Tes V Ideas And Suggestions Thread #158

Post » Fri Mar 19, 2010 10:30 am

Can't we just hire guards for our houses to decrease the chance of thieves coming in and steal stuff while exploring outside home? Like 1 guard = 15% decreased chance of thieves or something? and you can hire up to 4-5 guards to patrol the house.
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Jade
 
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Post » Fri Mar 19, 2010 12:10 pm

Here's just a little tickle that appeared on my aesthetic sense:

Now, let's say you, the player, are walking in one of the low-lying fertile areas of southern Skyrim, perhaps in a coniferous forest or even a field. You come across two protrusions, about ten feet tall, coming from the ground. Ivy and other plants are growing on and around them. A new player would think nothing of it, and even a veteran might miss it if he or she weren't looking, but on closer examination you are hit with the realization that this, long ago, was where an Oblivion gate stood, and the ruins have been reclaimed by Tamriel.

Just one of those "nice little unneccesary touches" that I hope to see a lot of.
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Chris Jones
 
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Post » Fri Mar 19, 2010 7:00 am

Here's just a little tickle that appeared on my aesthetic sense:

Now, let's say you, the player, are walking in one of the low-lying fertile areas of southern Skyrim, perhaps in a coniferous forest or even a field. You come across two protrusions, about ten feet tall, coming from the ground. Ivy and other plants are growing on and around them. A new player would think nothing of it, and even a veteran might miss it if he or she weren't looking, but on closer examination you are hit with the realization that this, long ago, was where an Oblivion gate stood, and the ruins have been reclaimed by Tamriel.

Just one of those "nice little unneccesary touches" that I hope to see a lot of.


Speaking of nice unceccesary touches. I'd like to see some standing stones in circles, whether they actually have a purpose or not is not an issue for me.

Stephen.
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Jennie Skeletons
 
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Post » Fri Mar 19, 2010 11:12 am

The answer to your question lies within.


Well, that settles it, I'm relatively certain you have never actually played a TES game before. Now, to me, and everyone else who actually plays this game, turning it into "Building and Knitting Simulator 5: Skyrim" is not something that's favorable. But hey, I happen to think Bethesda still has some sense left in it and knows which suggestions wont work, so keep suggesting whatever you want.
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Philip Rua
 
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Post » Fri Mar 19, 2010 3:53 pm

Speaking of nice unceccesary touches. I'd like to see some standing stones in circles, whether they actually have a purpose or not is not an issue for me.

Stephen.

Well, maybe some would and some wouldn't? Some being like the Doomstones and some being just rocks some ancient tribes of men put up.

Don't take much to add a lot of atmosphere, does it?
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Veronica Martinez
 
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Post » Fri Mar 19, 2010 3:51 am

While usually more realism equals more immersion and fun, it's not always the case. I'm sure most of the people playing TES would not be happy if their rare enchanted Sword of Annihilation +9001 suddenly disappeared due to thieves. Is it realistic? sure. Is it fun to have an item that you spent 50 hours questing for suddenly disappears? not really.
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Emilie M
 
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Post » Fri Mar 19, 2010 4:17 pm

On the topic of being robbed..

It could be a randomly generated quest, if bandits take everything you own, you should then report that to the local guard, which would give you the option to have them track down the bandits and retrieve all your items, or you track them down, starting with talking to the locals, then searching caves and whatnot..
I think it could work, and be kind of fun, but you would have to be able to get all of your items back..otherwise, it would just piss everyone off.

Anyway, I got an idea..
Ya'll seen The Mummy?

Well, in the first movie(I think) at the end the earth split apart and hell was trying to drag them in. I think this would be awesome, for an attack spell(what school I don't know), just think of the crazy possibilities.
It could be the new "Dismiss Undead" spell, where hell itself is dragging them back in..haha, just a thought.

But, I would also like some sort of 'Beauty and the Beast' scenario, without the beauty though..
Just an old castle,fortress,mansion..ect, with a very large dark terror waiting inside, and I would love to see some actual treasure! Haha, I'm talking 50,000-100,000 gold hidden inside, along with ancient weapons and armor from all the fallen warriors who tried to kill it.

I want an epic creature..something that makes you poo your pants.
All this would be without level scaling..so he should be insanely difficult.

Something along the lines of Vivec, from Morrowind, I remember walking in there when I was around level 8..I tried killing him(I was a warrior, not happening), the first fiery-lightningbolt killed me..and I stayed away from that point on. But, when I came back a long while later, at level 45 I was able to kill him. I felt some accoplishment..with Oblivions creatures, I get annoyed after a while.


Cheers!
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GPMG
 
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Post » Fri Mar 19, 2010 2:39 am

While usually more realism equals more immersion and fun, it's not always the case. I'm sure most of the people playing TES would not be happy if their rare enchanted Sword of Annihilation +9001 suddenly disappeared due to thieves. Is it realistic? sure. Is it fun to have an item that you spent 50 hours questing for suddenly disappears? not really.

As I said before, I wouldn't enjoy it either, which is why the odds of being robbed are extremely low, successfully so even lower, with at most a moderate amount of effort, and basically impossible if you put them in storage or devote a lot to security.
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Emma Parkinson
 
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Post » Fri Mar 19, 2010 4:05 am

Some post ago a person bashed some suggestions and call them "retardet". I' don't think that havin a chance to get robbed is retarted at all, but realistick.

Of couse you will get robbed if people hear that you found 5-6 artifacts and earn gold everyday from looting and tasks. Would it be so hard to hire 4 guards to you house? Its just another option to the player homes that oblivion lagged.

If your conjuation is high enough, you should be able to even summon long-lasting daedra to guard your homes.


Guard Requirements.

Guard: A fee of 700 gold pr month -15% decreased chance of getting robbed pr guard.

Daedra: A signed documentation from the mages guild that cost 1000 gold = -30% decreased chance of getting robbed.
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hannaH
 
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Post » Fri Mar 19, 2010 3:23 am

TzToppDogg

It was me, rahter than explaining why its retarded ill just ask a simple question. Would you rather Bathesda put time and money into robbing your character in your sleep? Or would you rather that time and money be put into combat/unique caves/unique story line/unique side-quests/new weapons and ways to use them, the list goes on. Is there anything you would want to see scaled down so we can be robbed? No? I should hope not.
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Heather Stewart
 
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Post » Fri Mar 19, 2010 8:23 am

TzToppDogg

It was me, rahter than explaining why its retarded ill just ask a simple question. Would you rather Bathesda put time and money into robbing your character in your sleep? Or would you rather that time and money be put into combat/unique caves/unique story line/unique side-quests/new weapons and ways to use them, the list goes on. Is there anything you would want to see scaled down so we can be robbed? No? I should hope not.



An idea is an idea, and they are all allowed. For once, I want to feel unsafe from time to time, unlike oblivion, where you basicly feared nothing.
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CYCO JO-NATE
 
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Post » Fri Mar 19, 2010 1:54 am

I have deleted some posts, the arguments were getting too personal. Cool it. OK?
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ANaIs GRelot
 
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Post » Fri Mar 19, 2010 8:25 am

Use Morrowind's battle system in TES V. I found it better and challenging.
No active quest system
Use Morrowind enchanting system, more of a variety.
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Marine Arrègle
 
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Post » Fri Mar 19, 2010 10:43 am

I think the "getting robbed" idea is good in theory. However, there has to be some limits and careful planning on the implementation. After all, it isn't fun if every time you get a good item it vanishes. It is fun if leaving your money carelessly unguarded means you get robbed. For example, make the lock spell matter. Put magical traps on stuff, make it so that some items can't be stolen (after all, busting your ass to get Goldbrand, putting it in your home as you go to train your SPEAR skill and coming back after hours of gameplay only to realize it was stolen moments after leaving the house and therefore your last save already lost it is just annoying.

So it'd need to be done carefully if at all.
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Fiori Pra
 
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Post » Thu Mar 18, 2010 11:58 pm

Some post ago a person bashed some suggestions and call them "retardet". I' don't think that havin a chance to get robbed is retarted at all, but realistick.

Of couse you will get robbed if people hear that you found 5-6 artifacts and earn gold everyday from looting and tasks. Would it be so hard to hire 4 guards to you house? Its just another option to the player homes that oblivion lagged.

If your conjuation is high enough, you should be able to even summon long-lasting daedra to guard your homes.


Guard Requirements.

Guard: A fee of 700 gold pr month -15% decreased chance of getting robbed pr guard.

Daedra: A signed documentation from the mages guild that cost 1000 gold = -30% decreased chance of getting robbed.

Only Oblivion lacked this option? It isn't in any Elder Scrolls game and for a good reason. I don't want an Elder Scrolls game to be realistic, I want it to be an Elder Scrolls game. Being robbed is just an annoying form of realism. Speaking of realism, If a person has powerful items and is well-known, wouldn't a thief be afraid to steal from that person? "Let's go steal from Sheogorath. That's a smart idea." Getting robbed would anger me and take away some of the use of a house. I wouldn't leave my possesions in an area where it could be lost. Houses are for safe storage, a place to sleep, and role-playing. Should storage no longer be safe, sleeping no longer be safe(possibility of being murdered in your sleep), and the house being able to be burnt to the ground, all for the sake of realism?
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Stephanie Kemp
 
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Post » Fri Mar 19, 2010 8:59 am

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


Oblivion was the only game that had buyable player houses, so yes, it was the only game that lacked that option.
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D IV
 
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Post » Fri Mar 19, 2010 12:14 pm

seti I think he meant spacifically hire-able gaurds for the house, a feature OB did not have but one I find a bit too specific to complain about. In OB you could recruit some henchmen, I don't know if you could tell them to stay anywhere. If TESV had a full on housing aspect, guards might be necessary.

Also MW did have strongholds, not sure about daggerfall. You could not do jack about the people you got from the great house strongholds but they were there.
Though you could 'command humanoid' really whatever you needed into the area, since the NPC's did not move.
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lilmissparty
 
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Post » Fri Mar 19, 2010 9:11 am

Use Morrowind's battle system in TES V. I found it better and challenging.
No active quest system

I'm curious; what exactly do you mean by Morrowind's battle system and "no active quest system?"

So it'd need to be done carefully if at all.

Naturally, that's the point. On the subject of artifacts, many of them (especially Daedric artifacts) are described as "choosing" who they end up with, and for how long. While this is mainly an excuse to explain why all these different heroes all over the world can manage to collect them all, it could also apply to a reason why thieves don't take them. The artifact wants to stay with you for now. It would be a simple matter to make the AI not recognize them as steal-worthy objects. Alternatively, many unique objects could be protected in other ways. Something you famously receive as a gift, like the Imperial Dragon armor or somesuch, might not be stolen because despite its high value, everyone can recognize it and who it should belong to, and as such everyone would know it's stolen; not the kind of thing a fence would accept. Another unique object might trigger a thief to put it up for ransom, instead of simply selling it, making it a lot easier to track down its exact whereabouts.

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

People seem to keep skipping past the repeated "extremely small odds" and "only if you're not careful" mentions. At any rate, it's not "just" for the sake of realism, but for the additional gameplay options it provides, in a similar sense to older skills being removed because they had no use. It's boring, generally, for something to have no use; houses in Oblivion did nothing. People like using them as small museums, but they have no function to enforce this, since your loot is just as safe if you use it to decorate the middle of the street. Like I keep saying, houses would not suddenly become thievery magnets. Don't leave the front door open, maybe spend a few bucks getting a better lock for the basemant you stash your loot in, don't go outside and public a book about your loot basemant, along with unique-protection mentioned above, and you should be fine. As for the higher security of a wilderness home, I'd personally find it rather satisfying to drop by and find some exploded bandit on my front door.

As a sidenote, honestly I *do* want sleep to be a little less safe. It might help being targeted by assassins become an event that's actually worth some degree of concern. But, that would be something to go into detail for elsewhere.
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Tha King o Geekz
 
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Post » Fri Mar 19, 2010 7:41 am

I'm curious; what exactly do you mean by Morrowind's battle system and "no active quest system?"


Naturally, that's the point. On the subject of artifacts, many of them (especially Daedric artifacts) are described as "choosing" who they end up with, and for how long. While this is mainly an excuse to explain why all these different heroes all over the world can manage to collect them all, it could also apply to a reason why thieves don't take them. The artifact wants to stay with you for now. It would be a simple matter to make the AI not recognize them as steal-worthy objects. Alternatively, many unique objects could be protected in other ways. Something you famously receive as a gift, like the Imperial Dragon armor or somesuch, might not be stolen because despite its high value, everyone can recognize it and who it should belong to, and as such everyone would know it's stolen; not the kind of thing a fence would accept. Another unique object might trigger a thief to put it up for ransom, instead of simply selling it, making it a lot easier to track down its exact whereabouts.


People seem to keep skipping past the repeated "extremely small odds" and "only if you're not careful" mentions. At any rate, it's not "just" for the sake of realism, but for the additional gameplay options it provides, in a similar sense to older skills being removed because they had no use. It's boring, generally, for something to have no use; houses in Oblivion did nothing. People like using them as small museums, but they have no function to enforce this, since your loot is just as safe if you use it to decorate the middle of the street. Like I keep saying, houses would not suddenly become thievery magnets. Don't leave the front door open, maybe spend a few bucks getting a better lock for the basemant you stash your loot in, don't go outside and public a book about your loot basemant, along with unique-protection mentioned above, and you should be fine. As for the higher security of a wilderness home, I'd personally find it rather satisfying to drop by and find some exploded bandit on my front door.

As a sidenote, honestly I *do* want sleep to be a little less safe. It might help being targeted by assassins become an event that's actually worth some degree of concern. But, that would be something to go into detail for elsewhere.

I would honestly like to see this implemeted in this way. There a lot of things to do with it. It would be amazing to drop by your home after a few weeks of adventuring to find that a small story unfolded while you were gone. Theives broke in at night, Two were slain by your guard, but your guard was taken down by the third who was then fried by and electro-trap on your treasure chest. Sounds like a lot of fun to me.
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Danel
 
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Post » Fri Mar 19, 2010 7:12 am

Having children in the game sort of like they did in fallout 3 would help with the immersion.
And it would be nice to see an argonian hatchling :wub:
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Jessie Butterfield
 
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Post » Fri Mar 19, 2010 3:33 pm

I'm curious; what exactly do you mean by Morrowind's battle system and "no active quest system?"

I get the "no active quest", it has to do a bit with quest organization in the journal and as a side effect the gps system. I did like the organization level in OB but overall I preferred the MW+Tribunal journal overall. The whole MW journal set up was more along the lines of, "hey, something weird happened, let me record what might be important." I felt like the OB journal was an instruction manual for quests.
People seem to keep skipping past the repeated "extremely small odds" and "only if you're not careful" mentions.

Mind if I throw out some numbers on your behalf, everyone likes numbers.

This is based on average burglaries in an average city with average protection.

A district has 30 houses (maybe a small city, idk what tesv has in store).
30 residences -> 60+ people
about 1/5th of people would be willing to steal.
60 people -> 12 thieves
Of the thieves about a third are experienced, can pick an average lock. This would exclude most druggies and thugs, they like easy prey.
12 thieves -> 4 contenders
The district is entirely middle class and the crime rate is 1 burglary a week. 33% that an able burglar might hit 1 in 28 houses. (2 residences for the thieves)
All the sudden its close to a 1% chance that a burglar might hit in a given week, let alone take anything.
Of those 4, one is just average, one guy could go for a second story route, one could get past a trap, and the last might be experienced (braver, expert locks, traps, some second story abitiy. Probably an actual thieves guild member.)

So a 78.3% chance nothing happened, a 20.3% chance someone tried to fiddle with the lock, a 1% chance someone broke in, and a 0.3% chance a burglar was able to nick anything at all, and then it was probably light and smallish.
This is all without gaurds, better locks, better traps, paid city watches to patrol more often, connections with the thieves guild.

Note that the statistics are not real, just trying to get a general idea.
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Jordan Fletcher
 
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Post » Fri Mar 19, 2010 3:33 pm

I'd like an in game diary. Something I can keep notes in or stash locations. Things I've taken note of and interesting things I've seen. Record sceduals of NPCs and make plans for things I need to do in the game. Potion recipies and formulas.

A simple txt recorder would be sufficient, like Note Pad but in game. An in game diary. Much like the one they had in NWN. I know I'd use it.
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Amanda Leis
 
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Post » Fri Mar 19, 2010 2:56 pm

I'm curious; what exactly do you mean by Morrowind's battle system and "no active quest system?"


Just like schnell olfy said no GPS. The battle system where you miss because you have low level in skill. The higher the skill, the better the hits or even land a hit.

I prefer Morrowind's battle system but with a block feature.
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Amysaurusrex
 
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Post » Fri Mar 19, 2010 1:17 pm

I don't know if this has been talked about yet (it probably has, though nothing showed up in the search engine; if anyone knows of a relevant thread, please tell me,) but I think horse combat should be integrated into TES V, as it would greatly enhance the experience of being on a horse, as well as adding greatly to the advantages of being able to afford a horse, let alone offering a whole new feel to the game. Ways it could be broken down:

?Melee weapons could be designed to be used strictly in third person, so as to help with steering your horse and to get a generally better sense of the battle
?Ranged weapons and Magic could be used strictly in first person, not only to aim properly, but it also reduces your ability to navigate your horse, thereby lessening the otherwise great advantages the horseback+ranged combat
?Should be able to ride through cities; I don't know about you, but I really feel like my high level characters should be able to look down upon the townsfolk and really make you feel like a hero, don't know why they didn't do that with OB, they didn't even have a combat system, anyways
?It would really change the way you perceive being above ground vs. dungeon crawling; I mean most of the game you're going into some cave or ruin or sewers, and then imagine coming outside to this big, open, beautiful world to actually see the benefit of riding around on your horse. Which brings me to my next point:
?I completely agree with the notion of reverting to the MW travelling system and removing the Fast-travel feature: yeah, it was useful. But it really took away that sense of grandeur and adventure, made everything seem a little too easy. For example, right after you finish creating your character in OB and step out into this big open world, anyone who's played the game more than once (which is most of us), immediately just fast travels to Weynon Priory to continue the main quest, really stumping the serene beauty and size of this world. Finally, how this has to do with horses: by removing fast-travel, this also greatly increases the benefit of owning a horse, as it would really be the best way to get around above-ground

anyways, sorry for the rant, but these are some key ideas that i strongly believe should be considered
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DarkGypsy
 
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Post » Fri Mar 19, 2010 1:41 am

Well, that settles it, I'm relatively certain you have never actually played a TES game before. Now, to me, and everyone else who actually plays this game, turning it into "Building and Knitting Simulator 5: Skyrim" is not something that's favorable. But hey, I happen to think Bethesda still has some sense left in it and knows which suggestions wont work, so keep suggesting whatever you want.


Sorry to post so quickly after my last one, but I completely agree.

There are, in fact, plenty of games where you can get raw materials which can be converted into various items. What games? How about World of Warcraft? Or what about Runescape? Both of these games have such features. It seemed fun and cool at first, but trust me: it gets incredibly tedious, and really doesn't add that much to the game, and keep in mind those are MMOs and it honestly doesn't seem like it would work too well in a single player RPG such as TES.

I'm not saying it's a horrible idea, but the idea of making furniture (really? furniture?) is a little gratuitous. Maybe if you could strictly make items that you could actively use, such as weapons and armour. Maybe you pick an ore or type of wood and go to an armorer/fletcher/bow maker/staff maker (yeah i don't know the proper words for those last two, whatever) and maybe pick some other things you could include, like a steel sword with a certain gemstone in the hilt? Or a yew bow with gold features? Even that seems like it might be a liiiiiiitttllle bit too much for some players, but I guess we're just going to have to wait and see if it's included or not.
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Margarita Diaz
 
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