Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 5:27 pm

Thought I would post this again, as I got no feedback on it in the last thread.

Quests for Daedra Princes

I think it's time that Bethesda reworked the daedric quests. Going to a shrine is cool and all, but I want something new and unique. Let's say, the government in Skyrim has decided to eradicate the public worship of certain Daedra (assuming the next game is in Skyrim). Skyrim's guards scour the wilderness for shrines to the blacklisted Daedra and destroy the idols. No longer will the hero be able to simply make an offering to a shrine. Now you will have to preform some kind of ceremony in private. Maybe you will have to summon a messenger of the certain Daedra. For example, to contact Mephala, one would have to preform a murder in a certain way and then begin any ceremonial rites/incantations. Upon completion of the ritual, you would gain audience with the prince you wish to summon. The only way to find out how to preform these rituals would be through obscure texts (often made illegal by the government) or speaking to a secretive cult member.

When inquiring to people about how to summon a Daedra, if they do not like you or despise Daedra worship, they may report you to the guards. Moral of the story, not everyone can be trusted. Only ask someone who you have good disposition with, or somehow you know them to be a follower of said Daedra.

I am not sure what Daedric Princes (if any) are worshiped openly by Nords, but if there were any, the shrines associated with them would most likely be the only ones untouched, thus letting the hero summon them in a similar way as ESIV.

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JLG
 
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Post » Fri Mar 19, 2010 7:35 am

I agree with this, like take the darkbrotherhood for example they worship a daedra an u dont see them just sitten around a shrine doing nothing,an you cant join just by offering random items at a shrine, you have to murder someone, i think other daedra should be like this, have not shrines but places that are hidden, or for the good daedra not hidden, but they should all be really unique looking places. And if you want to figure out how to join these places then there should be forbidden books that you can read that tell you how, and certain people to sell these forbidden books, I also think that each daedra shouldhave a guild of sorts, not just one certain thing you can do for them for rewards, but be able o become there worshiper and gain rank.
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Queen
 
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Post » Fri Mar 19, 2010 6:31 am

I agree with this, like take the darkbrotherhood for example they worship a daedra an u dont see them just sitten around a shrine doing nothing,an you cant join just by offering random items at a shrine, you have to murder someone, i think other daedra should be like this, have not shrines but places that are hidden, or for the good daedra not hidden, but they should all be really unique looking places. And if you want to figure out how to join these places then there should be forbidden books that you can read that tell you how, and certain people to sell these forbidden books, I also think that each daedra shouldhave a guild of sorts, not just one certain thing you can do for them for rewards, but be able o become there worshiper and gain rank.


I'm not sure I agree with the exact details, but the Daedric Princes are definitely underused (except Sheogorath, given SI).

I'd like to see them demand more than just one simple quest to get an artifact. Like, did you really earn it for making a dinner party more exciting through mass nudity? Or should that be the crowning glory, a prank that brings a smile to a Prince's face, but doesn't, by itself, earn you massive gratitude. I always figured that you should have to find the worshippers and please them to be told how to summon their Prince. THEN the fun begins, as you wrong rights and right wrongs and in general do whatever you're asked. After several quests, you get your artifact. THEN there should be one final quest, given by a "hidden" character (ie, someone you need to actively seek out) on behalf of the Prince that rewards you with... nothing but knowledge. A joke, a story, a riddle, a poem, a prophecy, or a history lesson. It doesn't matter, as long as the reward is NOT material. And the quest isn't self-evident when you stumble upon the trail.

Does that fit well enough with what you'd like?
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Nina Mccormick
 
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Post » Fri Mar 19, 2010 1:47 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.


Good idea of the skills system. Your mayor skills have a cap of lets say 120, the minor skills have a cap of 100 & the non selected have a cap of 80.
much more realistic I'd say.
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^_^
 
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Post » Fri Mar 19, 2010 3:49 am

Does that fit well enough with what you'd like?

Yes, very much so.

With the referenced post from Rivaldo I just had an idea as to how to do that without specific quest scripting. There may be a few leaders/high rankers in a specific daedra cult and many more 'random' members. I am hesitant for OB random though, where the name would be "daedra worshiper" or "commoner." Aside from specific quests, these people would add many of the perks of being in a daedra cult: little hints about quests/people/places, less intensive magic costs for summoning, enchanting bonuses, and the like. Now say 1 of 4 are also a member of the Imperial Cult or native nords against daedra, and their ranks for the 2 factions are randomized, reasonably. If their rank in the faction opposing the daedra worship is higher, then eventually they will try and turn people in. Maybe even dropping hints in conversation about it if they liked you.

First off this would require enough diverse dialog that any mention of unpleasantness did not automatically mean total devastation in the players mind, something that made OB quests slightly predictable and......melodramatic. Also Nords and Imperials could be more likley to be in the respective anti-daedra faction, giving racism some potential.

Edit: I am putting together a new skill tree, any ideas for an Intelligence skill that is not necessarily connected to magic. Also some good strength skills.
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Rhysa Hughes
 
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Post » Fri Mar 19, 2010 9:26 am

I'd like to see slavery. It's an awesome good/evil thing. Of course, since it's outlawed, they would be in secret, such as underground caves, abandoned forts etc. You could either free, buy or sell slaves, and could eventually join the Twin Lamps, instead of just being told they exist?

Also, I want an evil route. I would have loved to have joined Dagoth Ur and finish Lorkhan. The outcome wouldn't be so devistating as to completely destroy the rest of the game, but peope would have low dispositions of you, but would also fear you too much to attack you. (You wouldn't see a random commoner fighting Dagoth Ur with thier fists?) And There would be perhaps a single city destroyed due to you joining the evil guys? (Such as Bruma if you could). It would be good, though if it wasn't one of the most important quest filled cities in the game.

I'd like to see an ID system similar to Morrowind too. I would rather have Ex_Hlaalu_Canol_1 than 007h6462s. It's just so much easier, especially when trying to refer to things in quests or in game.

I'd like to see more of a styized world, too. I loved the out of this world mushrooms and guars of Morrowind. I've played enough clich? games to know that goblins, deer and minotaurs are no fun. Of course, I wouldn't mind them, as long as there was also a decent dose of original Ideas. I would like for y'all too spend the extra money, time and resources on Concepts artists instead of the unecessary voice acting :wink_smile:

And can you give us better control of the engine for modders? There's all the fuss about multiplayer, but if we had better control, I know it's be modded in in no time, and people can http://www.youtube.com/watch?v=WL1lfSzgcAw


Also, I don't want a togglable quest compass for three reasons:

1. The quests would be designed for compasses, and we wouldn't have good enough directions
2. There's no point in having a feature that makes the game harder (No compass) if you can just take it off. You wouldn't stop using Grenades in an FPS if they're too good, unless you're trying specifially to get an achievement or something.
3. Any gamer would eventually use the compass, because directions are hard, and eventually we would turn it on. We would then feel crappy because it's so much more awesome to find things yourself. You value them more. the compass is too tempting.

Basically, leave the compass out. If you look at my other suggestion, with better modability, the compass will be modded in anyway. And besides, what's wrong with looking on the internet?


I'd also like to see the ability for NPC's to jump/climb. It svcks when I'm up high and I can't be chased. I'd love to see guards climbing up a wall I'm on top of while I fire a load of arrows at them trying to repel them. awesome. Or even let them use interiors to thier advantage. If I've went up a tower, came out the top door to a ledge, and fire an arrow at a guard, he could run up the tower and get to me.

I'd like to see a more fluent control system. I'd like to see something similar to Assassin's creed. That would be awesome in my opinion. (Without sacrificing quests and roleplaying, though)

And Can you give NPC's radient AI? No. not those random tasks from Oblivion. Let NPC's get up, have something to eat, get changed (A different outfit per day), go to work, do whatever they need to do, meet up with a friends, go to the local inn, get drunk, be an idiot, walk down the steet singing, get home, go to bed, wake up in the morning, and have a major hangover. Don't go to work today. Instead give the player a low level quest to cure him with a few alchemy ingredients.

Then another NPC, get up, have something to eat, get changed, go to work, do whatever they need to do, go home, talk to wife, go out with the family, go back home, relax for a while, then go to a shop, buy today's meal, get back home give it to the wife, and she'll cook it, and the family has dinner. Then they all go back to bed, and the day repeats, once or twice a week, though, he'll go to the inn and get drunk.

Then, the same NPC, living his life happily, then finds his family killed by the player. He then goes to the Inn, gets drunk a lot, and eventually turns into a beggar (We now have a reason for them), he has to sell his home, and makes way for another family. (If there's more than say 5 Beggars per city, one would disappear, to stop over crowdedness of beggars for evil characters.)

I understand that this AI can take up a lot of room, hence, if it can't fit on a single disc, release whatever fits for console, and then add another disc with extra features for PC. There's nothing wrong with having multiple discs. And besides, TES is meant for PC.

And that's my Mega-Suggestion post ^_^
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Trevi
 
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Post » Fri Mar 19, 2010 5:08 am

Morrowind was my first Elder scrolls game and i have never experienced a game like it, i was truly hooked on the elder scrolls franchise from that point on, I felt Oblivion, like Morrowind did before it, raised the bar to another level.
Oblivion was set in another continent, different social structure etc. So i understood their could of be a reason why some things where present in Morrowind and not Oblivion, i.e Slavery. I agree with some previous comments though, i did feel their where things missing, which i'd like to see in the next game:

1) Vampires is a great thing in the Elder scrolls, somethin that i feel doesn't pop up much in other fanatsy games, that fact that in Morrowind and Oblivion you have the choice of becoming one speaks volumes keep it up :). What i really did miss in Oblivion was the fact that you couldn't become a Werewolf, for me this was a great feature of the bloodmoon expansion and something i would really really like to see in the next game. Presuming the next TES game is set in Skyrim, i feel Werewolfs would not be out of place.

2) This will proberly happen anyway, with each new game, their graphics significantly improve anyway, but yeah more detail on building, cities etc. I.e Lights shining out of windows at night, better water effects, like mentioned before, rain falling through bridges just isn't right etc. Dont get me wrong Oblivions graphics i felt were outstanding, just yeah thats the next step for improvement i feel.

3) Again more voice actors, but Bethesda did this with Fallout 3, so it will most likely happen in the next TES game.

4) Children in cities has been throw about alot, yeh i reckon it would be a nice touch, i saw them in Fallout 3, but never really bothered to talk to them, unless i had to.

5) More character customisation, like mentioned before, Tattoos, claws for Khajiits and Argonians, more hair styles, scars, gags to shut up Bosmer :P maybe even a background thing like the one featured in Mass Effect, im abit unsure about that one though, because in games like Morrowind and Oblivion, i like the whole mystery behind why your character is here.

6) Werewolves again :P

7) The fast travel subject, i like fast travel, but yes i agree it somewhat eliminates the need to explore, i feel its handy and it also hinders the game, if they were to remove it, i'd said add more fast travel options like "you can pay to get a boat from A to B, then walk to C or horse ride if your wealthy :)"

8) This is abit of a weird one, I can't speak for Daggerfall cause i havn't played it, but in Morrowind and Oblivion their was a reaccuring character called Umbra, with a powerful sword with the same name, it's a nice little touch and i'd like to see this in the next game.

Can't really think of more, if i do ill pop back, anyway that was my two pence, Thanks for reading :)
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Anna Watts
 
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Post » Fri Mar 19, 2010 7:03 am

Oblivions combat was good, but stats should have more influence on it. I like that hitting was determined by physics rather than dice rolls, given that a first person perspective demands more player involved control, but stats and skills should have been implemented in another way, which leads me to my suggestion.

I want critical hit and critical failure back in the game, I want damage to be an interval rather than a set number. These would allow stats and character skills to have more influence on combat without taking control away from the player.

I want power attacks to be something that you can learn on all times, but that an successful power attack is determined by you're skill with that type of weapon. It doesn't have to be power attacks either, it can be fighting styles, or a combination of attacks as well. The chance of failure could then be 0% when you reach the appropriate skill level. This would mean that you don't just magically learn a new ability over night, because you leveled up. This could apply to magic as well, so that you don't have to "unlock" certain high level spells.

Examples:

Critical failure could be something which was relatively high with a skill below 25, but gradually decreasing as you near lvl 25.
Again the same could apply with Critical Hit, only in the other end of the skill level scale.

Basically all Critical failure and Critical succes could be applied to all skills, giving stats and skills greater impact on behavior where they are required.
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TWITTER.COM
 
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Post » Fri Mar 19, 2010 6:19 am

Atleast a good custimizeble facial hair optoin.
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Laura Samson
 
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Post » Fri Mar 19, 2010 2:26 am

Next time, don't make people look cartoonish. Like the elves, they looked like a joke. No high elf did ever look wise or intelligent, and the worst of all was the bosmer!

Also, please have long hair for women!
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Sasha Brown
 
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Post » Fri Mar 19, 2010 3:13 am

yay for free roam...something along the lines of the s.m.a.r.t. button in brink, this would also open some really sweet new options for city, and dungeon design. now im not talkin A.C. or P.P. free roam, thats just too much for TES but it would be sick to scail a city using your jump,and climb skillz, oh and yeah acrobatics and athletics would govern the ability of course. i know if i was developing a rpg i would want to put something along these lines in it.
i know this has already been discussed in previous threads. but i would like to re-enforce this suggestion.
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Karen anwyn Green
 
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Post » Fri Mar 19, 2010 8:07 am

Prettier men and women.

It was tough getting my characters to look pretty. I find that the nose usually needs to be worked a lot while customizing but thats just mt opinion.

There are plenty of tough and rough leathery looking types in Oblivion but pretty people are a rarity.

I'm vain, so sue me.
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Javier Borjas
 
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Post » Fri Mar 19, 2010 8:18 am

I'd like it if, instead of creatures, Skeletons and more advanced Zombies / Liches where NPC's. I'd like to have a zombie with armour, or a Skeleton with more than a sword and shield. Of course, by zombie, I mean a more powerful, human-ey zombie. I wouldn't want the weak level 1 zombies to look like this.
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Big mike
 
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Post » Fri Mar 19, 2010 3:16 am

I'd like it if, instead of creatures, Skeletons and more advanced Zombies / Liches where NPC's. I'd like to have a zombie with armour, or a Skeleton with more than a sword and shield. Of course, by zombie, I mean a more powerful, human-ey zombie. I wouldn't want the weak level 1 zombies to look like this.

I think ideally they'd reflect where they came from. I.e, if you're in some long-abandoned prison, wearing a tattered old prison uniform, etc. At the very least I have to wonder why all zombies everywhere are naked.
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Rozlyn Robinson
 
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Post » Fri Mar 19, 2010 5:26 pm

Masser gives off a lot of red light, and Secunda shines silver. Each is fairly transparent, as the stars are visible through them, so I don't expect the night to be flush with color, but the hue of the two moons should turn the world a subtle red. Two shadows, from each moon, might not be feasible for the engine, but it'd add even more ambiance, along with shadows from other light sources.
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Vickytoria Vasquez
 
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Post » Fri Mar 19, 2010 5:01 pm

On the character skill debate....

I think that we should get weapon damaga wicha range of x - x damage and the lower the skill, the lower the damage soo....

Example:A Steel Longsword shows 3 - 15 damage. If your blade skill is high, you have a higher chance of doing 15 damage, and a low skill will make a small chance of inflicting 15 damage, and only doing at least 3 damage.

So this means that you will always hit your target like oblivion, but if you skill is low, you will have a high chance to do lesser damage that you should.
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Ebou Suso
 
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Post » Fri Mar 19, 2010 9:47 am

I have a similar hope for the weapon damage system. If beth wanted to they could even represent that to the player with one number, like in OB. The modified base damage of a your steel longsword at level 50 would be 3+15/2 so an average hit could be 9 damage, as represented in the inventory menu, then the stats and enchantments would be in a drop menu. Something like that. Being a master would be awesome...and I guess being at lv 0 would break reality. Hmm, needs some better math.

Edit:
Oblivions combat was good, but stats should have more influence on it. I like that hitting was determined by physics rather than dice rolls, given that a first person perspective demands more player involved control, but stats and skills should have been implemented in another way, which leads me to my suggestion.

I want critical hit and critical failure back in the game, I want damage to be an interval rather than a set number. These would allow stats and character skills to have more influence on combat without taking control away from the player.

I want power attacks to be something that you can learn on all times, but that an successful power attack is determined by you're skill with that type of weapon. It doesn't have to be power attacks either, it can be fighting styles, or a combination of attacks as well. The chance of failure could then be 0% when you reach the appropriate skill level. This would mean that you don't just magically learn a new ability over night, because you leveled up. This could apply to magic as well, so that you don't have to "unlock" certain high level spells.

Examples:

Critical failure could be something which was relatively high with a skill below 25, but gradually decreasing as you near lvl 25.
Again the same could apply with Critical Hit, only in the other end of the skill level scale.

Basically all Critical failure and Critical succes could be applied to all skills, giving stats and skills greater impact on behavior where they are required.



On the character skill debate....

I think that we should get weapon damaga wicha range of x - x damage and the lower the skill, the lower the damage soo....

Example:A Steel Longsword shows 3 - 15 damage. If your blade skill is high, you have a higher chance of doing 15 damage, and a low skill will make a small chance of inflicting 15 damage, and only doing at least 3 damage.

So this means that you will always hit your target like oblivion, but if you skill is low, you will have a high chance to do lesser damage that you should.

Yep, put em together.
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Franko AlVarado
 
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Post » Fri Mar 19, 2010 11:53 am

I don't know if the "what story would you give TES5" threads are still around but I had a small idea for a story outline.

Usually there's the big prophecy that comes true, but how about a twist on that. There is a prophecy but it doesn't really come true, however some temple or whatever actually "enforces" certain points of the prophecy to happen or fake them in order to scare people into "see it's coming true". This would give you the opportunity to actually chose sides for the first half, fight on the side of the ones trying to enforce it or try to counter them.

The second half however would show a change, by enforcing parts of the prophecy they "kicked it lose" and the prophecy is actually coming true on it's own meaning now things really get serious. In this now there could be different sides again, ones that prepared for the prophecy REALLY becoming true and those still wanting to stop it from happening (or correct a big error they kicked off).

And as for the ending you could actually twist it too into "Did it come true now or not?"


Well it's all more a outline than an actual story but better than nothing I guess.
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Silvia Gil
 
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Post » Fri Mar 19, 2010 2:29 pm

Here is a new skill tree; [ ] = tentative name, / = options

- > Agility: - Sneak -- Acrobatics -- Light / Soft Armor-- Marksman -- *[Grappling]
- > Speed: - Athletics -- *[Boxing] -- Unarmored -- Light / Short Blade -- [Light] Axe
- > Strength: - Heavy / Plate' Armor -- Heavy / Long Blade -- Heavy / War / Battle Axe -- Armorer -- Blunt
- > Endurance: - Block -- Pole[arm] -- Mount / Riding -- Climbing -- **[Medical]
- > Willpower: - Restoration -- Alteration -- Destruction -- Mysticism -- Thaumaturgy / Shape Shifting
- > Intelligence: - Alchemy -- Conjuration -- Enchant -- Security -- **[Knowledge]
- > Personality: - Illusion -- Mercantile -- Speechcraft -- Cunning -- ***[Manage / Lead / Advocate / Command]

->Combat: All of Strength, Block, Pole[arm], Riding, ***[Manage / Lead / Advocate / Command], Athletics
->Magic: All of Willpower, Alchemy, Conjuration, Enchant, Illusion, Speechcraft, Unarmored
->Stealth: All of Agility, Mercantile, Speechcraft, Cunning, *[Boxing], Light / Short Blade
>All 3 specializations hoard 1 Attribute, then have 3, 2, and 1 in other Attributes. Each specialization uses 4 Attributes.

* This would be Hand to Hand specialization, where both would drop health and fatigue. Grappling would focus on Fallout style limb damage. Boxing would focus on Fallout style body and head damage (core damage). Either could disarm a weapon or knock out an opponent, but limb damage would increase weapon loss chance as core damage would accelerate a KO.

**These are not connected to any specialization because they should not be...and because another skill to throw into Stealth would unbalance the attributes, and after OB and Fallout I think we can tell how Bethesda likes balanced attributes and skills. Though if they are not anol about it here are some options:
-Add another Stealth skill based on speed and say screw you to anyone who complains about the imbalance towards speed......Not a big issue here.
-Add another Stealth skill, like gambling, based on luck and say screw you to anyone who complains about the weird fundamental change in the attribute system......I'm not a fan of this one.
-Remove both those skill and say Warriors are stupid, Mages are weak, and Thieves are practical......I played MW first, I like this method.

***The idea here is a certain amount of authority, a must to be effective as a commander on the battlefield, with guards, or if your thief/mage just wants to be a bit thuggish. On this note if there are any questions about the skills please ask. I just want to keep this longish post relatively clean.

Edit:
There is a prophecy but it doesn't really come true

Happens to me every other character in MW, and it would happen more often in OB if the timer attached to the player level were a bit more quiet. Also BM (that looks weird to me) TB, SI and the Wabbajack quest were cut of a similar cloth so it might not be a big issue for future games either.
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matt
 
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Post » Fri Mar 19, 2010 5:03 pm

I like iT. I've had this idea where you can raise sombody's disposition up to 130 or pay them (as in mercenaries) o come with you as a companion. This fourth play-type would be about chosing the right team and giving them the right tactual orders (Perhaps done by certain spells or a bow that would tell your friiends where to fight) Mercenaries would take the loot off anyone they killed, but it would be up to you to get them into the best weapons and etc. In order to implement this, though, they would have to have MUCH better companion AI.

I think I only want another playtype because I've played every quest in every game in all three play types (besides in arena and daggerfall ? there are unlimited quests)
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..xX Vin Xx..
 
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Post » Fri Mar 19, 2010 10:43 am

This is almost too easy to tell them what the next one needs. In face we should really just call the next one The Elder Scrolls Renaissance. Morrowind was just a beautiful place (sadily gone now or at least as we knew it no longer exist) that had almost everything. I was so disapointed when I played oblivion because it lost so many rpg factors that morrowind had and they didn't even explain why in the game. We lost spells, weapons, armor, food, and stories died as well as features.

In the next one I would literally like to see a renaissance of sorts.

That being said I saw some things in other bethseda games and mods I liked.

Like starting you're own city. (morrowind did this kinda)

In fallout new vegas they have a realism element with a turn on and off switch that is just beautiful and I am proud to say I helped get that one passed along. It makes it to where you can actually die of dehydration and money and ammo have weight. I love it.

Fallout new vegas also has a beautiful companion wheel or so xbox magazine says it makes it a lot easier.

In stead of only being able to barter with merchants I want to barter with everyone.

More companions loved wat you did with fallout series.

Instead of carrying around all that stuff for alchemy I think you should have two diffrent types. A table version with all the works and a portiable version that is not quite as good as the table one.

I would like the armor repair and lock picking all to be mini games or similar to fable's jobs where you can actually see him making swords and stuff. But you know hes repairing his weapons. So more animations for that.

I would like to see some love interest sub plots but nothing too sixual as say some of these mods. lol

Please get a whole bunch of voice actors so everyone sounds diffrent.

Make it to where when you are talking it dose not stop time all around you.

I would like to have portable camp materials.

I want a fishing mini game.

My own boat.

Get rid of fast travel to an extent. I would like to see the transportation brought back and have it to where you actually see them trasporting you and have the option for a little extra gold to fast travel while doing this. So kinda like grand theft auto.

I would like to be able to grow plants and stuff and then harvest them.

I want to be able to rent stores out to merchants and rent house's sort of like fable but you have to go and collect the payment at some sort of mail box and if it's not their you have to occasinaly go get it from the tenaet.

More moves and combos in combat.

Would like to see some sort of mini game involved wit training and instead of limiting it by level would like to see it limit by experence. Like you need to have certin skill level in other's to train with certin trainers. some what like what morrowind did.

much more to come.
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lauraa
 
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Post » Fri Mar 19, 2010 11:40 am

A very Lore-Sided suggestion here:
(Major Spoiler from Infernal City)

Spoiler
Assuming Infernal City is true, I'd like to see a lot of Dumner around Skyrim (Perhaps not as many as Nords, but still more than the other races, even with the lowered population of Dumner) And I'd like to see a questline involving morrowind's past and traditions mixing in with Nordic culture in Skyrim. I'd like to have references to Morrowind's destruction, and a lot of panic about it. I'd also like to see part of Morrowind rebuilding itself in a part of western Morrowind (Blacklight?), since it shares borders, and woudn't hurt to inlude a tiny bit, and to see the aftermath of it all. Dumner over colonizing Skyrim would be great, with a few unecessary settlements, and Nords eventually halting it with a political approach (gaining the imperials some favour with Nords and/or Dumner?) Also, with the heat from Vvardenfell, eastern Skyrim may be slightly warmer, giving it a more diverse terrain, without the whole pace being covered in snow, completely.


A quest involving Vivec and the daedra would be great, with he himself going insane (It must be a fad), and trying to claim Skyrim as the new Vvardenfell, where he wasn't actually taken by the daedra, but he was in fact forming an alliance. A good main quest there, in my opinion. I'd love to fight the armies of Vivec and, say, Malacath (Fits in well with the Nords and "Stealing mankind's long lifespans")
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Siobhan Wallis-McRobert
 
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Joined: Fri Dec 08, 2006 4:09 pm

Post » Fri Mar 19, 2010 11:00 am

I really hope Bethesda puts in some real Radiant AI, and let NPCs make some decisions that aren't scripted.

For example, let ESV have some random adventurers that will go in and out of different dungeons and cities. As long as you go in the dungeon with them, they will be able to pick locks, get loot, etc. I wouldn't want these kinds of adventurers to be an often experience, so just once in a while would be neat.

An example that could have worked in Oblivion is having mages use the Ayleid wells. This can be non-scripted.
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Judy Lynch
 
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Joined: Fri Oct 20, 2006 8:31 am

Post » Fri Mar 19, 2010 8:13 am

I really hope Bethesda puts in some real Radiant AI, and let NPCs make some decisions that aren't scripted.

For example, let ESV have some random adventurers that will go in and out of different dungeons and cities. As long as you go in the dungeon with them, they will be able to pick locks, get loot, etc. I wouldn't want these kinds of adventurers to be an often experience, so just once in a while would be neat.

An example that could have worked in Oblivion is having mages use the Ayleid wells. This can be non-scripted.


Yes more improved A.I.
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Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Mar 19, 2010 11:09 am

I really hope Bethesda puts in some real Radiant AI, and let NPCs make some decisions that aren't scripted.

For example, let ESV have some random adventurers that will go in and out of different dungeons and cities. As long as you go in the dungeon with them, they will be able to pick locks, get loot, etc. I wouldn't want these kinds of adventurers to be an often experience, so just once in a while would be neat.

An example that could have worked in Oblivion is having mages use the Ayleid wells. This can be non-scripted.

There were some non-scripted events in Oblivion, such as NPCs eating or stealing things, but it would be cool to have better AI. As long as radiant AI doesn't take up enough resources to hinder the game in other ways, I would like to have radiant AI, but there are things that need to return to the series first, things that were last seen in Morrowind and need to be in TES V. If Bethesda couldn't get radiant AI working for Oblivion(as shown at E3 in 2005), how will they do it will TES V? Can it be done without hindering other parts of the game? AI is nice, but seeing a mage occasionally use an Ayleid well or seeing an adventurer occasionally go(not spawn like in Oblivion) inside a ruin isn't really too big of a deal for me. I love how NPCs in Oblivion seem more alive thanks to a moderate improvement in AI, but it is a subtle improvement. Having radiant AI work in TES V would take a lot of work, right? Would it be worth the cost?
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Damien Mulvenna
 
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Joined: Wed Jun 27, 2007 3:33 pm

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