Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 12:59 pm

a little gratuitous

YOU'LL HAVE SO MUCH FURNITURE
GRATUITOUS AMOUNTS OF FURNITURE
YOU'LL BE MAKING FURNITURE SO FAST THAT MOTHER NATURE WILL BE LIKE "sloooooooooow dooooown" AND YOU'LL BE LIKE "[censored] YOU!" AND YOU'LL KICK HER IN THE FACE WITH YOUR LEGS
FURNITURE LEGS

But anyways, if Rhekarid is going to able to talk about traps, I might as well re-mention the permanency spell I thought of a million and one threads ago (Rhekarid has already well integrated it into his magic system, if I recall).

Basically, it's like this. There is a spell (Mysticism) that can be cast to make a targeted enchantment (on a door, for instance), circle (a magical circle that is selected during spell making, as part of the ranges for the spell. There would be aura, circle, wall, cone, target, touch, and self), or aura (if they would allow auras to be cast not only on yourself but on other things as well, to make the Flaming Cup of Always Burning Coffee, for instance). This will, as the self explanatory name says, make the target permanent. If it is a trap that does an offensive effect, only enemies can trigger it. Friendly effects can be set to trigger when stepped on, or trigger when used (No one liked accidentally stepping into the light shaft in Ocarina of Time and then having to run all the way back to get the heart piece).

Now, this would not be some free thing, however. It would cost a soul gem, basically to bind the magic and use the power of the soul to keep the spell fueled with magic. These permanent spells could be used to very powerful extent. Rhekarid's example was a fine one; a mage using a recall circle to hide his true lair. Other tricks could include making a recall spell on a chest permanent, and then putting mark on another one, allowing one to instantly teleport one's goods and wares between both chests. Obvious uses include putting a fire spell on a circle so that thieves will burn instantly upon touching it, but other uses are more crafty, such as enchanting a circle to summon a Dremora to drive them off, which will then ensure their death, even after they step off of the circle. Flaming walls of fire could sit in a dungeon for eternity, with the only way of passing to either sate the floor with water (which won't hold off the magical flames for long), or dispel the damned thing altogether.

Friendlier uses include healing circles, or ones that would cure ailments. One could use a circle to ward off magic, as contradictory as that sounds, such that purely magical beings could not pass. Detect magic circles or auras could also provide useful to one who wishes to keep an eye out, allowing one's front door lamp to keep vigil. There is always the ever popular option of locking a door permanently (with a lock spell, of course), for double security duty.

One's permanency costs are dependent upon the power of the spell, the kind of spell, the kind of type (circle, wall, aura, or enchantment), and sometimes smaller things, like the material of door one is enchanting. Other factors (like if one was doing this in Oblivion) can raise or lower costs as well. Skill in the spell schools used in the enchantment are also factors. Souls increases uses (a fire circle bound with a rat's soul could burn someone for around 5 seconds. A circle bound with Vivec's soul could burn someone for eons). Souls, skill, and other factors also increase the magical resistance of the enchantment, although this can be edited when making the spell permanent, if one wishes to reduce or remove any spell resistance as part of the overall plan.

Such enchantments would also have much customization to them. One could direct a circle to direct its power inwards or outwards. They could place it on the wall, on the floor, and even on an object (but that causes limitations with materials. One could, unfortunately, not have shovel spiked with 12 foot wide and tall walls of lightning. It could be spiked with lightning, but to a much weaker extent). Such customization allows one to think very cleverly about applications. A circle of magic binding could hold a magical being inside of it, whilst simultaneously burning it with flames. Other devious applications include multiple cascading effects; a gigantic circle with suppress magic (inward) is large enough to encompass a room. There is another circle, slightly offset, and much smaller, on the other side of the circle. On each wall, on the floor there is a wall of flame spanning the width of the room. When the unsuspecting adventurer steps on the small circle, which is a circle set to dispel magic when set off, it will dispel the circle (because of the aforementioned ability to remove resistances if one so desires). The large circle is dispelled, releasing its ability to hold off the wall of fire, which now splits the room with a veil of wreathing flame.

Then again, that's only if we wish to keep circles and other enchantments purely magical in nature, rather than allowing them to be connected as triggers for other enchantments. That trap could just as easily be a circle that, when stepped on, activates the walls of force. However, my real point is that Bethesda could make all the spells rather easy to trigger with the enchantments, yet players could make extremely massive and elaborate traps and utilities out of them interconnecting, simply because of the spells and how they work together and affect one another.
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Scott
 
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Post » Fri Mar 19, 2010 4:57 am

real-time lock picking

I don't suggest it, I demand it.
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emily grieve
 
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Post » Fri Mar 19, 2010 10:27 am

Smoking and getting drunk :wink_smile:
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Chloé
 
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Post » Fri Mar 19, 2010 3:57 am

Getting drunk would be sweet.

Like I always say, whats the point in having something if you don't do it right.
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Carys
 
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Post » Fri Mar 19, 2010 1:33 am

Only Oblivion lacked this option? It isn't in any Elder Scrolls game and for a good reason. I don't want an Elder Scrolls game to be realistic, I want it to be an Elder Scrolls game. Being robbed is just an annoying form of realism. Speaking of realism, If a person has powerful items and is well-known, wouldn't a thief be afraid to steal from that person? "Let's go steal from Sheogorath. That's a smart idea." Getting robbed would anger me and take away some of the use of a house. I wouldn't leave my possesions in an area where it could be lost. Houses are for safe storage, a place to sleep, and role-playing. Should storage no longer be safe, sleeping no longer be safe(possibility of being murdered in your sleep), and the house being able to be burnt to the ground, all for the sake of realism?


Ok, houses should be safe, at least your house, if you want to leave stuff in a barrel out the back then it could potentially be at risk, if you put a lock spell on it then only thieves from the various guilds will have access to it, if you put a magic trap (and there should be various types of magic traps) on it then the thief will explode or die horribly or leave a blood trail.

Magic traps and traps

Fireball, Ice, Poison, Spike, Explosion, Water, Rain (a raincloud follows the thief around until you catch them), false gold (gold explodes from the barrel (or whatever) and harms the person who then takes as much as they can carry and finds it gone the next day), Haunting (a ghost or daedra erupts from the barrel and starts attacking), Alarm (a loud blaring and really annoying sound carries forth from the barrel alerting the guards).

I could probably think of lots more, but there's a start.

Stephen.
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marie breen
 
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Post » Fri Mar 19, 2010 11:07 am

Some my suggestions:

- Add some guild in like "Dragon Riders" with possibility to raise a Dragon.
- Add possibility to become Werewolf w/o any plugin`s.
- Add something that will look like good mythology story
- Add posibility to have pet,family etc.
- Add some mode which will allow players to connect to Official server and PvP with players around the world with their chars from Single Player.

Have no ideas anymore... xD
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jessica breen
 
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Post » Fri Mar 19, 2010 3:27 pm

Erm, Cage, dragons aren't exactly "common" in the world of Tamriel. I don't even think most people have ever even seen a dragon this era.
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Katey Meyer
 
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Post » Fri Mar 19, 2010 5:40 am

Some my suggestions:

- Add some guild in like "Dragon Riders" with possibility to raise a Dragon.


As Betrayer of Humanity points out, dragon's aren't a common sight in Tamriel. In fact, if I remeber lore correctly haven't there only been a very tiny handful of sightings?

- Add possibility to become Werewolf w/o any plugin`s.


Preferably with the possibility of a quest (that isn't broken) for a cure. But I like the werewolf idea, plus silver weapons should have extra effects against weres.

- Add something that will look like good mythology story


Needs to fit though with both the lore and the Province and its history.

- Add posibility to have pet,family etc.


Pets possibly. Family? No, i can't see any way of realistically fitting the timescale of a childs birth and upbringing into the game.

- Add some mode which will allow players to connect to Official server and PvP with players around the world with their chars from Single Player.



Big no. Bethesda make single player games. I'd rather they focus on that and not waste time and resources on a multiplayer system that they may not be able to do well. In any case, multiplayer shifts too much focus from single player and can really ruin the game.

Modern Warefare 1+2 and GTA4 all had extra focus on multiplayer and the single player parts were either disappoiningly short (shorter than previous Call of duty games) in the case of the Modern Warefare games or in the case of GTA4, suffered with the gameplay itself and a complete lack of coherant story.



Have no ideas anymore... xD
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James Baldwin
 
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Post » Fri Mar 19, 2010 2:37 pm

u should be able to hunt more animals! :)
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Blessed DIVA
 
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Post » Fri Mar 19, 2010 4:45 pm

YOU'LL HAVE SO MUCH FURNITURE
GRATUITOUS AMOUNTS OF FURNITURE
YOU'LL BE MAKING FURNITURE SO FAST THAT MOTHER NATURE WILL BE LIKE "sloooooooooow dooooown" AND YOU'LL BE LIKE "[censored] YOU!" AND YOU'LL KICK HER IN THE FACE WITH YOUR LEGS
FURNITURE LEGS


Haha nice

Comepletly agree.

Things they also should bring back is:


Seperated pauldrons and gauntlets (as in left and right).

Beards!

Original voice for Dunmer.

Spears.

Throwing weapons.

All the left out skills.

Werewolves.

All the enchantment possibilities that Morrowind had.

Cannot think of more, but these things need to come back in TES again.


Agreed to every single one of those. What good is an assassin character without some sweet throwing knives to use before you close into combat?
The MW voices for the Dunmer were so much cooler. And on the seperate pauldron/gauntlet note: make them able to be wearable above clothing/robes like MW, that would make spellswords look so cool again.
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naome duncan
 
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Post » Fri Mar 19, 2010 11:34 am

Also: tattoos anybody?

In fact, what about being able to go to a barber and change your hair/facial hair?
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Averielle Garcia
 
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Post » Fri Mar 19, 2010 6:52 am

Also: tattoos anybody?

In fact, what about being able to go to a barber and change your hair/facial hair?


Only if I pick a female character and she has a tattoo that says I love Alex.
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SexyPimpAss
 
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Post » Fri Mar 19, 2010 2:09 am

Pets possibly. Family? No, i can't see any way of realistically fitting the timescale of a childs birth and upbringing into the game.

You can use the Morrowind method of "owning" a house. Break in, kill the husband. "You're MY family now. Sit up straight, boy."
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Charles Weber
 
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Post » Fri Mar 19, 2010 5:14 am

A few things that may have been mentioned already but perhaps not in this particular way, that I would absolutely love to see in the next elderscrolls game.

Rain falling on roof tops, trees, the ground and actually hitting the structures then flowing or dripping off. More severe forms of weather. Thunder storms were the most severe in Oblivion but they didn't even impede your movement through a thick forest. While in Bloodmoon, a full out snow blizzard could get you quite lost and slow down your movement.

More object interactivity. Having bottles, mugs and brooms is only good for decoration to the player character. Being able to use these items would be quite incredible. For example. Grabbing a metal bucket. When you press the action key it has a scooping kind of animation. Go by a body of water, crouch and do it again and you can gather a bucket of water. If there's content inside the bucket, when you press the action key again you throw the contents out in front of you. In that way you can throw a bucket of water on someone who's sleeping, or a fire, or dirt on a wall, etc etc etc. With bottles and mugs you can pick them up and put them down. If you put it down in front of a barrel of wine and turn the knob, you can fill it up with wine. You pick the mug back up and if it registers that there is content inside, you can use the action key to drink it. Of course if it's poisoned you start feeling the effects. Maybe blurred vision difficulty walking straight and a decreasing life bar.

I would also love to see a greater variety of weapon types, styles and even the number of designs. Being able to go to a smithy and get something "special" crafted would also be very interesting. Different smiths from different towns would make different exquisite weapons or armor. Maybe it's random generated or maybe they ask you a few questions so you can customize the item a little. Of course it would cost a pretty penny and you might even need to gather the raw materials yourself.

If we're just going by oblivion short comings then for me it was a lack of customizable hair styles, facial hair, that horrendous skin color line divider at the neck. No crossbows or throwing weapons, no spears, no complex animation weapons like flails and whips. No NPC recruitment/relations options ( ask for help, tell them to go away, pick a fight, invite them to a drink or a meal). psychic guards, highly limited magic animations and effects. Very limited interactivity with objects, apart from being able to "move" the object.
No werewolves. No purchasable or trainable pets. No horse combat, No carriages, no variation in death animations for PC, NPC and animals/monsters (impaled, head lopped off, hitting a critical area like the side of the neck and bleeding to death, etc). No assassination animations for sneaking characters in the event that they one hit kill. And finally, an incredible number of ugly NPC's. I'd get it if there were a few ugly people but Tamriel doesn't have to have an entirely fugly population. If there's gonna be children there may as well be overweight NPC's as well as some good looking/pretty people and some less fortunate NPC's.

P.s. I say no to co-op. As much as I'd enjoy playing a vast game like Oblivion, Morrowind or the next Elderscrolls title with other people online. Having 10,000 other characters of various levels all doing quests and the such would be incredibly demanding and take away from the immersion. Limiting to just 8, 16, 32, 64, character's per "game" Would be interesting. But again, making a party with even just a few characters online would result in quest spoilers, bots, spam, item stealing, quest stealing and PK's. There are no justifiable pro's from co-op compared to the immersion offered by single player play.
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Richus Dude
 
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Post » Fri Mar 19, 2010 3:32 pm

[quote name='Orzorn' date='23 March 2010 - 12:22 AM' timestamp='1269321748' post='15784564']
YOU'LL HAVE SO MUCH FURNITURE
GRATUITOUS AMOUNTS OF FURNITURE
YOU'LL BE MAKING FURNITURE SO FAST THAT MOTHER NATURE WILL BE LIKE "sloooooooooow dooooown" AND YOU'LL BE LIKE "[censored] YOU!" AND YOU'LL KICK HER IN THE FACE WITH YOUR LEGS
FURNITURE LEGS


hahaha RAANGER SCHOOL!!
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cutiecute
 
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Post » Fri Mar 19, 2010 7:35 am

Ok, houses should be safe, at least your house, if you want to leave stuff in a barrel out the back then it could potentially be at risk, if you put a lock spell on it then only thieves from the various guilds will have access to it, if you put a magic trap (and there should be various types of magic traps) on it then the thief will explode or die horribly or leave a blood trail.

Magic traps and traps

Fireball, Ice, Poison, Spike, Explosion, Water, Rain (a raincloud follows the thief around until you catch them), false gold (gold explodes from the barrel (or whatever) and harms the person who then takes as much as they can carry and finds it gone the next day), Haunting (a ghost or daedra erupts from the barrel and starts attacking), Alarm (a loud blaring and really annoying sound carries forth from the barrel alerting the guards).

I could probably think of lots more, but there's a start.

Stephen.

i like the sound of traps!


Only if I pick a female character and she has a tattoo that says I love Alex.


dont really care about tatoos...but the barber idea is cool...would be very useful for thief/assassin characters, would work like a disguise
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+++CAZZY
 
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Post » Fri Mar 19, 2010 2:11 pm

dont really care about tatoos.


Just to let you know, the tattoo suggestion was not my idea.
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Avril Churchill
 
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Post » Fri Mar 19, 2010 9:49 am

Eh, this may seem little like "Idea theft," but I wan't to see more options for backrounds, like Dragon Age: Origin's origins stories. I doesn't even have to be a quest. Let's say you start out as a prisoner (Go figure, this IS TES after all), and your cell mate asks you questions about your past.

Another thing I would like to see is the ability of the game to recognize previous Oblivion quests. Let me be clear, an import charector option is the last thing I wan't. But the game should be able to set things up acording to how your time in Oblivion was spent.

Finally, I wan't more depth to conversations. Previous TES games have very little Good VS Evil, etc. Not that this is bad or anything, but I wan't my assasin charector to TALK like an assasin.
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Angus Poole
 
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Post » Fri Mar 19, 2010 10:37 am

Eh, this may seem little like "Idea theft," but I wan't to see more options for backrounds, like Dragon Age: Origin's origins stories. I doesn't even have to be a quest. Let's say you start out as a prisoner (Go figure, this IS TES after all), and your cell mate asks you questions about your past.


I second this, I pick Argonian and start in Black Marsh for a little background and how I was summoned for the hero role in TES V.
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Klaire
 
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Post » Fri Mar 19, 2010 7:45 am


:wub:

I've gotta say though, as a well-studied alchemist and mage (lol), I think it would better go under the School of Magic of the enchantment you're using (restoration for a healing circle, destruction for a burning wall, etc.) combined with a soul gem, and it being only temporary.

Also, permanent spells would have drawbacks, such as without thinking setting a deadly Fire Damage enchantment circle, and having the enemy that was supposed to talk to you, run in and instantly die. When you bring in NPCs that are supposed to follow you, or come into a quest area at a later time, it'd create a problem with permanent enchantments.

I'd imagine if it's going to be bound by Mysticism + A Soul Gem, it would have to last for a certain amount of time, and then vanish. Which is probably why you need a soul gem to capture a soul. Again, this is just speculation, but I'd imagine it'd be like going: "Don't think of penguins!" and once you do, the spell breaks. Or like asking a computer what pi is. Eventually, the computer's gonna crash, or stop because it's overloaded.

From what I understand, it's the soul that holds the enchantment for a given number of uses, not Mysticism. Mysticism has more to do with transferring the soul to the vessel, not utilizing the soul's energy for the enchantment.

Note: You've gotta recharge items with more souls after a given amount of uses. Except for things that effect only you, probably because your living soul becomes a part of the object while it's worn, and thus, it's fueled forever.

Here are some quotes from "Mysticism: The Unfathomable Voyage"

Mysticism seems to derive power from its conundrums and paradoxes; the act of experimentation, no matter how objectively implemented, can influence magicka by its very existence. Therefore the Mystic mage must consign himself to finding dependable patterns within a roiling imbroglio of energy. In the time it takes him to devise an enchantment with a consistent trigger and result, his peers in the other schools may have researched and documented dozens of new spells and effects.

Discussion within the Order of Psijics after Artaeum's reappearance has led some scholars to postulate that Mysticism is less spiritual in nature as was originally supposed, and that either the intellect or the emotional state of the believer is sufficient to influence its energy configuration and flow.

None of these explanations is truly satisfactory taken by itself. For the beginning student of Mysticism, it is best simply to learn the patterns distinguishable in the maelstrom of centuries past. The more patterns are discovered, the clearer the remaining ones become. Until, of course, they change. For inevitably they have to. And then the journey begins anew.


What I imagine it being, more than just a permanent Mysticism enchantment on any object you throw the spell at, is using something like a glyph on the ground/wall/object. And having it so an enemy never could break an enchantment... would essentially be like cheating. (running in circles around a ruin and having the enemy run into the enchantment numerous times). There are also no spells that last forever, to my knowledge. They'd burn up all of the energy used for Mysticism (created by successful/failed spells, supposedly), or Magicka for the other spells.

In short: Mysticism is far too unpredictable and random for a permanent enchantment. I'm not trying to be a party-pooper, I'm just throwing the fact out there that permanent spells don't agree with the TES universe. Enchanting an entire wall would probably be tricky, let alone a circle on the ground unless it was made of something. Otherwise you'd be enchanting the planet with a lightning spell. Then you might as well open up your console and type in "KillAll".

I'd suggest spells that fade over time. It'd agree with the lore, and it'd let you disable the effect.

However, that's not saying anything about "Soul Gem Traps" that are useless after used once, like a scroll. I'm just talking about throwing down a random circle of magic that activates when an enemy steps into it. Traps that utilize souls could work. Maybe you could use an item that's like a box that you load with soul gems, and you can carry it around or place it down, and once enemies are within a certain radius, it explodes.

Also, maybe you could use scrolls that activate when an something passes by them, by tacking them to a wall, floor, object, etc. :)
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Lilit Ager
 
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Post » Fri Mar 19, 2010 5:20 pm

Tattoos would be a really nice addition, and the ability to change your hair style, length, and color once in game via a barber shop of sorts. Also, I love the tattoos that dark elves had in Morrowind, I don't see why we can't have those back. I know those were just preset faces but, having the ability to put them on would be nice.
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Katie Samuel
 
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Post » Fri Mar 19, 2010 1:53 pm

I would add the minor skills system again,but with fewer slots.I'd then add a high cap for minor skills and a lower cap for non selected skills.

After this I would make combinations of skills give you bonus abilities/spells.For example let's say you hit 35 enchanting and 35 block,you now have an activateable ability that gives you a high chance to reflect(literally tossing it into a random direction) a spell when blocking.

I'd add the ability to customize your spells looks.I never liked how the first spells you get "wimpy fire ball of that is weak" looks the same as "Doomsday fire ball of you'd better be in an underground bunker if you hope to survive this".

I'd make more forms of delivering magic.
Such as

Auras

ground placed spells(e.g. an aoe damage over time ability that stays in one place on the ground for it's duration)

weapon imbuement(temporary weapon enchant that can last for a number of hits or time)
armor imbuement(temporary armor enchant that can last for a number of hits or time)

I'd add push and pull spell effects,which would include a spell to toss your enemies into the air.

I'd add the ability to decide a spells path.
Such as spawning a bunch of fire balls that circle around you and hit anyone that comes near.

I'd add multicasting,why launch 1 lightning bolt at a time when you could launch 4?

self centered aoe spells

Flamethrower type spray effects would be cool.

Then I'd add an advanced projectile studio that lets you create your own spell pathing and such.

So basically you need to hire me asap Bethesda.
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Harry Hearing
 
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Post » Fri Mar 19, 2010 1:32 pm

Make past lore a paramount, don t butcher it, add to it, or correct it by subtle ways.
Keep the action in combat like is it done in oblivion, but re-insert stats/skills as a paramount factor in the TO HIT and DAMAGE.
Make missions that can be solved with or without bashing
Make a good main quest that doesn t reveal from the start that i am LUKE SKYWALKER !!! Make a world where i am not Luke skywalker. don t try to insert an urgency in the plot, everybody knows there s no countdown in the game, because its counterproductive to sandboxes.
Make missions that implies moral choices and make the player face the consequences of his decisions.
Make subplots/sidequests that add to the lore &/or the main quest.
Make missions that can t be solved without a certain LVL of a/many certain skill(s), non combat skill obviously.
Throw the minigames to the trash, skill and choices are what matter, not finger skills.
Dont be lousy on the missions descriptions, especially emplacements in the wild, so you can at least give an option to the player to REMOVE the hand held feature called compass. Not everybody want to feel with an IQ of a 5 year old kid.
Use LVL scaling wisely, only for random encounters, or non significative dungeons. Make the bracket wide and user configurable, but not like the blackbox you did. Use LVL scaling for the character stats/skill only, not for his equipment.
Prefer good writting instead of speech, its easyer, cost less, occupy less space and add more to the game than generic and stupid dialogue.
A world seems wider and bigger when they are filled with interesting stuff. It add nothing to have tons of meaningless dungeons, hundreds of uninteresting square miles. At least fill a number of them with interesting content that add something to the lore or plot or subplot or whatever. If not let it empty comunity will be glad to fill empty spaces with dungeons and interesting original stuff.
People who want meaningless hack & slash buy DIABLO or TORCHLIGHT, nothing agaisnt it i own them and like them, but not in TES
When people complain agaisnt damage of weapons, its because the damge must be associated with skill and stats not only a generic damage. If you want just an idea to up the milestone from the AD&D sistem, you can inspire yourself in ROLEMASTER, no need to criticals just to get an idea of how offensive VS defensive skills can let things be much more interesting.
IF GFX is too much consuming, remember, it doesnt matter how much good you do comunity will always make it better. So balace ressource consume with interesting fun game.
Speaking of comunity, they are the ones that makes your games ( and ho! so many others) so long lived, so give them (if possible) easy to use tools, in the end you and your customers will all be gratefull.
Remember, one of the fun in Morrowind was collecting stuff, candles, plates, armors, weapons, books, etc.
I know today its more dificult than in the past BUT if you can put some randomic dungeons a la DF it will be fun.
Another hard to make thing are secret doors, if well implemented combined with the above feature it can add tons of fun.
Make your "world" believable and self sustainable, doesnt need to be huge, just coherent.
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Dawn Farrell
 
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Post » Fri Mar 19, 2010 7:23 am

As someone has mentioned above, different points of origin would be hella cool.

When I played my Oblvion character Yoa, I always RPed as Dark Elf nobility from Morrowind on a quest of self discovery, or something really lame like that.
Then I would start another game as a completely different character like Wulfgar, my thuggish brute Nord guy who enjoyed killing and skirt chasing.

The only problem was, no matter how many characters I made they all had the same starting point and basic origin sort of. I could see Wulfgar starting out in prison but not Yoa.

I also liked how in Mass Effect you could sort of craft you'r characters past using bits of info. It would be neat to have a mini background bio for my character that maybe impacted the gameplay or at least dialogue options.

Speaking of dialogue, the ability to have your character "talk" to people through text options would be cool. Kinda like Fall Out 3 I spose.

I guess it's just a few minor gripes but there ya go.
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Ezekiel Macallister
 
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Post » Fri Mar 19, 2010 11:39 am

  • Make more spontaneous dialogue. Fallout 3 added some, but in some cases it didn't work very well. So refine it a bit, and add more such as for example- a fireball wizzed past some innocent person and they scream, "Woah!", and they raise their arms up and such.

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Ellie English
 
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