Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 6:27 am

More like this, http://planetelderscrolls.gamespy.com/fms/Image.php?id=94515&return_section=POTD.Detail&return_id=13860

Amirite?

On that note, how about body sliders? You can be short, tall, skinny, fat, muscled, or my favorite, busty.

Also, disguises. Cuz dressing up as a guard and sneaking around where i'm not supposed to be would be fun. Unless someone questions you. Then you'd better have a silver tongue or a blunt object.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Fri Mar 19, 2010 12:35 am

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.


I don't know if they could include that option, who knows. But personally, the very first time I walked out of the Vault, I didn't even notice I had gotten an achievement. I was so immersed in the moment that I didn't really care. :shrug:
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri Mar 19, 2010 9:17 am

I don't know if they could include that option, who knows. But personally, the very first time I walked out of the Vault, I didn't even notice I had gotten an achievement. I was so immersed in the moment that I didn't really care. :shrug:


I kind of like achievements. I don't do anything with them but it's a knee jerk reaction like, "yay I did something good!"
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Fri Mar 19, 2010 7:00 am

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.

Agreed.
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Fri Mar 19, 2010 9:54 am

I'm thinking Orcs need to be uglier looking. A lot uglier, and less like the jolly, green giant. Even using the same mesh for males and females. I just want to see these moldy-looking, squat imps with huge underbites, walking the streets in lavishly ornamented gowns, maybe a small retinue of servants and guards in toe.

that'd make my day
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Fri Mar 19, 2010 9:07 am

I'm thinking Orcs need to be uglier looking. A lot uglier, and less like the jolly, green giant. Even using the same mesh for males and females. I just want to see these moldy-looking, squat imps with huge underbites, walking the streets in lavishly ornamented gowns, maybe a small retinue of servants and guards in toe.

that'd make my day


Yeah, it would be nice if Orcs weren't just green humans with fat heads.

It would also be nice to see the blue Argonians return, as they didn't look like humans in lizard suits.

And it would be nice to have different varieties of Khajiit.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Fri Mar 19, 2010 4:08 am

Yeah, it would be nice if Orcs weren't just green humans with fat heads.

It would also be nice to see the blue Argonians return, as they didn't look like humans in lizard suits.

And it would be nice to have different varieties of Khajiit.

That would all be nice... I miss originality.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Fri Mar 19, 2010 2:45 am

That would all be nice... I miss originality.


QFT

Thats also what I missed in oblivion. Oblivion bored me because it looked unoriginal. The landscape, the monsters (how many times have we seen trolls and goblins in a game) weapons and armor and worst of all the cities. That bugged me alot, cause it might as well could a have been any other game. Really, the title is only what reminds me that oblivion is a TES game.
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Fri Mar 19, 2010 4:29 am

QFT

Thats also what I missed in oblivion. Oblivion bored me because it looked unoriginal. The landscape, the monsters (how many times have we seen trolls and goblins in a game) weapons and armor and worst of all the cities. That bugged me alot, cause it might as well could a have been any other game. Really, the title is only what reminds me that oblivion is a TES game.

You know that Arena and Daggerfall are far more unoriginal than Oblivion, right? Also, I would like to mention exploration, open worlds, and the Shivering Isles since the first two seem to be unique to TES series and the Shivering Isles is (in my opinion) the most original place in all TES games.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Fri Mar 19, 2010 12:27 am

You know that Arena and Daggerfall are far more unoriginal than Oblivion, right? Also, I would like to mention exploration, open worlds, and the Shivering Isles.


We already have one or two threads for discussing the faults of different TES games, we shouldn't bring that discussion here. You love Oblivion, that's a well known fact, but one of the things that comes with loving a game is not getting bent out of shape all the time because of the criticism it gets. You don't see me going over to No Mutants Allowed and yelling at everybody for hating Fallout 3. You've been here long enough to know that Oblivion is going to be criticized no matter what, and what you say isn't going to stop that. So you've just got to let a few posts like TzToppDogg's go.

I'm just saying, you don't have to respond to every criticism about Oblivion, because it really doesn't do you any good and it isn't going to stop people. All it does is make the thread go off-topic.

:shrug:
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri Mar 19, 2010 6:47 am

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.

What I immediately thought of was there being a consequence to using Undead, Daedra, Slaves, etc.

Like, what if they had a randomly generated effect where bad things would happen? Like the Undead getting a craving for flesh and zombies start spreading around the area? Or the Daedra decide to lot listen and begin wreaking havoc. Slaves could tell a guard passing by of their imprisonment and be released. Or maybe they could sabotage the place. And build unknown traps.
4.5.1 Security

... 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.

You can imagine how amazing walking into your home after a day of dungeon-plundering and seeing a huge party of bandits running around would be.

...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.

But, having to spend copious amounts of money to save your home from being robbed by the average Khajiit-leveled Acrobatics would be frustrating though. Or having high-leveled thieves breaking into your home because it's very well-protected, even if you aren't famous.

... 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.

I can picture getting a visit from a fellow guild member, too. Maybe if you're known for being rich merchants with rare items could stop by. Even the possible nobility, if you're on good terms with them.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri Mar 19, 2010 2:40 pm


A friendship with certain npc classes is certainly feasible. I wouldn't want it to become individual npcs with relationship meters. And yes, spell consequences should offset using them without the proper skill. If there's no chance for failing a spell, there ought to be a chance your spell will soul trap you or damage. I think that's perfectly reasonable.
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Fri Mar 19, 2010 6:53 am

A friendship with certain npc classes is certainly feasible. I wouldn't want it to become individual npcs with relationship meters. And yes, spell consequences should offset using them without the proper skill. If there's no chance for failing a spell, there ought to be a chance your spell will soul trap you or damage. I think that's perfectly reasonable.

Mhm. I can imagine all of the types of "Magical Failures" too. Conjured daedra attacking you, having an illusion that makes it looks like you're in a dark cave full of scary monsters, accidentally paralyzing yourself, burning yourself, accidentally burdening yourself. Even a failed telekenisis spell could make things fly across the room in a flurry of 1 Damage projectiles.
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Fri Mar 19, 2010 7:55 am

Mhm. I can imagine all of the types of "Magical Failures" too. Conjured daedra attacking you, having an illusion that makes it looks like you're in a dark cave full of scary monsters, accidentally paralyzing yourself, burning yourself, accidentally burdening yourself. Even a failed telekenisis spell could make things fly across the room in a flurry of 1 Damage projectiles.


I would love it if there was a chance for conjured creatures to attack you. I would love the feeling of being on edge when using a conjuring spell.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Fri Mar 19, 2010 12:36 am

:obliviongate: Give it a mature rating before doing the voiceovers.

Worked with Fallout 3, and it'll make TES not for the kiddies any more.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Fri Mar 19, 2010 9:23 am

What I immediately thought of was there being a consequence to using Undead, Daedra, Slaves, etc.

Like, what if they had a randomly generated effect where bad things would happen? Like the Undead getting a craving for flesh and zombies start spreading around the area? Or the Daedra decide to lot listen and begin wreaking havoc. Slaves could tell a guard passing by of their imprisonment and be released. Or maybe they could sabotage the place. And build unknown traps.

Part of that was covered at the end of the post, but I generally think of undead as relatively mindless puppets outside of the necromancer's influence, and unlikely to suddenly go out of control. There would be risks to those options, but I'd rather that were a simple matter of player responsibility and consequences...I'm not a fan of hand-holding. If you're careless enough to have slaves build you a monument to yourself near a patrolled area and with poor security, well, enjoy prison.

You can imagine how amazing walking into your home after a day of dungeon-plundering and seeing a huge party of bandits running around would be.

That's what you get for not providing your own security in a lawless area. If you have the resources to build a stronghold, you should have had the option to protect the place, too (or at least camouflage the entrance). Bandits would presumably be a relatively low-odds encounter, as they don't exactly have armies combing the land, and I would hope for a bit better AI than "charge blindly forward." Presumably the rest of the gang would think twice after watching the first guy get chucked into a moat full of bear traps.

But, having to spend copious amounts of money to save your home from being robbed by the average Khajiit-leveled Acrobatics would be frustrating though. Or having high-leveled thieves breaking into your home because it's very well-protected, even if you aren't famous.

High-up doors and windows would still, at least, be equal to whatever the default difficulty of the ground floor is. Just because they can get up there doesn't give them an automatically easier time getting in. The increased odds of high-level thieves doesn't mean higher odds of break-in attempts in general, just that when they DO happen, it's more likely to be a more competent thief.

My phrasing may have made it sound like thieves are a constant danger, but that's not what I had in mind. They wouldn't be crawling all over your house every night. It's based on past ideas regarding randomly generated NPC's, with a rough percentage of the population being thieves depending on the general crime rate of the area. They would each have a certain chance of whether they attempt any thievery, with where they go depending on various factors like their own ability, how desperate they are for cash, if they've heard of any easy targets, etc. Ideally, cities would also be a lot larger than they are now. If you live in a decently patrolled town, the odds of being targeted for robbery on any given night would be extremely low, and only then does it get into whether they can successfully break in. Another thing I've gone into in the past is an investigation system, so even if you were robbed, there's an additional chance of them being caught and you getting your stuff back.

The appeal of the house would have a considerable role in whether it's a valid target; if you're not famous, haven't given indications of being wealthy, keep your stuff well hidden and so on, but have high security, your house will be considered a low-profit, high-risk prospect, and as such not very appealing. High-level thieves would have better uses of their skills, they're just more likely to be the ones who come in the unlikely event that anyone comes at all. Other stuff I'd want in game would include banks, safes, vaults, and as was mentioned in the post, the ability to design secret passages/vaults into your place. As long as you're responsible, most of your stuff would be pretty safe; if you walk around town wearing 50 pounds of jewelry, telling everyone about your collections and frequently supporting local law enforcement efforts against the Thieves Guild, you deserve what you get if you haven't invested in security.

I can picture getting a visit from a fellow guild member, too. Maybe if you're known for being rich merchants with rare items could stop by. Even the possible nobility, if you're on good terms with them.

Possibly. Something I forgot to mention is that part of the idea of property is as a place for people to contact you; mail dropoff point, first place for a messenger to check, etc. I don't really like the strange current practice of messengers who simply appear behind you, no matter where you are. A home in town is easy enough to visit, but nobody's going to check the distant cave you claimed if nobody knows you're there.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri Mar 19, 2010 12:25 am

I would love it if there was a chance for conjured creatures to attack you. I would love the feeling of being on edge when using a conjuring spell.

What bugs me is that people talked/wrote about it, but it never happened in-game. :shrug:


I really liked all of your ideas, it's just I wrote responses as I was reading. So it seemed like I wasn't paying attention, so I'm very sorry about that, I tried to delete the responses that didn't make much sense anymore.

You described everything very well, and you actually showed how more custom housing could be useful, while not being an feature for people who want TES V: Harvest Moon/Life.

And I figured that you meant thieves wouldn't be a constant danger, it's just that a sort of "Collector's Paranoia" started to kick in. I like finding all of the really expensive/rare things in the game, and instead of selling them, I like hording them away, so I started getting worried thinking "They'll take all my things!".

As a programmer, it makes sense that there should be a chance that they should lose their stuff every once in a while, and a very small percentage of things shouldn't be recoverable. But as a consumer, that'd be very frustrating if it was your best Heavy Armor that you left at home for a "Sneak" type quest/dungeon.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Fri Mar 19, 2010 2:52 pm

As a programmer, it makes sense that there should be a chance that they should lose their stuff every once in a while, and a very small percentage of things shouldn't be recoverable. But as a consumer, that'd be very frustrating if it was your best Heavy Armor that you left at home for a "Sneak" type quest/dungeon.

Understandable, but the game wouldn't "destroy" unique items. Another thing that's been discussed in the past, which I'd really like, is a more living economy. If a thief steals a sword it's presumably because they think they can sell it, to a merchant who thinks they can sell it. The item is still out there, and there would be means (again mentioned in the past, too much to get into) to track it down and reclaim it.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Fri Mar 19, 2010 2:12 am

I don't know guys. If someone broke into my house and stole something of mine and it was a rare item, i'd probably go on a killing spree until I got it back.

Maybe if there was some kind of tracking method......
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Fri Mar 19, 2010 3:33 am

I don't know guys. If someone broke into my house and stole something of mine and it was a rare item, i'd probably go on a killing spree until I got it back.

Banks. If they can hold money, I would assume they have storage for items of value too. I imagine they'd be designed such that it would be virtually impossible for thieves to get into them, especially NPC thieves.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Fri Mar 19, 2010 1:45 am

Honestly I'd be pissed if a thief stole anything I owned, not just if it was a rare item. While I do like the idea of thieves, I wouldn't want them to steal anything from the player. Maybe there could be a feature where every so often, when you went into a store all of the items on display would be gone and the merchant would have dialogue about being robbed. Maybe you could even get a randomly generated quest to find the thief and get back the items in exchange for some money or a discount.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Fri Mar 19, 2010 4:36 am

Banks. If they can hold money, I would assume they have storage for items of value too. I imagine they'd be designed such that it would be virtually impossible for thieves to get into them, especially NPC thieves.

So, I would have to leave my dangerous and powerful artifacts in a bank to make sure they don't get stolen? "I would like to deposit this dark and dangerous book known as the Tome of Unlife."

How about illegal substances? "I would like to deposit skooma."
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri Mar 19, 2010 11:36 am

So, I would have to leave my dangerous and powerful artifacts in a bank to make sure they don't get stolen? "I would like to deposit this dark and dangerous book known as the Tome of Unlife."

How about illegal substances? "I would like to deposit skooma."

As was already covered in some detail, if you want to make sure something isn't stolen, you have to be somewhat careful with it. If you require a hard guarantee in order to go on living, rent a box at the bank and shove it in there. If you find it distressing that drug addicts might try to steal your drugs, I think we have a fundamental difference in what degree of realism we're looking for.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Fri Mar 19, 2010 1:53 pm

Why? Just, why?


The answer to your question lies within.

what most people want, which is more things to do in their GAME


Stephen.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri Mar 19, 2010 10:54 am

The answer to your question lies within.

Stephen.


Also, to add to this, originality. There are no games which give us the ability to craft things from raw materials, and certain things in the game could be obtained only by crafting them.

Stephen.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

PreviousNext

Return to The Elder Scrolls Series Discussion