Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 2:35 am

As long as radiant AI doesn't take up enough resources to hinder the game in other ways

FREE dlc, methinks? (like it used to be, like it's supposed to be.)
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Verity Hurding
 
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Post » Fri Mar 19, 2010 7:00 am

FREE dlc, methinks? (like it used to be, like it's supposed to be.)

Radiant AI in the form of DLC, free DLC? Radiant AI is too big of a design decision to change with DLC after its release, especially with DLC that doesn't make a profit for Bethesda. Besides, as an Elder Scrolls fan who has nothing capable of running Oblivion but his ps3, the idea of introducing something so great through DLC I won't get worries me.
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louise tagg
 
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Post » Fri Mar 19, 2010 7:13 am

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?


I would like to see Sheogorath again, but in TESV I want him to be of a random race each time I start a new game, or even each time I see him. Reasoning, you become Sheogorath in Oblivion (sorry about spoiler), so he can be of any race at all, with all the given side effects. He may even be a She.

Stephen.
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LuBiE LoU
 
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Post » Fri Mar 19, 2010 11:03 am

I would like to see Sheogorath again, but in TESV I want him to be of a random race each time I start a new game, or even each time I see him. Reasoning, you become Sheogorath in Oblivion (sorry about spoiler), so he can be of any race at all, with all the given side effects. He may even be a She.

Stephen.

Why not just have Sheogorath look like Sheogorath? If anyone becomes Sheogorath, then they will actually become Sheogorath. We should not be able to tell the difference between Sheogorath in TES V and Sheogorath in previous games. That makes more sense than randomly picking someone of some random race to represent Sheogorath, in my opinion. Sheogorath should be Sheogorath, a Daedric Prince, not a random race.
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BRIANNA
 
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Post » Fri Mar 19, 2010 5:59 pm

I wouldn't mind damage being a randomly-determined value adjusted by character skill. I wouldn't mind hits being randomly determined based on character skill. However, I think the benefits of such random rolls are overstated. Think about it. If such things were added to Oblivion right now, the gameplay would remain exactly the same. So, what's the point? We might see a greater power gap between an inexperienced character and a veteran. The gap might even be significant. I don't see a need, though, for making low-level characters seem pathetically weak and high level characters seem godlike. I thought the power progression in Oblivion felt just fine.

I have seen a few comments that suggest that Radiant AI wasn't delivered with Oblivion, and those suggestions are incorrect. I have viewed that flaunted video more than once, and I still do not see any AI from it missing from Oblivion (except, perhaps, for some pet behavior). Of course, I would love to see even more clever things done with the AI, but I imagine Bethesda will work on that even without me suggesting it.
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His Bella
 
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Post » Fri Mar 19, 2010 2:29 am

I wouldn't mind damage being a randomly-determined value adjusted by character skill. I wouldn't mind hits being randomly determined based on character skill. However, I think the benefits of such random rolls are overstated. Think about it. If such things were added to Oblivion right now, the gameplay would remain exactly the same. So, what's the point? We might see a greater power gap between an inexperienced character and a veteran. The gap might even be significant. I don't see a need, though, for making low-level characters seem pathetically weak and high level characters seem godlike. I thought the power progression in Oblivion felt just fine.

I have seen a few comments that suggest that Radiant AI wasn't delivered with Oblivion, and those suggestions are incorrect. I have viewed that flaunted video more than once, and I still do not see any AI from it missing from Oblivion (except, perhaps, for some pet behavior). Of course, I would love to see even more clever things done with the AI, but I imagine Bethesda will work on that even without me suggesting it.


Level-scaling ruined power progression in Oblivion, but I agree that the way damage is handled in Oblivion is fine. Skill levels do matter when dealing damage. I would like damage to be a bit weaker at lower levels than it is in Oblivion, though. If Bethesda just removed level-scaling from Oblivion, we would have seen clear character progression. If damage was a little weaker with a lower skill level then it was in Oblivion and level-scaling was removed, then one's skill levels and level would have a very clear effect on the game. Oblivion really isn't any more based on player skill than Morrowind, except for being able to choose when to block, which I believe is a good thing. Just because Oblivion's combat is actually moderately fun doesn't mean Oblivion is about player skill, it just means that Oblivion's combat is moderately fun. As for radiant AI, I believe Bethesda admitted they had to dumb down the AI. They also removed dynamic shadows. Dynamic shadows were clearly in the E3 demo, but dynamic shadows are not in the game.
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emma sweeney
 
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Post » Fri Mar 19, 2010 2:01 pm

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")

Vivec is dead. Either the Nevarine killed him or he was assasinated and pt down by Dagon, and if not that then a giant rock went crashing into his house because his power became rediculously weak after not having bathed in Dagoth Ur (The place, not Voryn Dagoth) for a while. It's be fun to, if we explore any realms of Oblivion, find his body with Muatra in it (Obviously is would look just like an awesome spear ? not like a dike)
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Kevin Jay
 
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Post » Fri Mar 19, 2010 10:26 am

So this is going to be a list, some of these ideas may have been stated before but I just don't have the perseverance to read 158 threads.

Terrain
- For starters, WAY less hilly terrain than oblivion, i love the game but traversing the wilderness was a pain.
- Diverse landscapes and dungeons, it's always nice to explore something unfamiliar

Stealth
- Incorporate maybe ledge climbing or free running similar to say assassin's creed as an example. It would be a lot more fun to climb through say a house window to pilfer something from some ones bedroom while they're at dinner rather than crouch on foot past everyone and a lot more exciting to jump out of the rafters to assassinate someone.
- Maybe incorporate the ability to press up against walls so you could slide through the shadows undetected.

Combat
- Separate Parry and block, block was fantastic in Oblivion, however say make parry more of a timed skill, you cant hold it, but you can reward the player skill by making an opening, say stagger the opponent, for a successful parry.
- Allow players to charge and hold their spells, not necessarily increasing their damage, but so when you release the spell its instantaneous rather than waiting for a 1-2 second animation that can horribly throw off your aim, especially when the bolts all ready travel slow.
- Add enemy hit boxes, for instances, headshots, backstabs, do more damage, leg damage slows an opponent.

Itemization
- Bring back the large quantity of items Morrowind boasted. Who doesn't love being able to mix and match their character to be aesthetically pleasing.

Camera
- Make 3rd person more friendly, while I'm sure the game is meant to be played in first person, 3rd person has been present in both Morrowind and Oblivion but its much harder to play from that perspective. Add the cross hair and maybe do an over the shoulder style camera when in this view or at least make sure the player head wouldn't be obstructing the crosshair if it was a centered camera.

Just my two cents. May add more if i can think of anything.
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Amber Hubbard
 
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Post » Fri Mar 19, 2010 7:52 am

I tried a search on this without much luck, so if it has been mentioned then I apologize.

What I would like to see for the combat system is a target "lock" feature. How many times do I have to hit my 'friends" because they hop around like crack monkeys?
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Victor Oropeza
 
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Post » Fri Mar 19, 2010 2:07 pm

Vivec is dead. Either the Nevarine killed him or he was assasinated and pt down by Dagon, and if not that then a giant rock went crashing into his house because his power became rediculously weak after not having bathed in Dagoth Ur (The place, not Voryn Dagoth) for a while. It's be fun to, if we explore any realms of Oblivion, find his body with Muatra in it (Obviously is would look just like an awesome spear ? not like a dike)

Uh, what?
No one knows what happened to Vivec. He simply "disappeared". No one knows where he went, or what happened to him.
That's a pretty bold speculation you are flagging around as fact, however.
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NeverStopThe
 
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Post » Fri Mar 19, 2010 11:59 am

I'm sure it has to have been mentioned by now, but I just came here to see if there was any news about TES V. The last I checked was maybe 6 months ago... I'm kinda disappointed that all there is about it is still only speculation and rumor. Honestly I'd have thought by now there would be at least something concrete.
Game developers these days are becoming more like secret government agencies...

Anyhow, I really hope TES V uses alot more voices. I'm playing through Oblivion for about the fifth time since it came out, and I'm really cringing over the recycled voices. I mean, we have 6 billion people in the world. Even if only .00001% of those people were qualified for voice acting, there would still be quite enough. I'm sure there are homeless people who would read a few lines for a can of beer, so it could be very cheap too. ;)
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Charles Mckinna
 
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Post » Fri Mar 19, 2010 9:18 am

I'm sure it has to have been mentioned by now, but I just came here to see if there was any news about TES V. The last I checked was maybe 6 months ago... I'm kinda disappointed that all there is about it is still only speculation and rumor. Honestly I'd have thought by now there would be at least something concrete.
Game developers these days are becoming more like secret government agencies...

Anyhow, I really hope TES V uses alot more voices. I'm playing through Oblivion for about the fifth time since it came out, and I'm really cringing over the recycled voices. I mean, we have 6 billion people in the world. Even if only .00001% of those people were qualified for voice acting, there would still be quite enough. I'm sure there are homeless people who would read a few lines for a can of beer, so it could be very cheap too. ;)

I'd honestly be perfectly happy with them going back to a text script interaction system. It worked amazingly for Morrowind. I really like it better than OB.
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Minako
 
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Post » Fri Mar 19, 2010 5:34 am

I'd honestly be perfectly happy with them going back to a text script interaction system. It worked amazingly for Morrowind. I really like it better than OB.


I see what you're saying, but I'd not be happy playing a PC game in this decade with no talking. They could always have text and voices, and the ability to use either/or or both.

In any event, I think it's safe to assume they will have voices for the NPCs so I hope they don't just use the same ones over and over again like in Oblivion. That just gets irritating, and it's even worse when the same character says different things in different voices. ;)
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Ezekiel Macallister
 
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Post » Fri Mar 19, 2010 8:32 am

Well, I guess that's why it's called a personal opinion. :) Because I still play Morrowind (I am right now, actually, literally, RIGHT now) and I'm perfectly happy with the text based interaction.
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ashleigh bryden
 
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Post » Fri Mar 19, 2010 5:45 pm

I see what you're saying, but I'd not be happy playing a PC game in this decade with no talking. They could always have text and voices, and the ability to use either/or or both.

In any event, I think it's safe to assume they will have voices for the NPCs so I hope they don't just use the same ones over and over again like in Oblivion. That just gets irritating, and it's even worse when the same character says different things in different voices. ;)


i agree. and besides there are only a few difference between how morrowind and oblivion did dialog;
-remove the chat log
-remove 90% of the topics
-restrict some topics to conversation trees
-add voice acting
and you get the oblivion dialog system.

this is issue is really just a false dichotomy when you think about it, spoken dialog doesn't have to be along the lines of oblivion and written dialog doesn't have to be along the lines of morrowind.

Realism:eating, sleeping, etc.

I've said this recently but i think any sort of realism limitations should be handled with buffs and debuffs so that your not strictly required to eat frequently, under punishment of death, but you will notice that your character isn't performing as well as it did when it was well fed. essentially something like that fact that you currently move slower when your carrying a lot of weight.

Customizing Spells

i think the ability to "tweak" known spells would be interesting, at a cost of increased mana or cast time, be able alter the magnitude, duration, effect range, maybe even the delivery method(touch, target, etc)

more delivery methods:
aura: damages close enemies
ground: damages enemies that enter specific area
chain: jumps from one enemy to another
spray: directable damage(flame throw esq)
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Joe Alvarado
 
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Post » Fri Mar 19, 2010 7:39 am

Many people would be fine with a return to text, but the odds of it happening are very low. Voice acting is simply one of those "expected" technological advancements; being up to date sells, and they won't risk the potential market hit from stepping "backwards" on voice acting.

That said, they can easily have more voice actors and more dialogue without sapping funds from other areas. Just skip over the celebrity voices. I'm pretty sure that for whatever it cost to voice the Septims, they could have hired a few hundred students from the nearest acting school eager to have funds for the next week's ramen supply.
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Bird
 
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Post » Fri Mar 19, 2010 11:04 am

I think requiring your character to actually eat everyday is pretty gamebreaking. I spend a lot of my time waiting, sleeping, etc, it's just my playstyle. I like to go esplorin' while it's daytime, so I'll wait 12 hours or so until it's light outside. Wouldn't be able to do that if the game was like "real life"
Taking the whole realism factor a bit too far, IMO. Too far for my taste, anyway.
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Hayley Bristow
 
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Post » Fri Mar 19, 2010 2:28 am

I'm sure it has to have been mentioned by now, but I just came here to see if there was any news about TES V. The last I checked was maybe 6 months ago... I'm kinda disappointed that all there is about it is still only speculation and rumor. Honestly I'd have thought by now there would be at least something concrete.
Game developers these days are becoming more like secret government agencies...

Anyhow, I really hope TES V uses alot more voices. I'm playing through Oblivion for about the fifth time since it came out, and I'm really cringing over the recycled voices. I mean, we have 6 billion people in the world. Even if only .00001% of those people were qualified for voice acting, there would still be quite enough. I'm sure there are homeless people who would read a few lines for a can of beer, so it could be very cheap too. ;)


Voice acting for beer? I think Oblivion has coffered YouTube enough.
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FoReVeR_Me_N
 
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Post » Fri Mar 19, 2010 2:41 pm

more delivery methods:
aura: damages close enemies
ground: damages enemies that enter specific area
chain: jumps from one enemy to another
spray: directable damage(flame throw esq)

could ground go into aura, and aura be considered when making touch/target/chain/spray spells, eg a the Fiercely Roasting spell from MW would turn into XX fire damage in XX area with XX aura for XX seconds on target, and the aura would stay with whatever took the hit.
And if we are thinking the same things could spray be renamed to channel.

CE auras would be fun. I can just picture making the mask of sheogorath, CE aura frenzy and calm for 50 points in 100 feet.

Edit:
- Separate Parry and block, block was fantastic in Oblivion, however say make parry more of a timed skill, you cant hold it, but you can reward the player skill by making an opening, say stagger the opponent, for a successful parry.

What do you think about parry being tied to your specific weapon skill, then blocking with that weapon?
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Daniel Holgate
 
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Post » Fri Mar 19, 2010 5:31 am

Werebears are the most common lycanthrope in Skyrim, so it would be awesome if they made an appearance. Assuming that it does, in fact, take place in Skyrim.
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Ella Loapaga
 
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Post » Fri Mar 19, 2010 7:46 am

I would really, really like it if Bethesda followed this mantra for TESV:

If we can't do it right, we wont do it at all.

I was just thinking about all of the events in TES games that were clearly designed to be epic, but turned out to be pathetic. Take for example the battle with Mannimarco, or the battle at Bruma. Mannimarco was built up to be this amazing necromancer, and players of the previous games were expecting this really evil looking character. But he just turned out to be a wimpy little Altmer with red eyes, hiding in a cave, who could be killed in only a few seconds with a powerful staff. And the battle at Bruma was meant to be a huge battle, but because of engine limitations it was just a handful of people fighting each other in a jumbled mess, which was just embarrassing.

I appreciate the fact that Bethesda is trying. I'm sure they didn't want the Mannimarco battle to be so silly. But if they're just going to half-ass it, why even bother? I'm assuming Bethesda just didn't have the resources to make a custom creature for Mannimarco, but why did they have to make you fight a random Altmer? Why not change the quest so that Mannimarco escapes, and you could bring him back in a game where you would be able to give him the credit he deserved.

I'd rather have a game that stuck to what was possible to do correctly in the the amount of time Bethesda had to develop it, than have a game full of events that were supposed to be epic but failed to live up to the designers goals and ultimately failed to live up to the expectations of the players.
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josh evans
 
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Post » Fri Mar 19, 2010 12:35 pm

I need to see one thing. Make the world go on, outside of what your player can see! Basically, make it an MMO execpt MMNPC (Massive multiplayer non-player computer) ((Uh, i think i got that termanology right))

You shouldnt be the only person out there killing wild beasts and such. Id like to see some random guy (But he has to have a name ofcourse) run out and attack a wolf for its fur. Id like to be able to turn around, and know that he is still doing it.

Id like to be browsing the blacksmith's wares and then see someone come up beside me and sell the blacksmith some armour.

I realize this concept might be hard to understand (because im not too sure of what im saying myself) and even difficulter (is that a word?) to program. But when i get more examples of what i want out of this, ill post them. JUst think about it..... MMNPC..... it would make the game so much more realistic. You shouldnt be the only guy out there doing stuff.
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Zach Hunter
 
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Post » Fri Mar 19, 2010 2:47 am

--I'm quite sure most of my sugestions will take to long to code and that im to late anyway-
I don't care, im here because i can't help have ideas for the game after playing oblivion.
It's just obsession

Time: On playing OB the second time i realised that i could completly traverse the desaster of gates opening up all over the world simply
by never going to kavach, i win.
Time stop's for no man but it stop's for everyone in this world; i'd love to play a game where i have a sence of lots of things happening that
i dont know about, time is the best finite asset avalable to the game developers, building houses, training, creating spells potions magic items
The greatest asset they use is time.. when they are a reletive part to the game plot timeline that is.

Magic: I love the fact you can make your own spells and items in OB and i think this part should be expanded greatly
More complicated possibilitys that get the player to think, use weird symbols instead of a text box to put them together
a more efficiant fire spell would contain a better fire sigil you could then put in your homebrew fireball, lots of visualy
stimulating 'examples' of magics you can then put together.

Deliverance; should be an extra skill, completly useless without other magics but indispencable for those who want to be good at it
for example;
Just raw from the fingertips,
sprayed,
Ray
Chained
Ball,
into the trerrain or objects as an unactivated force (to be activated later)
Orbs could be realy cool if you could set them to follow you or another/ perform commands/ deliver spells with an aloted about of magica
Programming your own shield orb to absorb magica from you at a steady rate so it can keep re-casting shield on you etc.

Shapechanging; would be a grat ability to have in the game, animals, people either alteration to change for real or illusion to change
only in apperance, you got magic.you need the ability to turn into a bear.


Other species; I'd like to be able to talk to goblins trolls or ogers, once ive fended of their attack and beten them into a state of fear
i'd like to be able to make them perform tasks for me, and vica versa, dead stuff isn't as usful as living stuff that can carry your things
an fight for you.
I'd like to be able to get a reputation for healing wild animals or insects, a reputation that eventualy enables me to be defended by them.
When it comes to small lesser species they should have a group relationship with the charactor, one that is hard to foster at first

Give NPS's bladder control; the more stupid sim like things they do the more i will identify with them an possibly not want to kill them

THE most annoying thing about OB was the guards that leveled up with you, as you effectivly become a superhuman your suroundings
Leveled up just to chalenge you, i think that it just devalued the achivments of the charactor.
Make things that only a Lv20 char can kill avalable when they start, they will try an fail an learn to avoid it.
Keep the things that a Lv1 char can kill, don't change the whole world every time you level up! robbers with glass armor are stupid when you
can't even buy the stuff earlyer.

Earn money by training NPC's; It's a two way street! plus making NPC's you like do well should be a bigger part of the game.

Thats all i got BYE!!
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Sarah Edmunds
 
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Post » Fri Mar 19, 2010 2:52 am

That said, they can easily have more voice actors and more dialogue without sapping funds from other areas. Just skip over the celebrity voices. I'm pretty sure that for whatever it cost to voice the Septims, they could have hired a few hundred students from the nearest acting school eager to have funds for the next week's ramen supply.

It's not funds we're worried about sapping, it's disk space. Voice acting everything takes up so much space, that shouldn't be necessary, and it causes the game to lack in other areas.

Uh, what?
No one knows what happened to Vivec. He simply "disappeared". No one knows where he went, or what happened to him.
That's a pretty bold speculation you are flagging around as fact, however.

Exactly. I think I heard somewhere in Oblivion (I don't play it much, so I may be wrong) that Vivec was taken by the Daedra? Or was it the city Vivec was attacked? Anyways, I still think Vivec could make an awesome main bad guy, especially if teamed with a Daedric prince. I loved the blurred realisation of good and evil, due to insanity in Morrowind (Dagoth Ur seen as evil, and Almalexia seen as good until it was too late)
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SexyPimpAss
 
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Post » Fri Mar 19, 2010 12:19 pm

It's not funds we're worried about sapping, it's disk space. Voice acting everything takes up so much space, that shouldn't be necessary, and it causes the game to lack in other areas.

It's hard to say how much of an obstacle that is. Extra disk space by no means guarantees less room for other things; they can just put it on two disks. As well, game size and hard drive size both increase over the years. Oblivion, released in 2006, calls for 4.6 gigabytes of space. Mass Effect 2, released 2010, calls for 15, and is on two disks. I'm not even sure where that demand comes from, but the game sure doesn't seem to be over three times the size of Oblivion. As far as we know, by the time TESV comes out even having double the amount of voice space used may be a negligible amount of its size.
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Rik Douglas
 
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