Tes V Ideas And Suggestions Thread #159

Post » Sun Apr 18, 2010 11:39 pm

Welcome to TES V Ideas and Suggestions # 159

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
http://www.gamesas.com/bgsforums/index.php?showtopic=1064713
http://www.gamesas.com/bgsforums/index.php?showtopic=1065099
http://www.gamesas.com/bgsforums/index.php?showtopic=1066038
http://www.gamesas.com/bgsforums/index.php?showtopic=1067210
http://www.gamesas.com/bgsforums/index.php?showtopic=1068055
http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
http://www.gamesas.com/index.php?/topic/1080894-tes-v-ideas-and-suggestions-thread-%23157/
http://www.gamesas.com/index.php?/topic/1082671-tes-v-ideas-and-suggestions-thread-%23158/
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Courtney Foren
 
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Post » Sun Apr 18, 2010 8:09 pm

Skills in TES games are easy to raise. Having quests to do instead in order to join factions is more fun than casting a spell repeatedly for 10 minutes to raise my skill level. Anyway, in TES games, I role-play. I don't join factions that my character shouldn't. Joining the ones I that make sense for my character provide no challenge because my character is already moderately skilled with the needed skills for those factions at low levels.

Well, if you do so enjoy roleplaying, I guess you've noticed the mages in the Arcane university actually practicing to be a good mage to rank up? This works the same for other guilds, and it should be necessary for members to actually be competant in guilds. Stats aren't supposed to be raised by constantly casting a spelll or what-not, you're supposed to raise them through thier proper usage, you're supposed to get a higher destrution skill by fighting, you're supposed to get a high illusion skill by hiding/charming. Guilds are supposed to take years to rank up in (Obviously not that long for players), why do you think there's no low levels in charge of the guilds? Or that there's no Mages in charge of the Fighter's guild? Or that there's no Imperial Guards in charge of the thieves guild!?

no challenge

This is not a good thing. Players are supposed to struggle through the game, what's the point of playing a game that you can complete at level 1? Speaking of which, I have a suggestion, I would love it for my character to be treated like crap again at low levels, only to be recognised as a decent person when I'm wearing decent stuff. Also, this decent stuff should cost a fair bit, and not usually buyable until around level 10. And some characters should only give me a quest when I'm wearing decent armour. Although, if a quest in urgent, say, if someone is being attacked at that second, they may ask for help no matter what.

"Hey, stupidly weak looking guy wearing prison rags, please kill that firey monster from the plains of oblivion that looks like it would kill you with a flick!"

No. Not right.

And can you please try harder to balance the economy? It svcks when I have stupidly large amounts of money, and have to conciously try to have less for the game to be more immersive.

And don't let me complete the game at level 1.
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Mandi Norton
 
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Post » Sun Apr 18, 2010 11:39 pm

This is not a good thing. Players are supposed to struggle through the game, what's the point of playing a game that you can complete at level 1? Speaking of which, I have a suggestion, I would love it for my character to be treated like crap again at low levels, only to be recognised as a decent person when I'm wearing decent stuff. Also, this decent stuff should cost a fair bit, and not usually buyable until around level 10. And some characters should only give me a quest when I'm wearing decent armour. Although, if a quest in urgent, say, if someone is being attacked at that second, they may ask for help no matter what.

"Hey, stupidly weak looking guy wearing prison rags, please kill that firey monster from the plains of oblivion that looks like it would kill you with a flick!"

You can choose your difficulty. If you want the game to be a struggle, set the difficulty up. And furthermore, it would destroy roleplaying if everybody treated you like dirt. Not even roleplaying as your character doing the main quest, I mean just roleplaying in general.

Level 4 Dark Elven Woman, retired bandit, works at an inn. "You can't buy good clothes, or have NPCs like you much until you get to level 10."

I think NPCs liking you should have more to do with Personality/Speechcraft, and less about what you wear. I'm pretty sure if I see somebody wearing sweatpants and a hoodie with unkempt hair and muddy shoes, I don't yell down the street "Get out of here, Breton trash!", and if I see somebody in regal clothes I don't yell down the street about how much I love them. Yes, some clothes should unlock new ways for NPCs to treat you, but by no means should it determine how much you can do in the game. I think they could add to disposition if you're wearing scintillating blue finery, but it shouldn't take away disposition if you couldn't find anything to match with your puke-green prison clothes.

You can't tell how skilled a person is by looking at them, unless they add Muscularity in the next game, you really won't know how strong somebody is based on what they look like.

I could have gotten to level 20 in Morrowind, and then decided to start the main quest to have them telling me I should learn skills if I want to get anywhere in the world.

Not trying to argue, just stating my opinion on the matter.
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Maya Maya
 
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Post » Sun Apr 18, 2010 9:07 pm

You can choose your difficulty. If you want the game to be a struggle, set the difficulty up.

That is, if the difficulty slider actually changed anything to cause challenge, because it doesn't change jack diddly squat besides HP and (I'm not even sure about this one) negligible amounts of damage. I still ran around on max difficulty slaughtering anything in my path without an issue.
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Robert
 
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Post » Mon Apr 19, 2010 12:33 am

That is, if the difficulty slider actually changed anything to cause challenge, because it doesn't change jack diddly squat besides HP and (I'm not even sure about this one) negligible amounts of damage. I still ran around on max difficulty slaughtering anything in my path without an issue.

Well, RellacFTW was saying at level 1. With difficulty all the way up, I can't kill a guard at level 1. Let alone run through the plains of Oblivion.

I do agree that things should be a challenge, but there's a very fine line between challenging and frustrating. Once something is just too hard, people get bored and frustrated with the repetition of it all.
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Svenja Hedrich
 
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Post » Sun Apr 18, 2010 8:55 pm

For some of the DLCs, I think it'd be cool to add joinable guilds that you advance through.
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He got the
 
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Post » Sun Apr 18, 2010 10:12 pm

For some of the DLCs, I think it'd be cool to add joinable guilds that you advance through.

:wub:

If they spent time on making something that they had to sell, it'd have to be good... right?

An Entertainers Guild would be enjoyable...

Perhaps if they add Social Skills to the next game, it would be possible. As an Entertainer, Castle Jesters, Traveling Musicians, and Dancers could train you in the arts of the skills.

More likely than not, the skills would go under stealth, for the sole purpose that Speechcraft is also under stealth.

And thus I present, the idea of...

The Entertainers Guild
Infernal City Spoiler
Spoiler
Tamriel's been hit hard be tragedy and loss in almost every way imaginable. Cyrodiil has fallen apart, Morrowind destroyed, and Argonia ravened by death and destruction from the forces of Umbriel. While Tamriel recovered, the need for emotional healing was prominent. Families torn apart, heroes lost, and lives taken.
The world of Nirn called for a force to deter the grieving thoughts to follow. A force to cause awe and laughter, to remember and praise those long gone, and to rejoice and celebrate the good times to come. Thus the Guild of Entertainers was formed, and alliance of talented, hardworking individuals who inspire those they work for.

Or something like that. :poke:

The Guild of Entertainers would probably be divided into 3 or so groups. I'd be guessing something like:
  • The Art of Music
  • The Art of Performance
  • The Art of Tomfoolery

Unlike the majority of the other guilds, this one probably wouldn't be focused on "rooting out evil" as much as it would be on just having fun, thus, it would be a small guild, or a non-influential guild. When I say non-influential, I don't mean that they don't do anything, I mean that if you were a spokesperson for the Guild of Entertainers, people would pat you on the head, and tell you to sit at the "Kids Table". However, they have much of a hidden influence on politics, and major decisions. What better a spy then a lithe dancer who can easily get past guards? Or a Jester dressed in a motley on the night of a Ball? However, their main purpose, is to entertain, and perhaps make some money.

Skills concerning this guild could be AoE effects of Music (slow enemies, influence allies to fight more), "Social Skills" with Tomfoolery like pretending to slip and fall to raise somebody's disposition (It would only work so many times before they would get sick of it, and only if they like jokes), and a combination of the two for performances, like when you dance, you do a "calm" directly around you, and perhaps raise disposition as well, however it would only last for a certain amount of time, and take up stamina.

In this way, non-magical characters could also have ways to effect NPCs with effects that were previously unique to magic. They still couldn't paralyze somebody with a dance, or explode somebody by playing a tune on a Lute, but their effects on NPCs dispositions would be permanent, unlike Magic's "Charm" spell that would only last for a certain amount of time.

I could also easily see the guild influencing politics in Skyrim, they'd probably be allied with the royalty, and those who can pay for them, rather than the beggars like the Thieves Guild. It would also be a way for characters to make an income, by having a basket to put down where they're performing, and people could put money in it. You could also have fun quests like accompanying a large division of the army and playing position of "Drummer Boy", performing for a King or Queen and discovering a dark secret, or simply having to spy on Persons of Interest.

Items would be things like a Dancer's Outfit, to help improve your performance and lessen the loss of fatigue (nobody wants to dance in Heavy Armor). Various musical instruments such as Drums, Lutes, Flutes, Etc. Colorful Outfits to help people recognize you as a Jester, etc.
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Nicholas
 
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Post » Mon Apr 19, 2010 8:03 am

  • AI being able to get over obstacles by jumping, climbing over, crouching, etc. would be a very nice addition.

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Killer McCracken
 
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Post » Mon Apr 19, 2010 5:06 am

  • AI being able to get over obstacles by jumping, climbing over, crouching, etc. would be a very nice addition.


That is, assuming that we'll have to ability to as well. :D

Do you know if Bethesda officially worked on Brink (SMART Button!)? Or was it another company?
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Robyn Howlett
 
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Post » Mon Apr 19, 2010 9:40 am

That is, assuming that we'll have to ability to as well. :D

Do you know if Bethesda officially worked on Brink (SMART Button!)? Or was it another company?

Bethesda Softworks published it. All these games you hear about Bethesda going after, they're just publishing it. Bethesda Game Studios creates Fallout and Elder Scrolls games.
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Hayley Bristow
 
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Post » Mon Apr 19, 2010 12:25 am

Bethesda Softworks published it. All these games you hear about Bethesda going after, they're just publishing it. Bethesda Game Studios creates Fallout and Elder Scrolls games.

Aw, then there's less of a chance that we'll get climbing/free-running/jumping... They probably wouldn't want to spend all of the time making markers to where you could grab on, and where you couldn't.

But we can hope!

I'm just imagining it... it's makin' me sad. :sad:
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Daniel Lozano
 
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Post » Sun Apr 18, 2010 9:38 pm

I think NPCs liking you should have more to do with Personality/Speechcraft, and less about what you wear. I'm pretty sure if I see somebody wearing sweatpants and a hoodie with unkempt hair and muddy shoes, I don't yell down the street "Get out of here, Breton trash!", and if I see somebody in regal clothes I don't yell down the street about how much I love them. Yes, some clothes should unlock new ways for NPCs to treat you, but by no means should it determine how much you can do in the game. I think they could add to disposition if you're wearing scintillating blue finery, but it shouldn't take away disposition if you couldn't find anything to match with your puke-green prison clothes.

Perhaps. But I don't think that the player should be recognised as a heroic adventurer at level 1. The player should just be treated as a randomer that no one actually cares about. (NPC's should also care less about eachother unless they know eachother. If I kill a random commoner, I will get other ones running over to me punching me when I have a uber sword of doom) And by decent clothes, I meant clothes that a commoner would wear, would make peope think of you as a deent person. People often avoid nasty looking people, especially in a world where people frequently think they're better than other people. (Think nobles)

You can't tell how skilled a person is by looking at them, unless they add Muscularity in the next game, you really won't know how strong somebody is based on what they look like.

But niether can you tell how well someone is at using, say, a particular magic by killing a bunch of bandits in a cave. I'm fine with these quests, as long as I have to be skilled aswell. And besides, characters in TES are actually more muscular when they have a high strength, it's only game limitations that cause you to look the same. Think "Look at the muscles on you!"

EDIT:
Aw, then there's less of a chance that we'll get climbing/free-running/jumping... They probably wouldn't want to spend all of the time making markers to where you could grab on, and where you couldn't.

Well, Bethesda made Daggerfall. Daggerfall had climbing. Perhaps they can put that knowledge to use in TESV? I sure hope so.
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Amelia Pritchard
 
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Post » Sun Apr 18, 2010 8:38 pm

Perhaps. But I don't think that the player should be recognised as a heroic adventurer at level 1. The player should just be treated as a randomer that no one actually cares about. (NPC's should also care less about eachother unless they know eachother. If I kill a random commoner, I will get other ones running over to me punching me when I have a uber sword of doom) And by decent clothes, I meant clothes that a commoner would wear, would make peope think of you as a deent person. People often avoid nasty looking people, especially in a world where people frequently think they're better than other people. (Think nobles)

But niether can you tell how well someone is at using, say, a particular magic by killing a bunch of bandits in a cave. I'm fine with these quests, as long as I have to be skilled aswell. And besides, characters in TES are actually more muscular when they have a high strength, it's only game limitations that cause you to look the same. Think "Look at the muscles on you!"

Very true. People should be more wary of you, if you seem strong. And avoiding Beggars is also true. What I was saying though, is that the guards of Kvatch shouldn't tell me to go away because my clothes aren't good enough. :shrug:

But I agree completely in other respects. I got so sick and tired of people immediately labeling me as an adventurer just by looking at me. Take Adanrel and Laralthir, they tell you how you've got it so good because you're a dungeon-diving adventurer by just seeing you walk by.

Well, Bethesda made Daggerfall. Daggerfall had climbing. Perhaps they can put that knowledge to use in TESV? I sure hope so.

I really hope so... because mountains are a big obstacle in Skyrim.
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Chloe Yarnall
 
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Post » Mon Apr 19, 2010 1:04 am

  • When you have followers for a quest, you should be able to go into their inventory and give them aid. They should also automatically level up, with their skills rising as well. After they are done following you, they should have their weapons and armor repaired.

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john palmer
 
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Post » Mon Apr 19, 2010 6:16 am

Contents:

1. Player Character and NPCs

1.1 Attributes

1.2 Skills
1.2.1 Skill list
1.2.2. Description of skills

1.3 Hitpoints and Spellpoints


2. Character Creation

2.1 Questions

2.2 Deriving Attributes

2.3 Choosing Skills

2.4 Choosing Advantages and Disadvantages

2.5 Modifying appearance

2.6 Picking a Birthsign

2.7 Editing reputations


3. Gameplay

3.1 Gaining levels

3.1.1 Training

3.2 Fast travel

3.3 Items

3.3.1 Weapons, damage and specialization

3.4 Spells

3.4.1. Teleportation

3.5 Surroundings

3.6 Non-lethal combat

3.7 Wildlife

3.8 Realism

3.8.1. Toggle Realism options

3.9 AI

3.10 Random quests

3.11 Vampirism


1. Player Character and NPCs

1.1 Attributes

Strength (STR) Determines the damage bonus (or penalty) you get with heavy melee weapons like Axes and maces, as well as how much you can carry. You will have trouble pulling the strongest bows if you're STR is low. Being stronger than an NPC helps you intimidate him. Forcing doors and locks open is dependant on your STR.

Intelligence (INT) Determines your maximum Spell Points (SP). Most races have INTx1 in spell points by default, while Bretons and High elves, for example, have INTx2. This can be changed to anything from zero spell points to 3x INT in spell points in the character creation by choosing dis/advantages. Being smarter than an NPC helps you fool and trick them. New dialogue options are opened for smarter characters. Learning spells is also easier the more intelligent you are.

Willpower (WIL) Helps to determine your rate of Magicka consumption from spellcasting and your chance to resist Magicka. Your skill in magic school in question also effects the amount of SP used per spell. High WIL really helps you resist magic, like in old days. You can endure a lot with high willpower: you can, for example, manage yourself better through long times in prison or captivity.

Agility (AGI) Determines the 'hit bonus' in combat, as well as your 'dodge bonus'. Determines the damage bonus (or penalty) you get with light melee weapons like Daggers.

Endurance (END) Determines your Hitpoints (HP) at all times. You have always one hundred plus Endurance in hitpoints. It also determines your resistance to poisons and diseases, and the chance of, and time taken for, recovering from them naturally.

Speed (SPD) Controls your movement speed, the speed you swing a weapon in combat, and the speed you complete certain tasks, like reload crossbows.

Personality (PER) Controls how much people like you when they first see you, and the prices you get at vendors. PER determines the ease of admiring and seducing NPCs. New dialogue options are available for stunning personalities.

Luck (LUC) Effects every action you do in a small way. Also a luckier character might find more precious loot, or survive an incident that could have killed others. Unlucky character has harder time finding or earning goods. Luck could also effect your chances of Critical Strike. It worked well in Fallout 3 I think, and would make Luck a bit more useful compared to other attributes.

Note: Your Fatique is calculated from STR, END and WIL. The amount of damage you can deal in melee (per time unit) is affected by STR, AGI and SPD.



1.2 Skills

1.2.1 Skill list


Weapon skills (7)

Long blade
Short blade
Blunt weapon
Axe
Polearm
Marksman
Shield

Magic schools (7)

Destruction
Restoration
Alteration
Illusion
Conjuration
Mysticism
Enchant (some would gladly replace this with Thaumaturgy, and I wouldn't mind)

Physical skills (7)

Hand-to-hand
Dual wielding
Athletics
Acrobatics
Dodge
Stealth
Horse riding

Know-how or mental skills (14)

Mercantile
Speechcraft
Deception
Pickpocket
Security
Medical
Alchemy
Herbalism
Armorer
Heavy armor
Light Armor
Critical Strike
Survival
Music

1.2.2. Description of skills

Weapon skills in general control your efficiency with each weapon. Mastering a weapon skill can also help you use a weapon from other groups as well. With higher Axe skill you get bonuses while you use blunt weapons that are similiar, like clubs. Higher Long Blade gives you bonus when you use short blades like wakizashis. And vice versa.
Your chance to hit an enemy is greatly affected by the weapon skill, but your AGI and the enemy's Dodge skill also play their part. You get a minor damage bonus with high enough skill, and that with a minor bonus from STR are the only things that improve the basic damage you deal. Damage per time unit is also affected by your skill and SPD since you can hit faster.
Depending on your stats, your chance to hit an enemy is somewhere in between 33 and 99%. Even the clumsiest and least experienced person lands every third hit, while the most agile weapon master can miss once per hundred strikes.
Throwing weapons could be reserved only for spears and daggers, for example, and the throwing would be covered by the weapon skill in question. A key could be set, that changes the characters grip of the weapon, redying it for throw. Spear lifted on his head, or dagger held from the blade. Then pressing the attack button would launch the wepon.

Note: Polearm used to be called Spear, now including all hafted weapons and staves.

Shield covers the usage of shields, while parrying with any weapon (or bare hands) is dependant on the weapon skill in question. Parrying is always part of the weapons training, you don't go to one trainer to learn how to hit with an axe, and then to other one to learn how to block with it. Shield is the most effective blocking device, and can be used for bashing too. Shields can even protect you from magic projectiles, while naturally they cover you from arrows and bolts quite well. You don't suffer any damage from succesful shield blocks, usually. Sure, a minotaur lord landing a huge warhammer on you might make your shield hand numb.

Magic skills in general control your efficiency with each spell. Use the same schools that were in TES3. Or, replace Enhant which was out of TES4 anyways, with Thaumaturgy.

Hand-to-hand determines your efficiency when you fight unarmed. The damage bonus from skill is much higher than in weapon skills.You ability to kick in doors is also dependant on the skill. Kicking during melee combat should be just as easy as it is in FEAR, even if it's a shooter. It worked. Kicking in Dark Messiah, though, was very overpowered thanks to level design and the unnatural strenght of kicks.

Dual wielding determines your efficiency when wielding two one-handed weapons. Several weapons in human history are ment for dual wielding, and the skill would make it easy for modders to add even more dual wielded weapons. (Tonfas, butterfly knives, scimitars, short sticks)

Athletics controls your fatique loss while running and swimming. Higher skill allows faster and longer spurts. Swimming is a subskill of Athletics, and you can't improve your swimming abilities much by running only.

Acrobatics determines the height and lenght of your leaps, as well as the damage you suffer when falling from great heights. Climbing is a subskill of Acrobatics, and you have hard time improving your climbing abilites by jumping only.

Dodge determines the chance of enemy weapon, arrow or spell missing you. It is checked every time, unless you are blocking, (that is, wielding a shield in hand, or holding the block key) or you are wearing too much heavy armor. Light armor doesn't prevent dodging, but gives you slight penalties. Projectiles are harder to dodge, while some spells are impossible to dodge.

Stealth, known as Sneak in previous two games, determines your chances to stay hidden and silent while stalking, or blending in a crowd of people without rising suspicion. If there are random encounter while fast traveling, this skill helps you evade enemies and their ambushes. Backstabbing is NOT covered by Stealth, but Critical Strike.

Horse riding skill determines what sort of horses you can mount, how they handle, their maximum running speed and jump abilites, and higher skill lowers the penalty for using melee and ranged weapons from horseback as well as casting spells. You also mount and unmount faster. In some circumstances you can be thrown off horse, if your skill check fails.

Mercantile and bartening as in Morrowind. The haggling system was far superior to anything in TES series before and after that. Only, haggling always too aggressively should have permanent effect on disposition.

Deception skill is checked every time you tell a lie to see if the NPC buys it. Seducing NPCs depends on ones disposition, PER and Deception skill. You should be always presented with options to lie in conversation if you're asked something. A good liar can accomplish a lot through dialogue only, but being caught from a lie repeatedly can be bad for your reputation. Even hiding your real personality is dependant on the Deception skill. Wear a hooded robe and know how to talk, act and walk differently and you can fool guards. If you're suspected of a crime, you should have options to lie (Deception), debate and persuade (Speechcraft) or bribe (Mercantile) in addition to fighting or surrendering.
In other RPGs, I find little use for lying, while in real life lying is done commonly.

Pickpocket! A skill hard to learn, and one that was pretty useless in TES2. But it's a DIFFERENT thing than sneaking around. Many pickpockets talk to their victims as they do it, or bump in them and apologize. Improve the earning possibilities, maybe by stealing keys, jewelry, stuff like that. A viable option to get hold of some quest items. Shoplifting from TES2 should make a comeback, governed by Pickpocket skill. Even during every conversation, you could check up the potential victim, and see the items he wears and the chances of succesfully snatching them. Purses are pretty easy, while it takes a master thief to steal rings and other jewels being worn by someone. But, people like that really exist.

Security covers picking locks and disarming traps. No player skill over character skill. Ability to kick in doors and prey open chests would give strong warriors ability to NOT learn Security without missing on loot. TES3 lockpicking system was ok, but should be spiced up a bit. Maybe you can make a lock stuck if you break a pick in there, and it has to be bashed open. Real time lockpicking like in Thief would also make it much more exciting.
Some traps are invisible to the player until a succesful skill check, while high enough skill can highlight the traps and tripwires of all low level traps.

Medical skill determines your chance of identifying diseases and poisonings, your healing rate when you rest, and the use of all medical equipment like bandages, salves, potions and bloodstopping powders. Those you can use on yourself or NPCs. Basically, it's the skill of healing and restoring for those who don't have magic abilities. Playing a priest, druid, ranger or monk would become much more interesting.

Alchemy skill is checked when you identify ingredients like animal parts and venoms, powders, metals, jewels, and every non-organic alchemy ingredient. Basically alchemy and ingredients were most interesting in TES2. Your chance of succesfully creating a potion as well as the time it takes is calculated by the skill. The potion strenght and duration is slightly affected by the skill, but also by the equipment you use, and INT. No more should you be able to make 100 heal potions in a second, put them behind a hotkey and use one every time your HP goes below half. Almost like using a godmode. Not cool or fun. Potions should take hours to brew, and using too many of them should get you intoxicated, finally killed.

Herbalism skill is checked when you identify plants, mushrooms and their effects. Many herbs and shrooms can be used in wound treatment, curing or as antivenom as they are, some go also as alchemy ingredients. Poisonous ones can either be applied straight to the weapons, or brewed into harmful potions. Some plants have benefits on your mana, speed, or other attributes as you digest them or inhale their smoke. The skill also determines how succesful you are in harvesting the plants. There should be several different poisons, with remedies from varying herbs. Alchemy is sort of a magical thing used by wizards, and requires the right equipment. Alchemy effects are also more mystic. Herbalism is more natural, and can be used by rangers far from civilization, without any equipment, as well as some assassins to poison their victims. Common plants and mushrooms should only have healing, fortifying, restoring, curing or poisonous effects, while it takes mystical alchemy ingredients (like ectoplasm or vampire dust) for mystical effects, like reflecting spells, going invisible etc.

Armorer skill should be expanded a bit, and made much more realistic. No banging that bow of yours with a hammer anymore to make it good as new.

Critical Strike determines the chance of your succesful hit in combat being a critical strike, as well as the damage multiplier for succesful critical strikes. You automatically deal a critical strike when hitting an unaware enemy (backstabbing).
Chance in combat about 0.1 - 5%, damage multiplier about 2 - 6, both according to skill. Now this skill is a perfect merge of TES2's Critical Strike AND Backstab skills. High skill also makes you more effective in combat even if you use a weapon you're not highly skilled in.

Survival could determine your speed and food consumption as you fast travel in wilderness or without using inns. Building a fire and shelter, fishing, and turning prey into edible food or trophies are part of the skill. Hunting and tracking in general could be merged into Survival. Trophies should be valuale enough to make hunting a viable option to earn a living, but finding (tracking down) and killing animals should be much harder. During winter a fire could be required if you rest outside.
There are tremendous possibilities, and no 1st person CRPG has yet gone as far in Survival as The Unreal World, a rogue like game from Finland. I'd love for TES5 to be the first. Survival elements would surely earn more (and more positive) publicity than Radiant AI and next gen graphics. It would also present a welcome challenge in the gameplay, other than constant fighting. Challenge is, after all, what CRPGers are after.

Music skill is checked when you try to use a musical instrument or sing to please a crowd or NPC, or to pacify a hostile animal or other beast. The most talented bards are paid well from an evening's entertainment. Lute, flute, harp and drums are the most common instruments. Quests to entertain nobles would be perfect change for all the killing, and might earn you precious fame among the nobles. And for an assassin, why not have a cover identity of a famous bard to gain acces to castles for committing assassinations?
The bard is an old class in TES series, but they've never known how to sing, play an instrument, or entertain a crowd. It would be about time.

Dual wielding, Horse riding, Deception, Herbalism, Survival and Music are the only skills that have never before been in the series. All the others have already earned their right to be in the skillset of TES5. I've kept the skill list very traditional, no renaming to Swords and Daggers, for example, or adding loads of skills. Please Bethesda, even if adding new skills is unappealing, at least bring back the ones from TES2 and Battlespire.


1.3 Hitpoints and Spellpoints

Player characters HP is 100+END. The same goes with NPCs, and they show some physical hints of how much punishment they can endure. The toughness of beasts, daedra, and other possibly hostile creatures are harder for you to determine, but usually anything goes down if you manage to land a couple of massive hits in. A succesful backstab should finish most of the humanoids, while some harder skinned daedra might just get upset.

Now the high level characters would be harder to kill thanks to:
-Good armor
-Reflect, shield and other spells or items
-Higher dodge skill
-Higher agility
-Small increase in HP

Instead of:
-Ridiculous amounts of HP, gained by abusing the 5x multiplier to up END early on.

Magic

You can always create a character who is not connected to the flow af magicka. Pick INTx0 in spell points, if you feel like putting all your energy into something else than magic. You can play a Breton with only 1xINT in spell points, or an Orc with 3xINT. Raising it is just more costly for some races, while lowering it earns you points to spend on advantages. More on those later.

While fighting an enemy, it might be hard to tell ones magical abilities. If one keeps casting spells, he might have regenerating mana. Usually common sense helps you. If the orc you're fighting is not a shaman, it's very unlikely for him to suddenly throw a spell on you. Daedra and other mystical beasts are dreadful, and you're going to be dead before an ancient lich is out of mana. So the best tactic would be silencing him.


2. Character Creation

2.1 Questions

When you create a character, you're first asked the common questions wether to pick a class from a list, or create a custom one. The gender and race are asked, preferrably in the old method of showing the map of Tamriel, with brief description of the province and the race. A new interesting question would determine your relationships with divine ones. "Whom do you worship?" The choices include all the Divines and Daedra Princes. Last two options are: "I would never worship them" and "None, Yet". Choosing to worship any of them increases your reputation with the deity and it's followers, and decreaes it with it's possible rivals. Choosing never decreases reputation with all of them, but might have some benefits you learn later on in the game. None, yet, does not affect the reputations and lets you decide if to start worshipping any of them during the game.
The whole process could be merged in the game, as in TES3, where it was really well made. Sure, just having a form to fill up would be so old school it would be wonderfully nostalgic. Tutorial dungeons, as in TES2 and 4 get boring REALLY fast. I'd rather not have those.

Another question to really spice up the character creation... even if I know Bethesda would never do this...
"Your sixuality?" The choices include hetero-, homo-, bi- and asixual. Hard core roleplayers as myself would find it interesting to play as an asixual martial artist monk, or a bisixual rogue that indulges in earthly delights anytime possible. Seducing and getting seduced as part of the gameplay would bring SO much great material. A homo count making advantages on your manly, straight warrior? How to handle that one. Or getting to trust your handsome rogue's charm to make all women head over heels, only to find out that one certain countess is impervious to you and instead of being flattered throws you in jail.
But not in this lifetime, not in where Bethesda hails from.


2.2 Deriving Attributes

While the attributes of NPCs endorse the racial perks (orcs and nords being stronger usually, bretons and elves smarter) it's totally up to you what kind of character you're going to play. It's important to consider your starting attributes, since they are not going to be all maxed out in the end.You HAVE to sacrifice the same amount of points in one attribute to have another higher in the beginning. You CANT take 5 points here and there, and put them all in one Attribute.
The starting attributes are 40 +/- 20, which means you can start with all of them in 40, or move 5, 10, 15 or 20 points between any two attributes. The minimum would then be 20, while maximum would be 60. This encourages you to improve attributes that are important to the class and sacrifice the others. Of course, having them all equal at start and rising the right ones during game is also a good way to do it.



2.3 Choosing Skills

Ten Primary skills count towards your leveling and are easiest to raise. They start at 35, and there's +/-10 points to move around, just like with Attributes. It might take years game time to become the Master in one skill, even a Primary one. After 90 the skill advancing should become radically slower.

Ten Secondary ones are slightly harder to raise, and they start at 20 +/-5. They don't count to leveling, but can still be very important to your class.

The rest fifteen skills are Miscellaneous, they start at 5, and are even harder to raise. Still, with hard work and good tutors you might become very efficient with some of them, if you find it important to you.

You can drag and drop your skills in any order you want. You can also copy skill list from existing class and make adjustments for your custom class.

Many people have suggested different skill caps, like Primary max at 100, secondary max at 75 and so on. That's just wrong in my opinion. The skills should just be so hard to raise that you would focus on your Primary skills, which could be also called 'playing your character'.
TES4: Oblivion makes no sense without a mod that makes skills raise 3-5 times slower. Without one, your character ends up being the master of everything, even if you don't focus on training.

2.4 Choosing Advantages and Disadvantages

Some advantages would be free for some races, but you could choose not to take them. Nords get resistance to cold for free, but nothing prevents you from making it a critical weakness to cold. Bretons and High elves have 2x INT in SP for free, but you can make it 0, 1 or 3 if you want. Etc.
Dis/Advantages are divided into levels, depending how dramatically they affect your life. Higher level advantage helps you a lot, but forces you to take more disadvantages to compensate. You can't pick total advantages of more worth than disadvantages, but the other way around you can since that is a way for you to add challenge for yourself.
You can't pick Dis/Advantages that cancel each others out. Like not having spell points AND not being able to regenerate them. Or being immune and having weakness to disease.

2.4.1 List of Advantages and Diadvantages

Advantages:
2x INT in spell points
3x INT in spell points
Regenerate mana while awake
Regenerate health while awake
+10 pts to HP
+20 pts to HP
Expertise in a weapon skill (more effective)
Expertise in another skill (just raises faster, no starting bonus)
Bonus vs. certain enemy type
Immunity vs magic, poison, disease, fire, frost, shock, magic, paralyze etc
Higher tolerance vs magic, poison, disease, fire, frost, shock, magic, paralyze etc
Absorb spells (maybe 50%)
Reflect spells (again 50% or so)
Adrenaline rush (Daggerfall/Battlespire or Morrowind style)

Disadvantages:
1x INT in spell points (only for races who have more than 1 in default)
0.5x INT in spell points
0x INT in spell points (NO spell points, inability to cast spells)
Inability to regen mana by resting
Inability to regen health by resting
-10 pts to HP
-20 pts to HP
Inability to use certain weapon type (hard to justify, but gives RP choice)
Gimped skill (raises slower, represents a talent your character does NOT have)
Inability to use certain material
Phobia vs. certain enemy (less damage to them, they might paralyze or kock you down easier)
Critical weakness vs magic , poison, disease, fire, frost, shock, magic, paralyze etc
Lower tolarance vs. magic, poison, disease, fire, frost, shock, magic, paralyze etc
Damage from sunlight
Inability to sleep in sunlight
Damage from holy places
Inability to sleep in holy places

Then a perk that can't be considered plainly negative or positive:
Total immunity to magic. You can't be teleported, healed, or cured with spells, and sanctuary, shield, or invisibility spells don't stick on you. Luckily you can't be damaged by magic, either, or paralyzed or harmed in any way.
Many, many other dis/advantages can be easily made up, those are just for starters.



2.5 Modifying appearance

The Face Gen is similiar to one in TES4 with few expections. There is a list of ready made faces for all races you can pick and modify to your taste if needed. The face files can be saved and shared easily online. Also, there are three sliders for the body appearance: the amount of muscle, the amount of fat, and height. You can play an unexpectionally tall Wood elf, a fat scholar, or a muscular barbarian. As before (and unlike so many other companies) I'm sure Bethesda treads women with respect and there won't be a briast size slider for young boys to play with.

2.6 Picking a Birthsign

The superior Dis/Advantage system makes Birthsigns, as they are now, absolete. One option is to make all treats gained from Birthsigns once-a-day Powers. i.e. Paralyze for Lover. Steed may spurt like a real horse, but only once a day. And so on.
The effect of your Birthsign would be dramatically more powerful in the time of the year Tamriel is under your sign.

2.7 Edit reputations

Merchants, Peasants, Scholars, Nobility and Underworld were the social groups in Daggerfall. You could modify your starting reputation among them to represent your past activities with other people. Those groups make a return, and are possible expanded with groups like Soldiers and Priests.
If you make quests for the criminal factions, you would not earn 'fame' among the law abiding people. Often your actions would satisfy one group and displease the other(s).





3. Gameplay

3.1 Gaining levels

3.1.1 Training
Training can be made very realistic and working at the same time. We only need to merge the training systems from previous games. First the restrictions. In TES2 you could train once per day. Or every 12 hours. In TES4 you could train only 5 times per level. But, in TES4 trainers only knew one skill, which didnt make much sense.
In TES5 we could train twice a day, 3 hours per lesson. You could train only 5 MAJOR skills per level, but minor skills as much as you want. Leveling up by training only would then be impossible (like in TES4), but still if you want to spend a lot of time and money on a skill, you should be able to do it. (like in TES 2 and 3) The trainers would be able to teach several skills, if its reasonable. Of course a weapon master at the Fighters Guild knows at least basics of every weapon type.
In TES3, you could stand in front of a master trainer and click the training button until your skill was at 100, if the attribute allowed it. That would mean several days of doing NOTHING else but training. We would get rid of that.

The cost of training. How do they know exactly what to charge you? They can tell if your skill is at 45 or 46? And then they charge you more for the same amount of training hours? That would mean (irl) that if a person goes to a driving school, and already has practised a bit, he would pay more than the others for the driving lessons. Because he's skill is higher. Wouldnt it be more realistic to have the trainer charge the same price from everyone, and every time. Haggling should, of course, still be possible. Some trainers would be more expensive than others. Some would be able to teach more skills than others. Eventually, you would notice that training with this particular person is no longer worth it. You need to seek a better tutor. Alternatively, the teacher admits he can't show you anything new anymore.

3.2 Fast travel

You can only fast travel on ROADS that are marked on your MAP. You can upgrade the 'worldmap' by buying different maps from cartographers, or by exploring yourself. The actual fast travelling is done by zooming up until you see the map/satellite sort of view, and then you can move along the roads, decide in which taverns to stay on the way, where to stop and where to go. Random encounters are possible with merchants caravans, bandits, or just common people.

-When you reach the end of your explored/bought map, you just continue manually.
-If you need to reach a location in the middle of nowhere, you can only fast travel as far as the roads go.
-The world map is big enough to make week's travels possible, as in Daggerfall.
-There are believable amount of locations, farms, temples and taverns along the roads.
-Much less actual dungeons/forts/caves/ruins, but way bigger. As in Daggerfall.
-Lot of cemetaries, but not all of them inhabitet by undead and crap like that.
-You can buy services from boats and caravans.
-You can instantly teleport between two Mages Guilds, but that's extremely costy.
-Quests have deadlines to make the teleportation more necessary, even if it's costy.
-You can take loans from the banks or loansharks.
-A random encounter could be like: "You see smoke rising from the forest on your left". Choose to [stop] or [continue travel]. If you stop, you really see the smoke, and by following it you might find a camp or other fireplace, which leads you to a new POI.
-Survival skill is used whenever you need to sleep in the wilderness. During winter you need to build fire. Shelter during rain etc.

3.3 Items

Long blades: Shortsword, broadsword, longsword, katana, dai-katana, claymore, sabre, bastard sword, all swords imaginable.
Short blades: Dagger, knife, tanto, wakizashi, throwing dagger, butterfly knife, sai, every short blade imaginable.
Blunt weapons: Mace, morning star, flail, short sticks, tonfa. Every blunt weapon you can imagine up to improvised ones: Broom, severed nord leg, wine bottle, tree branch!
Axe: hatchet, battle axe, war axe.
Polearms: Spear, quarterstaff, halbert, trident, naginata, lance, pitchfork, battle fork.
Ranged weapons: Bow and crossbow.
Light and Heavy armors: All the basic TES armor types and materials, with separated gauntlets and pauldrons. Many visual variations for same armors like in TES2.
Medical equipment: Bandages, healing salves, potions, powders, all are more effective in the hands of a experienced healer, and all can be applied on NPCs.
Alchemy equipment as in previous 2 games.
Lockpicks like in Morrowind, they don't always break if you fail picking a lock.
Smithing equipment: Hammer, thongs, anvil, forge, etc. You cant fix your bow by hammering it on your leg.
Alchemy ingredients like the ones in Daggerfall: jewels, metals, pearls, eyes, teeth, scales, wings, blood samples, lich dust, poisons and venoms etc. Everything non-organic or from fauna.
Herbalism ingredients: All mushrooms and plants. Everything fungi or flora.
Clothing: All imaginable

3.3.1 Weapons, damage and specialization

In all TES games theres a tiny annoying thing. If I want to keep using the best weapon, it has to be even red/ugly or somehow clumsy looking, since Daedric is the only real choice when you look at damage only. I rather use a weapon that looks and feels right, but it makes no sense sometimes when another one does twice the damage. The damage should be brought more together, and have your weapon of choice rely on more things than that only.
Easiest example I can think of:
Silver is not a good metal to use in weapons, it doesnt stay sharp and breaks easily when used against armored enemies. But it cuts werecreatures and ghosts like butter. Therefore, it should be used as a backup weapon, not a primary. Also, isn't silver supposed to be kinda expensive? It should be!
Another thing: lighter weapons should be faster to use, but deal less crushing damage.
And third: Why not have glass weapons as they should be: extremely sharp, but very fragile, and once they break there's no mending them anymore.

Then about the specialization: If you use a single weapon for a looong time, you get used to it! Goes with firearms in real life, and goes with melee weapons too. You should slowly gain specialization points for a weapon you use a lot. Silent Storm had that sort of system and it actually made you feel fond of your oldest weapons, so you didnt ditch them even if you found better ones! That is exactly what I want to see my character do!

In TES2, you get very fond of your ebony dagger*, and other ones are VERY hard to find. Still, it's only in the players head. Daedric is still better, yet uglier. With a good specialization system your ebony dagger would be more effective than a random daedric one, cause the ebony one's been in your hand for months and you've killed hundreds of enemies with it. In Silent Storm I kept using the Suomi SMG cause the guy had it from the start and was most accurate with THAT paticular weapon, thanks to full specialization bonus. I want to see a same sort of system in TES5!

*enough to feel naked and vulnerable the two days it's being repaired at the smith's!

3.4 Spells
All spells that have been in previous games, if they only make sense. I even have an idea for the comeback of Passwall. A very demanding spell your mage can only learn on high levels, which gives you a couple of seconds of moving with collision off. You are blinded when you move through solid ground, object or wall, and you instantly die if the spell wears off while you are inside. You are, merged in another material, which of course is lethal. Levitation too could only be meant for true mages, and learned in high levels to prevent abuse.
I want all effects back that have been in before, like area around caster, and usable magic items like enchanted jewels, wands, bracelets etc. In TES4 we only had cast when strikes items and constant effect ones.
There must be a choice to create or buy spells that gain magnitude according to your skill or level, like in TES2. Most of them sort of leveled with you, so they never became useless like most of the spells in TES4. TES2 spell creating system is superior to anything seen after that, so wouldn't it be just reasonable to go back a few steps?
Removing or hiding spells MUST be possible too. You might, for example want some practising spells, but dont wish to see them clutter up your spell book.
Enemies who lore defines as deadly magic using entities, such as liches, should really be able to kill you with their magic. No more puny fireballs you sidestep easy, but spells like Blind, Slow, Fear and Incinerate which they can cast on you immediately they have a visual or other, mystical knowledge of your presense. Think of Doom 2, the humanoid fire demon who could set you on fire any time it saw you. The most scariest enemy in all the Doom games, including the big bosses!

3.4.1 Teleportation

Mark and Recall should return, with divine intervention. Scrolls should be rare, though, and spells very demanding. Mages guild of course still teleports people, but it should be dependant on your disposition to the guild. Only a high rank member could teleport for free. Non members would pay a big amount of gold (otherwise why would ANYONE use boats or other means of transportation?) and those who are unwelcome would not be served. On certain holidays mages guild services would be for half price, including teleport.

3.5 Surroundings

Visuals in video games keep improving, no question about that. The sounds, especially ambient and nature sounds are ok, but they certainly havent improved as much as visuals during the TES series. There used to be dogs barking, cats meowing, horses neighing and cows ammooing in the towns. Monsters had idle sounds: brainless zombies moaned as tormented, while they crept the dungeons. You could even avoid the most horrid enemies if you listened carefully. Now that was something.

There was another thing in TES2 which should be brought back and improved. The little messages about your surroundings. Especially what you smelled. You enter a graveyard and smell freshly buried dead. In someplaces you smell smoke. Many, many things like that. And NOT as pop ups, but a gentle text above the screen. What you feel could be told too. You could feel cold, warm, comfortable, uncomfortable, hungry, sleepy, thirsty. Thats one thing that separates TES series from medieval fantasy shooters like Heretic, Hexen and Dark Messiah. Its not a game, its a world. You are not a floating weapon hand, you are a living and feeling person!
In TES5, when I enter a tavern, I'd like to smell freshly baked bread, roasting pork, or spilled ale. Or even vomit, depending how classy a place I enter. In Mages Guild I could smell sulfur, ozon and something foul. The smell of leather and oil would float around in Armorers and Fighters guild, while blood and sweat would dominate the air of arenas. It would make the game world so much richer, with almost no effort at all. Wouldnt take a genius to implement that.

More on the visual surroundings. I need to see my own shadow, and my feet and body! Play Thief 3 through once, and you can never be fully satisfied with a game that doesn't have real shadows. If the NPCs would react to your shadow too, that would make sneaking much better and realistic. I'd much rather see dynamic shadows that are not that good, than live in a world without any shadows. Even now, 2009, I see big games pushed out with NO dynamic shadows. Unbelievable.

And NO battle music. It ruins every moment of surprise. People play with music turned off just because of that. And if a rat is stuck between a wall, why do we have to be told about it with trumpets? Regional and seasonal music, and personal like it was in TES2. Hollywood kind, epic music is a big turn off in a game. Eric Heberling would make alot better CRPG music than the guys you've seen trying to do it for the last ten years. The Witcher also had a great soundtrack.

3.6 Non-lethal combat

Killing. The only way to settle things in TES games. That has to change. You need to be able to:
-Teach NPCs manners or just plain humiliate them by beating them down
-Work as a hired thug, again just beating people
-Rob people without killing them
-Interrogate NPCs by overpowering them and then questioning
-Bring people to justice (why everyone has to die for stealing bread?)
How is this done? In Gothic 2, if you attack an NPC in a town, when they lose almost all HP they fall down. You have plenty of time to rob them, and their house. Or, finish them off, which is seldom a good choice. When they get up, theyre beaten and comment something accordingly. Several quests are about teaching someone manners by just knocking him off. Bystanders react only cheerfully when they witness a fight. If you go too far and kill, they report you.
I think that works very, very well.
One option would be possibility to open dialoque with fallen foe: choices to interrogate, let live, or kill him. Plus the quest related things to say: -Next time you try stealing from [random merchant] I wont be this gentle with you.
Non-lethal combat could be an automated thing, taking place when certain criteria is met. Or, it could be toggled on and off with one press of a key. If youre about to assassinate someone, you toggle it off. Alternatively, by default all blunt weapons could first knock the enemy out, then kill. So use a blade if you only wish to kill. Even more diversity for weaponry there.


3.7 Wildlife

Elder scrolls to this day: all animals attack you on sight, feel no pain, and will not rest until they or you are dead. They run forever after your horse in TES4, while animals, undead, daedra and humanoids all joined forces just to harass the player in TES2. Again, Gothic series succeeded making wildlife better ages ago. Take that as a guideline and make it so that:

-Animals flee or defend their territory, according to their person. Wolves, bears and deer stay away from you, usually. Hungry pack of wolves or a bear defending it's cub is different.
-Animals/beasts might taunt you off their territory and return to their business after you back off.
-Some predators will stop chasing you if they find an easier meal. Run past a deer carcass and the wolf chasing you loses interest in the two legged meal.
-Hunting something should be harder. No running to catch a deer. Prey have acute hearing and smell, so they WILL notice you before you're close enough to hit with a dagger.
-There is no way any ecosystem can sustain the number of predators seen in previous games. Solstheim, with a bear or wolf under every third tree? Same mistake is found in Gothic series and Risen. You basically fight your way through, no matter where you're going, and you end up carrying hundreds of wolf skins etc.
-Why would a rat keep biting your metal greaves and boots?
-Animals should have a different attack than just a clumsy animation. They jump ON you, and bite and claw. See Dead Space, how the enemies grab the player.
-Hurt prey should leave blood traces, especially on snow. Humans too of course.


3.8 Realism

-You sink in water. Especially when wearing heavy armor or carrying huge amount of stuff.
-You don't swim as fast as you run. Argonians maybe, but not others.
-Children DO exist.
-Gold DOES have weight.
-Money don't grow on trees.
-There are banks. You can buy houses from banks if you got the gold, without doing some stupid quests for them.
-Smithing, repairing objects, talking with people, alchemy, they all take TIME, instead of happening instantly.
-No one would really build towns an arrowshot away from each others.
-No one would call a village with 10 houses a town, even less, a city.
-The seasons really exist. You know, summer, fall, winter and spring?
-You can't run through a whole Tamrielic province in a couple of hours. Iliac Bay by boat took a week.
-You don't restore fatigue by running.
-You can't jump 12 meters, especially without a running start.
-Time scale should make sense, unlike it did in Oblivion and Fallout 3.
-You are not a floating weapon hand. Head bobbing, own body, own shadow, all should be present.
-If I manage to immobilize a small goblin by poison or magic, it shouldnt take me 2 hours to kill it. Or several hundreds of strikes in the skull.
-If there are 20 arrows piercing every single one of my vital organs, I shouldn't be running around anymore.
-My character shouldnt be able to hit a coin from 30 meters if he's never seen a bow before.
-Standing still for one hour should not heal me of my near lethal injuries.
-If I can kill a rat with one Flare spell when my Destruction is at 5, how come a same kind of rat takes 50 Flares when my Destruction is at 100?
-Global Positioning System, GPS, is not present in Tamrielic lore.
-When you've given a job or quest, they should usually expect you to finish it too, within a reasonable amount of time. Thus timelimits and ability to FAIL quests.

Also, it makes no sense you can ONLY lockpick doors and chests, without any alternatives but spells.
In TES5 you should have following options if you need to get a lock open, or enter a locked place:

Security: lockpicking and disarming traps
Weapon skills: bashing open chests etc, preferrably with blunt weapons to avoid damage on blades
Hand-to-Hand: kicking in doors
Alchemy: using acid to silently destroy locks
Alteration: casting open (and lock!) spells
Destruction: well... destroying the damn doors!
Pickpocket: getting your hands on the keys NPCs have on them
Speechcraft: lie or debate to get in places, like private homes in the middle of the night (knock first!)
Mysticism or what ever: Passwall, for exmple into that bank vault, and hope you're powerful enough to cast another spell to get out, too!

3.8.1. Toggle Realism options

Since there are several things about game realism that irks the casual gamers, let's make some of them togglable in the options menu. Here's what I've been thinking:

Options menu -> Realism

Toggle on/off :
Hunger effects
Thirst effects
Environment effects (if Skyrim, freezing to death)
Left handed character
Bleeding
Crippling

Move slider for:
Hours of sleep per day required
0-10

Damage multiplier on the player character/allies:
0.5 - 2 x

Damage multiplier on the enemies
0.5 - 2 x

Toggle on/off:
Lock the options for this character

Damage multipliers are not only the improved version of difficulty level, but also let you have more or less brutal melee according to your liking. Bleeding and crippling are almost like in Fallout 3. You just need to use Medical skill to splinter your bones or bandages to treat the wounds. Or according spells. I'd like to see more complex Restoration spells than ones just recovering HP. Mending bones, stoppping blood, that kind of thing. Blood stopping (hemostatic) powder could be made by alchemists, too.
Locking the options prevents you from abusing them in a tough spot.

The modders have made realistic eating/drinking/sleeping mods for both TES3 and 4. I think it's time for game developers to do it, instead of leaving it to modders.

And for those who keep saying that realism ruins the games, that games are not supposed to be like real life: Compare the fighting system of Mount & Blade to ANY other first person game, it's the best because it's the most realistic. Then, compare Richard Burns Rally to any other rally game, it's the best only because of the realism.


3.9 AI (Artificial Intelligence)

Examples of bad AI:
-Enemies like animals and some humanoids always attack on sight.
-When they attack, they never stop chasing you or return to patrol their area, even if they can't catch you.
-They are always willing to fight even if they have no chance of winning.
-When dying, they never surrender or flee.
-Other enemies in the group dont seem to care if one of them sees the player, yells and runs to fight him/her.
-Arrows and fireballs flying past an enemy's head and hitting the wall besides them doesnt alert them.
-Ally NPCs always run in front of you even when youre aiming with a bow.
-Once you go invisible, mages dont use detect life, fighters dont even try to hit the air where you stood, and animals dont smell you.
-NPCs always greet you in the streets. Sometimes the only person/thing they react to is the player.
-When someone thinks he saw something (a sneaking player) they always say something stupid like "I think I saw something" or "well, guess it was nothing"
-Your intelligent enemies like humanoids dont stay in groups or call for backup.
-If you hop on a rock, the enemy runs around helplessly until you've made a pincushion out of it.

Ideas to improve AI:
-Fix above.


3.10 Random quests

Why does Daggerfall have more replay value than later TES games? Because there's always something for you to do. Even if you never leave a city, some work always comes up, and you can be sent to do jobs in other cities or locations. In TES3 and TES4, you end up in a world where you've already solved everyone's every single problem.
You shouldnt be able to start the game and decide "I'll go and do these quests first, since they're easiests" like you can in TES3 and TES4. You can't think "Before buying stuff from him, I do his quests to get my disposition up" if there's no certainty that this particular person has some quests.
If nothing else, change the order of quests you complete for a faction. Or make it like in The Witcher: there is a notice board with jobs, and you can pick which ones to do and in which order.

I want the following to be possible in TES5 (like it is in TES2):
I can ask around if anyone knows any work possibilities. Maybe a random quest is generated to a random merchant. I'm directed to him. He offers me a job, and if I don't like it, I can refuse. (Like asking me to guard his shop for the night because Thieves Guild tries to get his stuff, and you are in the TG yourself). The quest usually has a dead line, since who would actually wait for his delivery from next town for months or years? Or, in TG example, you fail to be present the night the theft was happening. Then, when I either complete or fail the quest, it affects the NPC disposition and slightly the social group disposition. (Merchants around the area start trusting you more after enough jobs well done, while underground gets pissed at you when you're botched up enough of their jobs).

Maybe there's 1-2 random quests generated per day per area. Peasants have troubles or job offers, merhants too, and nobles and scholars. The guild quests would be the ones with best rewards, like a real salary. If you try to help everyone and solve every problem that is pushed on you, you just end up doing running errands for the rest of your life, since people are never out of small things to do.
One thing I really enjoyed in Mass Effect: After completing a huge number of irrelevant side quests, I said to the Admiral who was, again, sending me on some stupid errand, that I was trying to save the world here and he could shove it. Gave me great satisfaction, hearing his awkward mumbling, but unfortunately the quest still appeared in my journal.


3.11 Vampirism

Vampires used to be scary. I avoided contact with them, and the disease was more terrifying than the plague or corprus to me. That was before TES4, where vampires were more a nuicance than a threat. Every fight with one, bang, you get hemophilia. Luckily (sarcasm) you find enough cure potions to make the disease powerless (useless). So, vampires become yet another type of monster without any sense of threat or disgust. Curing the hemophilia right away is pointless, since you need to clear the whole cave of the vampires so you only need to gulp down one potion. Otherwise you need a potion per vampire...
So what would make vampires and vampirism more of a threat?
-Harder to catch the disease
-Harder to cure the disease
-Disease should be stealthy, you dont know about it instantly
-Becoming a vampire has huge disadvantages (lose all guild reputations and ranks, you die and wake up in a cemetary)

Vampirism is a curse, most of the players should feel the urge to avoid it. No matter if you're a thief, psychopath or assassin, still you dont want to be an inhuman beast!



Hope you managed to go through this all, and agree with at least some of it! And if you haven't tried TE2 yet, I urge you to. (Since now it's FREEEEE!)


P.S.
IF you, Bethesda, made TES5 to be the pinnacle of CRPGing of all times, you could keep making expansions after another, like some MMOs are doing atm (EVE, WOW and so on). Big expansions, not just DLCs. Expansions you buy on DVDs and get maps and stuff.

So if I was deciding of things, plainly on the monetary/commercial standpoint, I'd say delay the release as much as needed, finish the game, implement everything that would make it the BEST game ever (all this stuff here for starters), and kill the bugs. Then, even if it was too deep for some casual gamers, it would make huge amount of money when you release expansions every X-mas, and every summer (when no one else releases anything). The life span of the game would be something different from any other single player CRPGs, and that equals $$$ €€€ £££ !
And if the consoles can't handle all that, make it PC exclusive. Port afterwards if possible, when GOTY edition(s) are out, like you did with TES3:Morrowind. It's easy to see how PC exlusive (or games primarily made for PC) games are just... better.
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Lisa Robb
 
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Post » Sun Apr 18, 2010 11:11 pm

I was thinking about clothes and armor and thought, if your walking around in full Legion gear shouldnt people mistake you for one?

If your walking around in full Mage gear or better yet Arch Mage robes ( I love the status as Arch Mage but few recognize me for my power and position) it would be nice to be seen for what you are, or even appear to be. Hint Hint.

I love the idea of disguises. Dressing up in full Guard stuff should give you some kind of authority, at least until someone figures you out. Unless your speech skill is high enough to lie your way through it. Great for thieves or Assassins.
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james kite
 
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Post » Mon Apr 19, 2010 8:28 am

I was thinking about clothes and armor and thought, if your walking around in full Legion gear shouldnt people mistake you for one?

If your walking around in full Mage gear or better yet Arch Mage robes ( I love the status as Arch Mage but few recognize me for my power and position) it would be nice to be seen for what you are, or even appear to be. Hint Hint.

I love the idea of disguises. Dressing up in full Guard stuff should give you some kind of authority, at least until someone figures you out. Unless your speech skill is high enough to lie your way through it. Great for thieves or Assassins.

:thumbsup:
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Robert DeLarosa
 
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Post » Mon Apr 19, 2010 4:27 am

I think it would be really cool if there was a new race of Wolf people like werewolves in an oblivion mod or in elder scrolls 5 it would be cool to have this in both i'm just trying to give ideas for some stuff id like to do it myself. and another idea for a mod or another aspect of the new game in elder scrolls 5 if its even being made.. having pets in the game companions that give certain abilities like having a hawk or some sort of bird as a pet and it increases one of your skills or gives you a special ability. any type of pet big or small size probably wouldn't matter.. and maybe have a pet frog as a pet and it could increase your acrobatics or a ferret could increase your sneaking skill etc. stuff like that. =)
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[ becca ]
 
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Post » Sun Apr 18, 2010 11:06 pm

I was thinking about clothes and armor and thought, if your walking around in full Legion gear shouldnt people mistake you for one?

If your walking around in full Mage gear or better yet Arch Mage robes ( I love the status as Arch Mage but few recognize me for my power and position) it would be nice to be seen for what you are, or even appear to be. Hint Hint.

I love the idea of disguises. Dressing up in full Guard stuff should give you some kind of authority, at least until someone figures you out. Unless your speech skill is high enough to lie your way through it. Great for thieves or Assassins.

I think this could be partly done with a hidden "association with faction" factor to NPC reactions. As it is now we have a setup where an NPC has different levels of like/dislike for certain groups, and the "bigger" you are within that group the more that opinion influences reactions. Association, however, could probably manage that a bit more realistically, especially with lesser-known or reclusive groups. How does every member of a group instantly know that I've joined?

Basically, instead of the NPC reacting to how many points you have with a faction, they would have individual recognition scores. At the start it's zero, they have no reason to think you're in the Imperial Legion. If they see you in the uniform it increases, moreso if they see you doing official matters (marching with other legionnaires, catching a thief, whatever). The higher this gets the more they associate you with the group in memory, so they know you're a member even out of uniform. If you're famous enough for someone to know who you are, they might hear about quests you've done and increase association. In the Imperial City probably near everyone will know and recognize the Archmage; in further cities, not without the robes, in remote places without a Mage's Guild, they've never heard of him.

It would especially make secretive groups more interesting. Like, once you join the Thieves Guild you get a password that you can use in conversation to identify yourself as a member; for most people it goes right over their heads, but another member will acknowledge you and possibly give you quests/services. If you're particularly stealthy no one will know you're a member of the Dark Brotherhood, other than the other members, but if you're seen carrying out their tasks you might be targeted by rival groups like the Morag Tong or simply law enforcement, now that some NPC's have gained some association with it for you.
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мistrєss
 
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Post » Sun Apr 18, 2010 8:03 pm

i would personally loved to control a town,with interface and all that,like build a wall,train some soldiers,invade other cities ETC,i have touched on this before but i will go into deeper detail,for the newbs that dont know me im iezza and i was probably one of the maddest people with the strangets ideas ever but wnet AWOL for 3 months anyways here goes

Interface

i would think something similar like assasis creed 2,for you that dont play it you zoom in on the city like a bluprint thats white altogether and zoom in on certain areas,i would expand on this,what the heck i might even make a mod for this in tes v(maybe a little taster mod for oblivion as well),you then sele ct a building and choose what to build there,choose the size,and public access,FOr example

BAracks:train soldiers and infantry key for defending your town
Room one(yes you can construct the rooms as well personally but theres a pre requisite already for basic ones that you can use straight off or edit)open to public,recruitment centre.
room 2 half open to public,armoury,see the swords but not go into the room
Room 3 sleeping quarters:says it all realy,not open
Room4;discussion centre,open to all units over commande rank.

Rooms

you personally design the rooms,you say i want a table there and a stool there ETC,you have to buy these things or if you have a lumberjack in the town you can get it for free from there or mcut down wood and craft it yourselfs.
you can also place weapons and how accesable they are Example:
Iron sword-general use
Steel sword-commander use
Guardion sword-in emergancy
Sword of the divines-Only you

Make your own

ah my masterpiece,you can desing your own units and rooms and buildings saying their uses,i know im hitting on AC2 a lot but you know....
Example; couriers guild-
Prostittuescouriers whatever,
Conceal you from public view and can in a bedroom increase pleasure rating to 100%.-oh stop complaining i had no other ideas!
Have to be hired from:couriers guild
ETC


IM BACK! :celebration:
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Christina Trayler
 
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Post » Mon Apr 19, 2010 7:18 am

I talked about Locational damage/effects briefly in the last thread and wanted to come back on that.
Here's a "minimum" I'd like to see on hit locations, I'd actually be "happy" with fewer but these are my suggestion on this:

Head - Buffers hits on the brain, your skull can break though
Brain - Hits can cause dizziness, injures cause skill impediments, severe injure is lethal
Neck - In combat only possible to hit when you're very skilled with a weapon, when sneaking it can be auto-targeted, causes sever bleeding that's lethal within seconds
Chest - Blunt hits take out breath tiring the opponent out faster and break ribs, sharp hits can puncture it, chest injuries reduce your arms speed primarily and their strength
Ribs - Buffer hits on your lungs and heart but can break
Lungs - Lung injures tire you out faster
Heart - Heart injure can cause you to pass out fast, heavy injures are lethal
Lower body - Hits tire you out fast
Inners - Injures can cause strong inner bleedings
Upper arms - Injures reduce the strength of your arms
Lower arms - Injures reduce the strength of your grip and fidelity of your hands (you can disarm someone that way)
Legs - Reduce your movements speed and jump strength, severe injures can trip you


Personally I'd go even more detailed as the deeper you go into detail the more "possibilities" you have like blinding someone by throwing dust in their eyes.
Also other actions are possibly like snapping someones neck, suffocating them or dislocating their arms and legs.
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Pete Schmitzer
 
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Post » Mon Apr 19, 2010 3:08 am

Contents:
......
1.2 Skills
1.2.1 Skill list
1.2.2. Description of skills
......
Your chance to hit an enemy is greatly affected by the weapon skill, but your AGI and the enemy's Dodge skill also play their part. You get a minor damage bonus with high enough skill, and that with a minor bonus from STR are the only things that improve the basic damage you deal. Damage per time unit is also affected by your skill and SPD since you can hit faster.
Depending on your stats, your chance to hit an enemy is somewhere in between 33 and 99%. Even the clumsiest and least experienced person lands every third hit, while the most agile weapon master can miss once per hundred strikes.
Throwing weapons could be reserved only for spears and daggers, for example, and the throwing would be covered by the weapon skill in question. A key could be set, that changes the characters grip of the weapon, redying it for throw. Spear lifted on his head, or dagger held from the blade. Then pressing the attack button would launch the wepon.
......
Security covers picking locks and disarming traps. No player skill over character skill. Ability to kick in doors and prey open chests would give strong warriors ability to NOT learn Security without missing on loot. TES3 lockpicking system was ok, but should be spiced up a bit. Maybe you can make a lock stuck if you break a pick in there, and it has to be bashed open. Real time lockpicking like in Thief would also make it much more exciting.

Just some ideas for more skill interactions, and a few comments.

Dual wielding and marksman could interact with the other weapon schools for some nice effects.
By themselves, dual wielding and marksman would fully govern dual wielded weapons and bows/crossbows/slings, respectively.
A high skill in a given weapon would allow you to use said weapon in the preferred hand while dual wielding. With marksman, skill in the other weapons would increase the effectiveness of thrown weapons. Eg hafted weapons and javelins, short blade/blunt/axe with throwing knives/stones and hammers/hatchets, though I am not sure about longblade. Hmm just re-read the throwing weapons portion and I like it. But I still think marksman should play a role with thrown weapons, and that would be a percentage game for the devs. Tentatively I'd attribute 25% of the damage to marksman, or a 33% bonus to damage when marksman is at 100.

I have not played thief...but...Fallout style lockpicking, in real-time? Where the option to pick a lock was not dependent on skill level. Idk. I just feel like Fallout had good interaction for lockpicking, but was just too restricted. Or did I just describe thief style lockpicking with a different name.

And lastly, I think herbalism would do fine just being a part of alchemy and medical, where alchemy would reveal all of the effects, and medical would reveal the restorative effects. But I also have a hankering for MW; and I'm like an old guy that is afraid of change.
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Caroline flitcroft
 
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Post » Sun Apr 18, 2010 7:34 pm


Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.



I don't have anything to add at the moment for TES V, but I do have a suggestion regarding these numerous and jumbled TES V speculation and suggestion threads.
Rather than closing a thread after so many replies, why not have specific categories that just stay open?
For example:
The Official TES V Leveling Ideas and Suggestions Thread
The Official TES V Magic Ideas and Suggestions Thread
The Official TES V Quests Ideas and Suggestions Thread
The Official TES V Guild Ideas and Suggestions Thread
The Official TES V "Everything Else Not Already Covered" Ideas and Suggestions Thread
And so on.
Yeah, there would be alot of categories, but probably not more than there are already existing threads, plus people could find the subject they're interested in and post there, and mods could move improperly located threads to the relevant one, so there wouldn't be hundreds of threads of disorganized posts.
Not doing something like this virtually guarantees hundreds of threads with the same stuff repeated over and over again.
Categorizing is a good thing. :)
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P PoLlo
 
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Post » Mon Apr 19, 2010 4:54 am

I don't have anything to add at the moment for TES V, but I do have a suggestion regarding these numerous and jumbled TES V speculation and suggestion threads.
Rather than closing a thread after so many replies, why not have specific categories that just stay open?
For example:
The Official TES V Leveling Ideas and Suggestions Thread
The Official TES V Magic Ideas and Suggestions Thread
The Official TES V Quests Ideas and Suggestions Thread
The Official TES V Guild Ideas and Suggestions Thread
The Official TES V "Everything Else Not Already Covered" Ideas and Suggestions Thread
And so on.
Yeah, there would be alot of categories, but probably not more than there are already existing threads, plus people could find the subject they're interested in and post there, and mods could move improperly located threads to the relevant one, so there wouldn't be hundreds of threads of disorganized posts.
Not doing something like this virtually guarantees hundreds of threads with the same stuff repeated over and over again.
Categorizing is a good thing. :)


Seems far too complicated than needed. One thread is fine, the suggestions may be jumbled up but at least they're all in one place.
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Justin Hankins
 
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Post » Mon Apr 19, 2010 9:46 am

Seems far too complicated than needed. One thread is fine, the suggestions may be jumbled up but at least they're all in one place.



Many things in life that are worthwhile would have had many people who said they were far too complicated than needed.
"Needed" is subjective.
One thread is fine?
Okay, sure, but it looks to me like there are 159 threads, probably overloaded with the same ideas and suggestions.
How would, say 20 threads for 20 different categories (give or take) be more complicated than that? At least it would be more organized.

At any rate it was just a suggestion for the mod, not an invitation to argue over perspective of what's "needed" or not "needed". If you think about it, none of this here (Oblivion included) is "needed" and if we as a species operated solely on need we'd still be nomadic hunters. ;)
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Laura Shipley
 
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