah from people buying past games who don't already. (I think this would only be doable with Morrowind and Oblivion)

EDIT:

Mud crab racing.

Also, if you take out 2/3 of the dungeons in Oblivion and use the freed memory to create more landmass, I'm sure you could fit another continent or two into the game.

Wait, you'd rather have three stupidly big continents with nothing inside of them, than one decently sized one filled with dungeons, caves, quests and content in general that makes Bethesda games Bethesda games?

Sounds like an italian mafia town to me, I don't like it.

No, it sounds like a realistic society. Families giving huge quest lines and such would be amazing, and NPCs could maybe respawn under a different name with this? This'd be great for killing traders by accident or with noobness, yet being able to get them back. I completely support this, and maybe you could become close friends with certain NPCs, and they may include you in a will? And you could kill other family members in secret to get more money? Would be an amazing RP experience.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Tue Jan 26, 2010 1:10 pm

Let there be more NPCs in (major)Cities.
Don't give them 24 hr schedules, but 24/7 schedules.
Wednesday washing day, every sunday church or something, work on weekly days etc.

when NPCs go to church, (about 30 of them) let them start conversation before and after visiting at the entrance.

not one on one, but maybe 3 to 5 NPCs joining the same conversation.



Let NPCs travel to family in other cities, joining caravans that are traveling between cities weekly.
That way your walking through the forest or what not, and suddenly you see an entire caravan (10 NPCs or so) moving over one of the main roads with a horsecar and some sheep or something.

A band of highwayman stopping them, and demanding coin, which the caravan will give, because they want no problems.
ofcourse you're there to save the day (and can invest in them to get some security).


If there would be about 50 different families in the game, then they would interract better with each other.
Some having a small background story (and quests)

Some who want others killed so they will inherit the house and treasure etc.
So if you kill someone who owns a house, another relative will move in in a week or so.

You'd also have vetes between families, in which you can choose sides, or blackmailing both etc.

There's always a famous person in the family, a gladiator, a real estate owner, a half god, whatever. It could cause jealosy or admiration.
"You better watch out, cuz my nephew is a gladiator and he'd kill you in an instant!"
or
"That damn uncle, always thinking he's better than me. If only I could... get rid of him"


They do not have Christianity in Tamriel, they worship the Nines.

I agree though, and when two NPCs are talking, I think you should be able to join the conversation and not just interupt them and talk to one of them.
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Tue Jan 26, 2010 5:08 pm

I completely agree with you, but it would likely never happen because of dumb people being offended by nothing.

1. Homosixuality would have to be implemented to stop people complaining.
2. People would complain about seeing homosixuality.
3. Killing children in a game is apparently immoral, and immortal NPC's just doesn't fit into an RPG.


I haven't thought about it ...

I've always been gutted that games rarely ever give a decent evil option. It'd be great to implement bandit camps, the ability to join daedra such as Mehrunes Dagon or Nephala (Those seen to people as evil), or the ability to join massive necromancer covens.


Always the fans have to invent an mod giving the player an evil choice.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Tue Jan 26, 2010 8:27 pm

In TESIII, there were disposition modifiers for factions (depending on what faction your character was in). These should be used to also modify the possible highest disposition attainable through the speechcraft skill (persuasion/bribery) and personality attribute score. In other words, this would make it impossible to use your speechcraft to get to 100 disposition from an NPC who would otherwise totally hate your guts. The most friendly you could be might be a 60 or 70. However, this number could be raised higher with the Charm spell effect.

This method would address an aspect of TESIV that I disliked: all the NPCs having an extremely high disposition toward my (criminal!) character due to my completion of the main quest or me playing the (all to easy and nonsensical) persuasion minigame.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue Jan 26, 2010 8:28 pm

In TESIII, there were disposition modifiers for factions (depending on what faction your character was in). These should be used to also modify the possible highest disposition attainable through the speechcraft skill (persuasion/bribery) and personality attribute score. In other words, this would make it impossible to use your speechcraft to get to 100 disposition from an NPC who would otherwise totally hate your guts. The most friendly you could be might be a 60 or 70. However, this number could be raised higher with the Charm spell effect.

This method would address an aspect of TESIV that I disliked: all the NPCs having an extremely high disposition toward my (criminal!) character due to my completion of the main quest or me playing the (all to easy and nonsensical) persuasion minigame.

Perhaps It 'maxes out' at 100, but if they have over 110 through actions (quest reward modifiers) the NPOC will be your companion.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Tue Jan 26, 2010 10:55 pm

Um, more sea-scape adventures. Pirates, vikings, regular ol' sailors.

Boss-type monsters to fight.
-They would be rare to come by (Even on the hardest difficulty),
-have great loot,
-and require some kind of strategy to kill (not just press a certain button as fast as you can, over and over). I want there to be weak spots, impenetrable spots, extreme weakness to a certain type of potion or maybe a rare type of weapon (Like a basilisk fang! harry potter lol)

Less repetetive dungeons! If you wont take the time to customize every single dungeon, make less of them! It will preserve disk space for other things like books, npcs, houses, unique landmasses.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Wed Jan 27, 2010 1:13 am

Wait, you'd rather have three stupidly big continents with nothing inside of them, than one decently sized one filled with dungeons, caves, quests and content in general that makes Bethesda games Bethesda games?


No, I'd rather have 1/3 the dungeons Oblivion had, very well done, spread over 3 large well done continents with a ton of quests. (1/3 of Oblivion's dungeons is still something like 300 dungeons, maybe 100, I just look at oblivion's map and think to myself, man it's overcrowded)

Stephen.

EDIT: quick ways to save memory that won't affect gameplay.

get rid of voice actors completely, go back to text (yes I mean it, no I am not joking)
remove any dungeon that is duplicated (I don't mean have no dungeons, I mean have maybe 300 very well done ones)
scale down the graphics to somewhere between Morrowind and Oblivion.

I am sure with these modifications you'd have enough space on the disk to put 2 more continents into the game or some really cool underwater cities and a lot more culture and useable items.

Stephen.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue Jan 26, 2010 4:25 pm

No, it sounds like a realistic society. Families giving huge quest lines and such would be amazing, and NPCs could maybe respawn under a different name with this? This'd be great for killing traders by accident or with noobness, yet being able to get them back. I completely support this, and maybe you could become close friends with certain NPCs, and they may include you in a will? And you could kill other family members in secret to get more money? Would be an amazing RP experience.


This way the trader routes would be used to the maximum. People want to go to other towns once in a while, so let them travel together. it would be strange if they went on their own, with so many beasties lurking in the woods (or mountains, or snow, or swamps).

If you'd help families, your renown with them would get better. so instead that your renown gets better overall, it will involve families & races.


get rid of voice actors completely, go back to text (yes I mean it, no I am not joking)
remove any dungeon that is duplicated (I don't mean have no dungeons, I mean have maybe 300 very well done ones)
scale down the graphics to somewhere between Morrowind and Oblivion.

I disagree. Text is outdated. look at bioware's dragonage: voice acting at a large scale is more than possible and it also adds more realism and emotion.
Keep the text for the journal & books.

But I do like to have more DIFFERENT voice actors, this has been said too much already, but I think it's important.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Wed Jan 27, 2010 3:14 am

instead of removing voice actors get more serisouly 2 guys did the imperials male i want some variety hell get some of your developers to voice act please please please get more voice actors

to put it simply :tops:
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Tue Jan 26, 2010 1:25 pm

To add:

Beasties always attack on sight, I think some should attack only when feeling threatened.
So if you get in a radius of 5 yards, they'll attack to protect themselves or their cubbs.

Also like to see more animals that don't attack at all, or only when they're hungry

If there will be horses again, why not some wild horses you can try to catch and 'train'?


Love to see limb damage in the game:
-Arrows, throwing stars & darts do less damage, but cripple faster.
-cripple both legs & the enemy will fall over.
-cripple torso: have to keep one hand at stomach.
-cripple arms: pace of attacking slows down and is bit less accurate.
etc.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Tue Jan 26, 2010 10:22 pm

instead of removing voice actors get more serisouly 2 guys did the imperials male i want some variety hell get some of your developers to voice act please please please get more voice actors

to put it simply :tops:

No no no no no. I don't want unecessary space taken up, I don't want voices to prioritise over unique designs and quests and clutter and everything else that's so much more rewarding. I agree that there should be a pitch change or what not to create different sounding voices, but too many voices would make the distinguished voices between races become blurred.

I'm no expert at sound, but if it's possible, I'd like to see certain races with the same voice, but with different speeds, pitch and effects to sound different. When possible, I think voices should take as little space as possible.

I'm all for removing voices, apart from random greetings, I never have time to wait for NPC's to talk, and I would rather just read everything. It's also so much better for if they fail with voices again. NPC's greeting you in an awful voice is one thing, but I hate it when I have to listen to every word in these voices. (e.g. Oblivion Dumner)

With the success of VATS in Fallout, I think they would implement it in TESV, obviously, being a different game, it would need to be adjusted.
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Wed Jan 27, 2010 2:26 am

There are so many options for TESV. Now that the Septim bloodline is dead, will there be civil war, with different regions/factions fighting for control of a crumbling empire? Will it be set in Skyrim as some people have suggested? Will it be a prequal set hundreds or even thousands of years earlier, maybe in the time of the Aylieds?
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Next

Return to The Elder Scrolls Series Discussion