Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 5:27 am

It might not be all that hard to add multiplayer in a vs or even basic co-op method, but this would go over better in the multiplayer thread. You guys should move.
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luke trodden
 
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Post » Thu Mar 18, 2010 11:53 pm

It might not be all that hard to add multiplayer in a vs or even basic co-op method, but this would go over better in the multiplayer thread. You guys should move.



there is a multiplayer mod for OB.

so i dont see way not.

maybe just some head to head pvp maps? just like a small castle or something.
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Naomi Ward
 
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Post » Fri Mar 19, 2010 5:13 am

One thing I hate about Oblivion's levelling system is that once you're a certain level, travelling NPCs get killed left, right, and centre because they're still wimps. I'd like to see that curtailed somehow (well, hopefully they'll revisit levelling completely).

I'd also like a toggle for "friendly fire" in the settings, so I can turn it off.

One thing I really missed from Morrowind is the ability to wear clothing over armour. If they can't bring that back, a cosmetic system (like Lord of the Rings Online has) would be nice.

It would be great if NPCs responded to me by doing more than turning their heads. For example, mages often steeple their hands when they greet each other, but they never do that with my character. Along the same lines, the ability for the avatar to emote would be great.

I'd like time to pass if I'm reading a book, mixing potions, etc. If I just have the inventory open, then no.

I didn't mind similar voice acting for the races (I also liked the voice actors). I'd much rather they do away with the big names and spend that money on development.

The value of chest contents should relate to the lock difficulty. I doubt anyone would use a very hard lock to protect a carrot.

Most of these are nits, but that's because Oblivion is fun as it is.

One biggie, which I may have already mentioned in another suggestion thread: More guilds, and more variety among the guild quest storylines.

Oh, and if a quest leads to something like a town or guild hall or house being destroyed, please have a quest to rebuild it, or have it happen automatically over time (NPCs can refer to how it's going). It's pretty sad (as in immersion-breaking) to go to the same place three months later and the fires are still burning.
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Lauren Denman
 
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Post » Fri Mar 19, 2010 4:17 am

Skill books and trainers should do something other than "add exactly 1 level of skill to skill exp". Instead, skill books should have different "levels". A Mastery book gives more EXP. An introductory book gives less skill EXP. But in no case is a level assured, nor are you limited to a single level. Reading a novice book at a near-master level shouldn't give you a skill level. Just some EXP, and not much at that. Trainers should work the same way: they can train you a given amount... until you are very close to them in skill, but the effect is progressively weaker. If, hypothetically, skill 99 -> 100 required 3200 EXP (real Oblivion figures tend to be more like 246.23 at an increment of .6), a novice trainer might never give more than 50 EXP to a skill. Someone far more talented might offer 200 skill EXP, but a Master trainer might offer 500 EXP, but at a substantially larger price.

Lockpicking should lean more on the in-game lore. Make locks that require different tools to pick effectively (although blundering through with a bad tool choice should be possible). Where are our torque lockpicks? Why don't we have copper lockpicks, and aluminum, and steel? Traps should be multistage and require multiple tools to disarm. Furthermore, actually getting a full set of tools should be a rewarding accomplishment for a character. Not exactly difficult, but rather that there should be no one-stop shopping for neophyte characters. Individual tools should need to be ferreted out one at a time, from all over the map. Better quality tools are a distinct possibility, but even then, you should need some reputation, rank, or skill to convince people you deserve access.

Alchemy equipment, much like Security tools, should be difficult to find at first. Upgrades should likewise exist, but be difficult to find. The best of the best should not be for sale, nor should they be available in random loot. There should be few instances of any of the best stuff, and in general, obtaining such goods should be a harrowing experience to say the least.

Spells really need to be spread out more. Not every 25 skill levels, but potentially EVERY skill level should open up a new spell. Magic could legitimately be a thread of its own, but this is the ONE ESSENTIAL POINT that all solutions must include in some form. If spell failure is brought back, take some inspiration from Warhammer 40K and allow for some truly incredible failures, like the giant demon hand ripping your guts out. And far more mundane ones (spell misfires, fires short, or simply blows up in your face).

Magic skills in general should level based on the difficulty of a spell. The greater the cost in points (NOT Magicka), the more EXP the skill should get. User-created spells should offer reduced EXP compared to stock spells. At a high enough points value, it should be "nearly equal", but this would void the 1 point training spell strategy, which is of dubious Tamriel-reality anyway. Rather, it promotes using the best you have, and making custom spells that actually work for you. Multi-effect spells should offer EXP per effect, based on the cost of THAT EFFECT only. Again, in points.

More creatures, and multiple grades of each. Make the oceans alive. Make rivers and lakes teem with life. But I don't want all rats to be the same exact rat. I want Rats, Cave Rats, Sewer Rats, Plague Rats, Pet Rats, Zombie Rats, and the elusive and deadly Daedrat. I want different grades of Flame Atronachs. There should be more than just Slaughterfish in the water, and everything down there should have at least two distinct subspecies. At a distance, the subtypes may appear similar, but in close combat, there need to be subtle differences the player can note.

Cities need some love this time around. Consider Skyrim. Pelagius IV tells us "The Man Under The Library" told him how to summon... well, Sheogorath. So we need a library. And a way under it. Or a reason why we aren't going under it. The exact site in Solitude should exist where Sheogorath was summoned, and there should be hints to where this is. Rooftops should be a whole new side of the city to explore, once one has the skill to jump on them. Cathedral jumping should be a viable hobby. And an arrestable offense! Shops need to open and close on an individual basis, rather than cell-wide. Some places should open early and close early, some should open late and for only a few hours, and some places should be open for all but a few hours a day. Shops should close for lunch, or close early one day a week while the owner handles business matters. These matters are PERSISTANT, so if you delay a merchant from meeting his supplier one day, he will try harder (read: leave earlier) the next day... until he's driven to go straight to the supplier by necessity. All of this should be used together to give cities a sense of uniqueness, adventure, and vibrancy.

Kill speechcraft. Replace it with an interesting way to persuade people. Name this new entity "Speechcraft" and deny the Oblivion system ever existed.

The Thieves' Guild needs a lot more questage to work. Oblivion's Grey Fox line had plenty of awesome, but it did lack the backdrop that Morrowind had. Independant theft and fencing is good, and should remain as a part of the equation, but there needs to be more jobs where you are stealing directly for the Guild, or indirectly for a Guild client. These quests should be the means to prove yourself to the Guild for the AWESOME.

As for the Dark Brotherhood and its ilk... Unjust killings. It needs to happen. Oblivion didn't offer this (much, anyway). Aside from ONE quest, I never felt a twinge of guilt or remorse for my murderous ways. A few cases where you're definitely murdering someone who deserves better would possibly be enough to make me consider skipping the quest line althogether on some characters. That's what it really needs. It might be hard to create a plot that lives up to the standard of Oblivion's DB. It happens. But introducing a bit of moral anguish into the decision whether to join or not would be grand in its own right.

Oh, and new books. Lots of them. Retire some old standards as skill books, and bring in fresh. Every expansion and DLC should add books. Funny books. Sad books. Scary books. Play books. Joke Books. Skill books. History books. Books, Books, Books.

Then the hard part is finding them without using a guide. So we need to work on in-game intelligence gathering...
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City Swagga
 
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Post » Fri Mar 19, 2010 4:52 am

When you make it for PS3, don't make it with trophies please. Sony will make the saves locked like Dragon Age because of trophy achievements. I plan to buy it for PC and PS3. So please no trophies.
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Lloyd Muldowney
 
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Post » Fri Mar 19, 2010 6:27 am

I don't understand it either. We all know that as soon as an announcement is made, anyone who enjoyed TES games will be interested. Interest doesn't completely die if it is not fed after a certain period of time. It becomes weak, but once food becomes available, interest will rise again, more powerful than ever.

True enough, however if say Bethesda decided to announce TES 5 in 2011, we could assume that it would probably come out 2012. However some of the old school fans have to live on their lives, and while they can make time for games, they might not have as much time as they used to. I remember that one of the forumers said he would be having kids around that time, pointing out the mounting responsibilities leaving little time for video games.
Tell me about it. When Daggerfall came out I was a freshmen in college, and was able to easily balance sports, school, Daggerfall, as well as sad attempts at getting laid. When Morrowind came out I was employed but had a gf who was not clingy at all. Oblivion is when things started to unravel: full time job, engaged (still not clingy), but with the added resonsibility of a house to take care of. By the time TES V hits the shelves I'll have been married for at least 3 years, and not only do we have two dogs, and a house, but we'll have children by then! TES: V will be seriously on the backburner!


Even I am going to have access to any video game systems in later 2012. These are just a couple of the examples of people who probably will have less time to play a game as time consuming as TES in 2012.
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ijohnnny
 
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Post » Fri Mar 19, 2010 12:12 am

Mentioned above somewhere^^ having buildings or towns be rebuilt over time if they are destroyed is an excellent idea.

Everybody here, wasnt it killing you after spending months or years in game that Kvatch was never rebuilt? Or that the temple district was never fixed up a bit?
Or that those damn ugly Oblivion gates never stopped being on fire?

I really want events to happen over time too.you can spend weeks, months or years in game but nothing ever changes.

I want seasons, festivals, maybe even future quests unlocked after a certain amount of time has passed in game, maybe activated after doing certain quests. Like after the events of the Oblivion crisis, a year or two later in game a new threat looms near or something. It's been 2 years since you become Cyrodils greatest hero but now a new threat has gripped the Empire and you must rise to the challenge!(after spending your retirement screwing around with other stuff)

And a little notifier saying when my birthday is for giggles. It's the little things sometimes too, ya know.
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Leah
 
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Post » Fri Mar 19, 2010 2:15 am

I would like one these http://en.wikipedia.org/wiki/Flail_%28weapon%29 in TES 5
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Joe Alvarado
 
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Post » Fri Mar 19, 2010 3:44 am

When you make it for PS3, don't make it with trophies please. Sony will make the saves locked like Dragon Age because of trophy achievements. I plan to buy it for PC and PS3. So please no trophies.

Not their choice, unfortunately. The PS3 and XBox360 currently both require that all games have achievements/trophies, period.
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Daniel Lozano
 
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Post » Fri Mar 19, 2010 4:10 am

The PS3 and XBox360 currently both require that all games have achievements/trophies, period.


Why though? You know how bad it svcks I can't back up my Dragon Age saves b/c of trophy achievements.
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Catherine Harte
 
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Post » Fri Mar 19, 2010 11:19 am

pets, I want to see more npcs with pets, not just dogs and cats, but guar and nix hounds and cathay raht, and a rabbit and a cliff racer. I want to see them interact with their pets every now and then, feed them, kick them, etc, and if their pets annoy you or other npcs then those npcs will kick the pet too, or just stab it, then their owner would have nasty words with the other npc and walk off, no fights between npcs unless something serious happens please because I don't want everyone to riot and end up with a dead town.

I also wouldn't mind having a pet store in the game, I could buy it and go out to tame animals to put in the store. Maybe a pet store in every town so there's some competition. And I would like to be able to tame animals to use as pets or monsters so that I can take them into battle with me, or use them to fly around and such.

On that note, add a Taming skill.

Stephen.
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Vincent Joe
 
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Post » Fri Mar 19, 2010 8:01 am

pets, I want to see more npcs with pets, not just dogs and cats, but guar and nix hounds and cathay raht, and a rabbit and a cliff racer. I want to see them interact with their pets every now and then, feed them, kick them, etc, and if their pets annoy you or other npcs then those npcs will kick the pet too, or just stab it, then their owner would have nasty words with the other npc and walk off, no fights between npcs unless something serious happens please because I don't want everyone to riot and end up with a dead town.

I also wouldn't mind having a pet store in the game, I could buy it and go out to tame animals to put in the store. Maybe a pet store in every town so there's some competition. And I would like to be able to tame animals to use as pets or monsters so that I can take them into battle with me, or use them to fly around and such.

On that note, add a Taming skill.

Stephen.


This sounds good. I could imagin being a warrior in Skyrim with a tamed wolf.

Or tamed bear!
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Jerry Cox
 
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Post » Fri Mar 19, 2010 2:06 am

Why though? You know how bad it svcks I can't back up my Dragon Age saves b/c of trophy achievements.

Don't ask me, I'm not a Sony executive. However, if a company does something, you can generally be pretty sure it's because they think it will make them money. Since PS3 trophies are tied to a "level" system, I'd guess they feel it will encourage people to buy more games so that they can win trophies and increase their account level.
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Laura Simmonds
 
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Post » Fri Mar 19, 2010 9:40 am

Don't ask me, I'm not a Sony executive. However, if a company does something, you can generally be pretty sure it's because they think it will make them money. Since PS3 trophies are tied to a "level" system, I'd guess they feel it will encourage people to buy more games so that they can win trophies and increase their account level.


The reason why I asked because you said all game must have them. Since you told me and it may be a great idea but for me 'no'. If Sony decides to lock every game's saves, I will no longer be buying PS3 games. So I guess I will just buy TES V on PC, if made.

I just HOPE Bethesda doesn't listen to or support Sony to lock em, thank goodness FF13 saves are not locked. Locked saves may be no big deal but to me it does. You see when I get an over the road trucking job I may get another PS3 in there and transfer the saves from there to home.
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SaVino GοΜ
 
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Post » Fri Mar 19, 2010 5:15 am

I think it's finally time for another of my stupidly huge suggestion posts. As always, apologies in advance. Been a while, so for those unfamiliar with this, it may seem extravagant but is tied to a long series of other suggestions on how the game could run that would make it possible, and so is made on the assumption of those other things applying. I can't just dump the entire lot of it here for convenience's sake, but I'll answer questions.

4.5 Property

The player has several options for having a home. Apartments or cheap shacks provide quick and affordable shelter, but are not truly owned by the player, and cannot be modified beyond some personal decorations. Empty buildings in cities can be purchased from whomever owns the land, typically a count or other local nobility. If a desired building is in use, the player may be able to negotiate purchase with the owner. An owned building can be modified and typically used however the player wishes, but must stay within specific confines as they do not own the land.

Land ownership allows a character to do more or less whatever they want with the area. Land within a city can usually only be purchased in small amounts, if at all, often being reserved for those of nobility or considerable wealth. Outside of cities, land typically exists in the form of viable areas positioned inside larger territories, treated the same as randomly positioned areas of interest such as dungeons. A territory will generally have a couple viable areas near major roads (assuming there are any nearby) and a couple in the wilderness. Land is separated in this way so that the game can recognize it and avoid conflicts. Viable land areas can also be purchased from the same local authorities as spaces inside town, provided the territory is within their jurisdiction. Only the areas near the road can be purchased, and are considered owned.

Once the player has bought or claimed land (see Claims below) they can build on/modify their property. This is done by using a Blueprint item, opening a limited extension of the toolkit used for creating buildings/areas. Dropdown lists in the corner allow the player to choose between existing properties and/or owned buildings available to work with. Specific land boundaries again exist to prevent conflicts; if an area within town is 200 square feet, the building in the blueprint can't exceed this area and encroach on surrounding structures. Subsequently, land in outside territories is usually larger. With the blueprint, the player can design a structure similarly to doing so in the toolkit, while those who don't want to bother with the trouble and simply want to build a home somewhere can purchase a pre-set design.

When the design is finished, it must be given to whomever will be doing the building. Most towns will have contractors that can be hired, but most will be able to work anywhere, though the farther they have to travel the higher their fees will be. The finished blueprint will list the amount of materials needed, while the contractor will state the cost and time of the project. The player can acquire materials or leave it to the contractor, although this will naturally increase the cost. As well, they can pay extra to reduce the needed time, allowing for more workers/hours. If needs aren't met the project may be abandoned, but can be resumed later. Half-finished constructions, if still there and intact, will reduce required time/resources.

While most contractors will not build anything illegal, the player can use their own connections and skills to get around this. For example, via the Thieves Guild, they can learn which contractors have ties to the organization and will be willing to do less reputable work, such as a tunnel that leads to other property. Those who don't wish to hire workers can also employ golems, high-quality undead, summoned daedra, slaves, and any other NPC with the required intelligence to receive and carry out construction and directions, although these alternatives naturally require that the player have the ability to acquire their service. These routes still require that a blueprint be made and given, and that resources and/or money be provided; a golem works for free, but still needs wood to make a cabin.

The larger a building is, either above or below ground, the more its structural integrity is at risk. In short, the more that's already built, the more expensive it is to add extra, in both resources and fees. This is the main limit to how large a stronghold can be built, aside from presumable engine/gameplay limits that can't be predicted. Costs would generally become too prohibitive for even the most powerful tycoons long before this point, however.

4.5.1 Security

Any building is a potential target for NPC thieves, or if the owner is of importance, even agents and spies. A dwelling inside a town has the most exposure to thieves, but also the most guards, meaning its safety relies heavily on local law enforcement and the effectiveness of internal security. As well, regulations will usually prevent extreme measures (you can't simply build a fortress, complete with moat, in the middle of a residential area), but the walls of a city also provide excellent protection against outright attack from enemies, who are much less likely to take the risk. Conversely, a stronghold out in the wilderness can be well protected on its own, but gains no additional safety from law enforcement.

Whether a home is targeted primarily depends on how viable a target it's considered. If the character has a degree of fame it will increase the odds, especially for completing quests such as "find a long lost item." Finishing quests in more subtle ways that avoid fame can counteract this. The size of the house is itself an indication of wealth as well. Simply moving items into the building may be unknowingly observed by Blackcaps or beggars, also making the owner a guild target. It should be noted that low-to-mid level employment within the Thieves Guild will protect a member from being targeted, but the degree of secrecy involved with the highest ranks makes most members unaware of such status, and offers no protection, although those with such positions are generally more than skilled enough to outmatch common thieves with their defenses. Non-guild thieves, of course, are not deterred. Wilderness homes are naturally much less likely to be targeted by thieves (though not immune), but may be the victim of roaming bandits. Strongholds that are not strictly legal may also be looted by adventurers. Frequent failed break-ins can increase the danger and difficulty associated with a home, repelling most thieves, but increasing the odds of elite operatives.

Home security can take many forms, from obvious installations to clever architecture. The most basic is a simple locked door; almost every purchased house that's not a decrepit shack will come with a lock to deter the most incompetent level of thief. Better locks can be bought and installed with relative ease, being simply used from inventory on the object in question. Advanced locks may require a degree of skill in Security: Locks to install, while the best ones usually have to be custom made with high skill levels. If a thief cannot break in through the door, they may search for another way in, most likely windows or balconies. A window is less subtle, leaving more evidence, but is especially easy for those willing to make noise. Barred windows, or expensive ones made from a rare, durable material backed by a strong lock, will deter all but the most determined or skilled thieves. People without sufficient funds, or who are simply cheap, may only provide extra defense for the ground floor, and some thieves with climbing and/or acrobatic skill will sometimes attempt entry from above.

Locked containers can deter thieves who make it inside, as well as traps. Cities may have laws limiting the power and types of traps permitted on one's property, but many are noisy and painful enough to drive away most thieves. Strongholds built outside city walls can have extravagant defenses limited by the designer's choices, funds, and imagination. More elaborate traps, however, such as guillotine blades or mines, may not be available for purchase or installation from the corner store, requiring that the player have either the proper alternative options or the skill to do it themselves. NPC thieves, while on the job, have a limit of how much risk they will take before abandoning the building, typically determined by their relative skill level, supplies, and bravery. The more time is spent the greater the risk, and a labyrinthine mansion with winding hallways and locked doors leading to dead ends can confound them enough that they give up before finding anything.

The most insidious threat to a stronghold is those who built it. An NPC with the needed interrogation skills, or simply prior faction connections, can obtain a copy of the blueprint used in construction. Reading a blueprint makes them aware of any secret or dead-end passages and improves their odds against any locks or traps contained within, greatly reducing the overall effectiveness of defenses. Using a trustworthy or reputable contractor, and especially one with friendly faction and/or personal relations, will reduce their willingness to surrender this information. Those who are especially careful (especially in the construction of a castle) will make efforts to hide the identity of contractors or use several to separately build parts of the building in order to deter this route of invasion.

Those who make enemies can find a stronghold at risk of attack. Law enforcement usually makes this a non-issue in cities, but areas not within legal borders are fair game. Homes built away from cities are usually built for defense, a fortress instead of a house, in order to better withstand damage. Aside from locks, traps, and minions, guards can be hired from any number of sources (Fighters Guild, mercenaries, faction protection, etc) to protect both inside and out, though naturally anyone with an extra key also creates a potential security liability. Disreputable sorts may make secret illegal modifications to the inside of their city home, an unpleasant surprise for any city guards who try to invade.

4.5.2 Claims

While buying land is necessary for standard legal construction, it holds no appeal for those outside the law, especially in areas far from civilization. Some items, such as bedrolls or campfire setups, give the option to claim an area when used. Claims obviously lack any official recognition, but serve two purposes in gameplay terms: they prevent creatures from respawning in the area, and add it the list of potential locations when creating a blueprint. Unlike viable land, the player cannot claim an empty area, but instead can claim any distinct location, such as a cave or ruin. An abandoned claim may be invaded by humanoids or wandering animals and effectively "unclaimed," meaning the character will need to do something with the area for the claim to mean anything.

Claiming an existing structure allows someone to build around it for a unique stronghold; you cannot "build" a natural cave structure or replicate a dwemer ruin, for example. Someone might choose not to modify the area or simply add a few rooms, while another may construct a home overtop and use an entire cave as their basemant. Naturally, if the site is one that drew other visitors before, they will not be happy with this development when they return. If desired, the person can place a notice of their habitation (often just a sign) outside, which will be read by any approaching, literate creature. More polite adventurers may not enter to explore and loot, while varyingly-intelligent creatures looking for a new home may move on. If the player has enough of a reputation, their name can lead others to leave or enter; a tower built by a feared mage will likely be avoided by most, but be more at risk of looting by adventurers.

The total number of locations a player may claim depends on the Guidance: Leadership skill and can be quite high, though this does nothing to make it easier to maintain them all. Any character can claim at least one. Even existing areas like buildings in a city can be claimed, though this is generally illegal, especially if any effort is made to build there. A homeless individual may claim an abandoned building, which is typically ignored until someone with money obtains the location, at which point they are quickly removed. A location cannot be claimed until the previous owner's claim, legal or otherwise, is removed. Potentially, a character could build a wilderness stronghold, raise an army, attack a town, and individually claim its lands, turning the city into their own. Such action can, of course, be expected to meet quick retribution.

4.5.3 Alternatives

Those who don't wish to (or can't) pay contractors, or have more extravagant needs in mind that can't be legally provided, have other routes for construction. Some designs may require specific workers, such as a magical structure needing builders capable of it. If possible, contractors will provide even this themselves, needing a higher fee to compensate for hiring mages. The buildings themselves also have room for alternative designs; a master criminal might have a series of heavily trapped tunnels built, essentially making a dungeon to protect their treasures and themselves, complete with secret exits in case of raids. A powerful mage could have a tower and basemant built, then seal off the latter, enchanting the front door to activate a Recall effect if opened with a specific key, teleporting them to the "real" dwelling while everyone else enters the empty tower. Each type of worker has different advantages and disadvantages, as noted below.

Contractor: Official route found in many cities, contractors usually provide the most effective construction services, as they can purchase extra materials or hire more workers as needed. However, they're by far the most expensive, needing fees to do any of these things. Many will also refuse illegal work, and may be unwilling to build in a distant, dangerous area. They keep copies of blueprints, well protected, but not safe from highly skilled thieves, while others work directly with the Thieves Guild. In normal cases, almost any type of construction can be handled by contractors.

Golem: These magical constructs are the safest workers. Being mindless puppets, they cannot betray you or leak blueprint plans, will work tirelessly 24 hours a day, and are at little risk while transporting materials, as most creatures will leave them alone. Unfortunately, they are not dexterous or clever, and as such are incapable of more advanced construction. How incapable depends on the skill of their creator, but they are never able to manage the most difficult tasks. They are rare servants as well, generally only available to powerful mages, or someone able to accrue enough favor with one to let them borrow the servant.

Undead: Only slightly more free-willed than a golem, undead can also be tasked to build. Similarly, their skill level is directly dependent on that of the necromancer who created them, though they are more competent than golems. They are also far less accepted and many will destroy them on sight, making them a poor choice for public construction. Naturally, their use requires that one be a capable necromancer, or again on good terms with one. While undead also cannot be interrogated themselves, if the individual is destroyed and its spirit released the blueprint information can be potentially gleaned through the Outer Inquiry spell. Only the most capable and well-connected rogues would have this option, however, and would only use it for the most desirable targets.

Daedra: The final magical option, Daedra can be bound by a skilled conjurer and commanded to perform more mundane tasks like construction instead of battle. Daedra are talented and powerful beings, able to work effectively and capable of handling designs that require the use of magic. However, they are still tied to the ability of the caster, who must maintain control of them, lest the creature escape control and destroy the unfinished construction. They are not sociable, and may increase costs/time if sent to work alongside humans. They will gladly compromise their "master's" safety by giving blueprint information if secrecy is not specifically part of their instruction (and of course, assuming they are not set to attack strangers). Otherwise it requires extremely high conversation skills to trick it out of them, or another powerful conjurer to try and summon the same Daedra after their release.

Allies: Almost any NPC can be potentially asked to help in construction, if the player has the needed influence. These may be friends helped in quests, lower ranks in a faction, non-contracted workers hired for less, and so on. How capable, expensive, or trustworthy they are will depend on the individual and their relationship to the player character.

Slaves: A character with the mindset and ability to control indentured servants or slaves can, of course, command them to build the structure. While this is obviously free, such individuals are frequently untalented and have virtually no loyalty to their owner aside from fear, and will be quick to divulge information or attempt to flee. They are also illegal in most places, and so of course not a good idea for public construction.
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noa zarfati
 
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Post » Fri Mar 19, 2010 4:57 am

add water to the list of magic abilities. Examples; rain spell, storm spell, whirlpool spell, water blast.
add wind to the list of magic abilities. Examples; storm and lightning spell, whirlwind spell, gust spell.

Stephen.
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Craig Martin
 
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Post » Thu Mar 18, 2010 11:55 pm

add water to the list of magic abilities. Examples; rain spell, storm spell, whirlpool spell, water blast.
add wind to the list of magic abilities. Examples; storm and lightning spell, whirlwind spell, gust spell.

Stephen.


I agree and I like to see all the elements used. Earth spells too; earthquake, earth svcks in the target and can't think of any other earth spells.
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Andres Lechuga
 
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Post » Fri Mar 19, 2010 6:20 am

What I'm saying is, they could make a whole entire single player RPG, and not pay any attention to multiplayer, and add a co-op mode once it's all done (or before, if necessary, but still pay no attention). I would actually settle for a more advanced editor that would allow us to create a multiplayer mod. I know it'd come out. There was only ever one multiplayer mod made (I think), and it didn't work well, because of limitations.


But with Oblivion's system, the terrible physics can make it impossible to get your weapon back, and special moves are bad. This isn't the right type of game for special moves and such (Isn't that your argument for not adding multiplayer?)

You really don't understand, I guess. Bethesda doesn't WANT to make a multiplayer RPG. They make Single Player RPG's. TES has *always* been single player. The vast majority of the fans buy their games, because of this fact, among many others. They will not change that. Will not.

you don't really get game design do you?
they can't just "add a co-op mode" on at the end like some tacked on sticker.
creating everything necessary for a multiplayer tes game would require i dunno, at LEAST a year of extra development.
you're biggest hope lies in the possibility that the zenimax mmorpg is a tes one.

Pretty much this. It aint going to happen. TES is single player.

there is a multiplayer mod for OB.

so i dont see way not.

maybe just some head to head pvp maps? just like a small castle or something.

Yeah, think about that for a second. The only way to have multiplayer is through a mod created by someone not at Bethesda, and it's not canon/official from them. That means they don't want it. How do I know this, many will probably ask? Because it's been the same way for over 15 freakin' year.
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~Amy~
 
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Post » Thu Mar 18, 2010 10:39 pm

I'd like to be able to gather clay and make bricks for building and pottery for using and selling, I'd like to mine for gold and quarry for stone for building materials, I'd like to cut trees down to clear land and to use as building materials and I'd like to be able to make stone and wood crafts also. I'd like to gather flax and wool and use them on a wheel after preparing them in a stream and then use the thread to make cloth with a loom, I'd then like to dye the cloth various colours and use my thread and needles to create items of clothing or tapestries and draqes, depending on my skill level as a carpenter, clothier, miner, etc, my finished goods would be of varying quality.

At the beginning of the game I would be able to buy the basic tools needed and put them in or around my house, then I'd be able to craft goods and sell them for a bit of money, I'd have to rest every day or suffer fatigue loss and eventually pass out, I'd get better at my crafting of various things and by the end of the game I'd be able to craft clothes and armour and housing and woodcrafts (bookshelves drawers etc) and stone and clay crafts of exceptional quality, and I'd be at the level where I can choose whether I want to create a grand design or a crappy product.

Stephen.
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koumba
 
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Post » Fri Mar 19, 2010 9:40 am

I'd like to be able to gather clay and make bricks for building and pottery for using and selling, I'd like to mine for gold and quarry for stone for building materials, I'd like to cut trees down to clear land and to use as building materials and I'd like to be able to make stone and wood crafts also. I'd like to gather flax and wool and use them on a wheel after preparing them in a stream and then use the thread to make cloth with a loom, I'd then like to dye the cloth various colours and use my thread and needles to create items of clothing or tapestries and draqes, depending on my skill level as a carpenter, clothier, miner, etc, my finished goods would be of varying quality.

At the beginning of the game I would be able to buy the basic tools needed and put them in or around my house, then I'd be able to craft goods and sell them for a bit of money, I'd have to rest every day or suffer fatigue loss and eventually pass out, I'd get better at my crafting of various things and by the end of the game I'd be able to craft clothes and armour and housing and woodcrafts (bookshelves drawers etc) and stone and clay crafts of exceptional quality, and I'd be at the level where I can choose whether I want to create a grand design or a crappy product.

Stephen.


Why? Just, why? Have you even played a TES game before? You do know what the POINT of a TES game is, right? This is not the type of game where you sit around knitting, or building a house. This is not The Sims and it's not Fable. This is TES, where you EXPLORE and DO THINGS, not sit around and build houses. If you want to be a carpenter or a tailor, do it in real life. If you really need to see it in a TES game, learn how to make a mod for it. I'm all for the player having jobs, but having such extreme crafting would be utterly pointless. And those features wouldn't add realism, it would just add features most players would never use. If Bethesda were to implement your suggestions, it would take a long amount of development time away from what most people want, which is more things to do in their GAME, not completely unnecessary features to make it more like what the few people who aren't aware of 21st century machines think is real life.
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no_excuse
 
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Post » Fri Mar 19, 2010 1:54 pm

Why? Just, why? Have you even played a TES game before? You do know what the POINT of a TES game is, right? This is not the type of game where you sit around knitting, or building a house. This is not The Sims and it's not Fable. This is TES, where you EXPLORE and DO THINGS, not sit around and build houses. If you want to be a carpenter or a tailor, do it in real life. If you really need to see it in a TES game, learn how to make a mod for it. I'm all for the player having jobs, but having such extreme crafting would be utterly pointless. And those features wouldn't add realism, it would just add features most players would never use. If Bethesda were to implement your suggestions, it would take a long amount of development time away from what most people want, which is more things to do in their GAME, not completely unnecessary features to make it more like what the few people who aren't aware of 21st century machines think is real life.


http://www.clevelandseniors.com/images/misc/grandma-knit.jpg
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Mylizards Dot com
 
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Post » Fri Mar 19, 2010 10:49 am

Various types of transportation would be sweet.

So you have a horse right? You can ride it or buy a cart or wagon. Now you have a transportable home of sorts where you can keep all your stuff. Add that it can be marked on the map so you don't lose it too.

Also, ships you can captain and pilot or whatever. If they added some sort of pirate guild you could work your way up to captain and gain your own ship! With an island off the coast as home base.

Oh and just cuz i'm thinking of it a lot, better Vampire options and Werewolves! I wants it so bad.
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Alexandra walker
 
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Post » Fri Mar 19, 2010 8:13 am

Not their choice, unfortunately. The PS3 and XBox360 currently both require that all games have achievements/trophies, period.

The PS3 version of Oblivion doesn't have trophies(I like not having trophies).
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Terry
 
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Post » Fri Mar 19, 2010 5:35 am

The PS3 version of Oblivion doesn't have trophies(I like not having trophies).


It wasn't required back then, but it is now.
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Jessie
 
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Post » Fri Mar 19, 2010 10:43 am

It wasn't required back then, but it is now.

Is it possible to turn off trophies? I don't want to exit TES V's version of the prison/Privateer's Hold/ship/sewers of Arena/Daggerfall/Morrowind/Oblivion and have "trophy earned!' pop up on my screen, ruining that beautiful moment of freedom. My favorite part of Oblivion was when I first exited the Imperial City sewers, but it would have been ruined if I heard an annoying noise and had something pop up(blocking part of my view) to "reward me" by ruining my favorite me. That's what happened in Fallout 3. Also, in Fallout 3, as soon as I exited Vault 101, I also leveled up. Both of those things ruined that monent.
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Toby Green
 
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