Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 5:46 am

I like open world games, but I don't like exploring. What can I say? I'm like that.

I think Bethesda can make AutoPilot whos going by way you mark and only that was you know. Only by the maps you have.. I'd like to see earth from Moon.. What is name of Elder Scrolls globe and moon ?
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Amber Hubbard
 
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Post » Wed Apr 28, 2010 12:01 am

Nirn is the globe Masser is the big moon and Secunda is the little one

More info here: http://www.imperial-library.info/astro/#C1
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Chris BEvan
 
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Post » Tue Apr 27, 2010 10:09 pm

what does that even mean? why do you like open world games then?

Good question. I really don't know. I've been enjoying these games without ever really exploring :shrug:

I think Bethesda can make AutoPilot whos going by way you mark and only that was you know. Only by the maps you have.. I'd like to see earth from Moon.. What is name of Elder Scrolls globe and moon ?

:spotted owl:
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Kat Ives
 
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Post » Wed Apr 28, 2010 3:47 am

I don't know if this was brought up or not...but what about a blackmarket? Since Nerco's were driven out of the Imperial Capital would they stay underground or try to make a living as normal people same with thieves/Dark Brotherhood. Selling their knowledge of the undead and their own ingrediants? Thieves could sell their booty and knowledge (to the right people and for the right price). It'd be cool to have a non-mainstream economy.
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Jack Walker
 
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Post » Wed Apr 28, 2010 12:15 pm

I think id'e like to see more non-combat options for character builds. I mean, it would be fun to play as a merchant, politician, or maybe a mage, without having to pillage dungeons and kill anything. Not that it would really bother me if they don't, but it would be cool to see if they can implement this into the game well. Hell, even the farmer mod for MW that let you play as farmer was pretty fun.
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Nicholas
 
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Post » Wed Apr 28, 2010 10:33 am

It would be interesting (and add color) if they put in some version of the northern lights in the game, which could only be seen during certain seasons (cough cough put in seasons). Seasons could also affect the places that the character can visit at certain times. Say that an underwater dungeon (or maybe even city, since there are some very powerful nord mages) is only accessible during the warmer months, since the colder months cause the top layer to freeze (make sure to add some sort of way to get out should the player get stuck down there, like some mage who can teleport you out). There could be quests that are only viable during certain seasons and some artifacts that revolve around certain astrological events, so as to make the constellations more significant.

I also hope they do away with creatures leveling with you. It was kind of disheartening knowing that there was somewhat little reward to leveling your character (in most rpgs, leveling opens up new territories, dungeons, quests, etc.). The only thing it really did in oblivion was allow me to collect better armor and weapons off of dead enemies. I would rather have to fight my way through newly opened dungeons to get a weapon with fantastic abilities guarded by powerful enemies than be a scavenger of dead people's equipment.
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Daniel Brown
 
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Post » Wed Apr 28, 2010 10:38 am

I don't know if this was brought up or not...but what about a blackmarket?

Do these strike your fancy?
...
5b. The night-guard cannot be in the same condition and the same caliber as the day-guard. Whereas in the day, the guard rotation guarantees there will be a guard in any area no matter what, there should be significant holes in the rotation during the night due to understaffing and the less-desirous conditions of night-work. This way, criminal activities will have brief yet logical windows to operate. While I'm not fond of having something like a permanent location of a Black Market in the game, some form of illicit trade should exist that's different than the "fence" system of Oblivion. Say, during these holes in the night-guard rotation, a sort of secretive criminal co-op is hastily undergone. And depending on the night of the week, it's held at different locations and different times throughout the city, to lessen the chance of someone catching on. Discovering the locations and times of these black markets should be a matter of your reputation with the criminal element of that city, and perhaps your reputation and rank in the Thieves' Guild (if there's not rivalry between the guild and freelancers in cities).

5e. Certain clubs or taverns should only be open during the late hours of the night, and getting into them should be a matter of having a good disposition with the right people or faction. Inside, the player will find commonplace use (and ability to purchase) both moon sugar and the more refined skooma, along with the more acceptable alcoholic beverages. The patrons of these late-night establishments should have high aggression levels, so that if something about the player rubs them the wrong direction, they'll get up (perhaps in two's or three's) and begin to pummel the player. Perhaps scripting should be enabled so that they'll leave the player alone after the player's health has dropped to a certain percentage, and they'll yield w/ dialogue if their own health has dropped to a certain percentage. Highly illicit work/quests could be found here, ranging from smuggling materials to extralegal mercenary work to theft and perhaps piracy. Further, these late-night clubs or taverns could also act as a supplier of equipment and general merchandise to characters that've lost the trust of the legitimate day-time merchants [see 2e.]

2e.
Merchants and thieves do not mix. If the merchant has any reason to suspect the player promotes, is involved with, or is engaged in thievery, then the merchant should be able to judge the amount of his suspicion against the desire to make a profit on the player. If the suspicion outweighs the profit, then the merchant should refuse service to the player and demand the player leave. A lot of people dislike this kind of thing, usually saying, "How is anyone going to know I'm a thief?!" Well, they're not going to know (unless you're a terrible thief). However, they are going to be able to infer. And that inference can be made by the following: the people you associate with, the places you associate with, and the number of times things have gone notoriously missing with you in the area at the time (in other words, your reputation/disposition with thievery organizations and thieves, as well as relevant faction reputation modifications upon completion of thievery quests. Note this is vastly different than a blanket fame/infamy system). If your illicit reputation gets too high, and you're dealing with a merchant with a high enough responsibility value, they should refuse you until their disposition is high enough to override that refusal. Also, if you steal from a merchant and attempt to sell back the stolen item to that merchant, the same should apply. If the player gets too much of a bad reputation, they will have to seek out less reputable merchants to meet their needs [see 5e].
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Charlotte Buckley
 
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Post » Tue Apr 27, 2010 11:28 pm

What if, now just listen for a second.... What if........ TES 5 allowed you to travel between 2 countries.
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kennedy
 
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Post » Wed Apr 28, 2010 5:45 am

NO! Cyrodil was small enough. Although I think they could to Resdayn fairly easily (using that word instead of Morrowind cause people think ur talking about Vvardenfell, which no longer exists)
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Tina Tupou
 
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Post » Tue Apr 27, 2010 11:45 pm

Another Idea I have is more spells.

The spells will be Earth which incases the target in a rock doing a lot of damage but has a very very high cost and will go out only when you want it to or your magika runs out so it will be a on-going spell. When you make your own you will be given the option to adjust "pressure" which will increase damage over time and how long the target is going to be stunned and the amount of rock in the target also based by armor strength which will make the target bleed more if less armor or weaker and less if he/she has more armor.

A water type spell which will allow you to drown your target and works kinda like the earth spell. Instead of stun the opponent will have a "choking on water" thing where if the target is water base or a argonian it won't have any effect. slightly cheaper in magika then the earth spell. Also if you use my house idea when your growing plants it will help to use these. I can repost the house idea anyone wants to see it.

A slow down spell which will maker your target do everything 10x slower useful for quicker targets or if you just want to have fun. It will be non damage/ noncombat so if cast on town's people they won't consider it a crime or anything.
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Elizabeth Lysons
 
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Post » Wed Apr 28, 2010 10:06 am

how about Passwall and wall? They would of corse only work certain places (I'm sure the devs will come up with a lore excuse) and would be a fun spell, especially for theives.
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lucy chadwick
 
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Post » Wed Apr 28, 2010 7:10 am

What if, now just listen for a second.... What if........ TES 5 allowed you to travel between 2 countries.


Well, seeing as Umbriel landed in Morrowind, and there seems to be alot going on their, perhaps Skyrim will actually only take place in east Skyrim and Western Morrowind. You still probably wouldn't be able to get to Umbriel, but it would make sense to able to travel to mainland Morrowind with everything that's going on there.

It would be a bit like how previous games (READ: Morrowind and Daggerfall), only allowed exploration of a part or parts of a province/s.
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Ernesto Salinas
 
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Post » Wed Apr 28, 2010 2:53 am

I've been playing Oblivion again, and I've got to say, there are many, many, many more Ayleid Ruins in the game than there are other locations. And it doesn't help that almost all of those ruins are exactly the same and dreadfully boring. Please, Bethesda, don't put many more instances of one type of location in the game than the other types. I'm tired of seeing Ayleid Ruins, and if Skyrim has a large amount of, say, caves, you can bet I'll grow tired of those too. Variety, Bethesda, variety.

Well, seeing as Umbriel landed in Morrowind, and there seems to be alot going on their, perhaps Skyrim will actually only take place in east Skyrim and Western Morrowind. You still probably wouldn't be able to get to Umbriel, but it would make sense to able to travel to mainland Morrowind with everything that's going on there.

It would be a bit like how previous games (READ: Morrowind and Daggerfall), only allowed exploration of a part or parts of a province/s.


Umbriel hasn't landed yet, it was just floating in Vvardenfell when the book ended. The person controlling it (I forgot his name) is trying to go to the Imperial City, so if it's going to land anywhere, it will be there.
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Darian Ennels
 
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Post » Wed Apr 28, 2010 12:54 am

I've been playing Oblivion again, and I've got to say, there are many, many, many more Ayleid Ruins in the game than there are other locations. And it doesn't help that almost all of those ruins are exactly the same and dreadfully boring. Please, Bethesda, don't put many more instances of one type of location in the game than the other types. I'm tired of seeing Ayleid Ruins, and if Skyrim has a large amount of, say, caves, you can bet I'll grow tired of those too. Variety, Bethesda, variety.



Umbriel hasn't landed yet, it was just floating in Vvardenfell when the book ended. The person controlling it (I forgot his name) is trying to go to the Imperial City, so if it's going to land anywhere, it will be there.


Whoops, been a while since Iv'e read Infernal City. Didn't Sul and that little punk kid blow up a good chunk of it though, including either hurting/killing Vuhon. At the very least, they probably crippled Umbriel to the point were it can't move.
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ijohnnny
 
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Post » Wed Apr 28, 2010 1:14 pm

hmm so many people wanna get rid of fast travel...not me.
i think it makes sense to not have to walk back and forth to the same place 27 times, and waist 2 hours of gameplay, running across the map. i vote fast travel in, but also add alternative methods like the ones seen in older games. to appeal to those who prefer the deapest "imerson".

even the system that was in morrowind became tedious and boring for me after a while, i would be cursing, like wth i just want to get to my destination so i can complete my task, whatever it was. so frustrating, for me anyway, to spend so much time traveling to places ive already been to, and i always explore like a crasy person on the way some where, so going through the same place over and over and over again,ggrrrrr.

since when can u travel to places uve never been, in OB, besides the main cities? i played probly around 1000 hrs and i cant ever remember being able to FT to a place unless i walked ther first. so what if i only had to walk 1 mi cus i FTed to some place nearby, that i had already been to. actually sweet now i dont have to waist 30mins traveling.
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meg knight
 
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Post » Wed Apr 28, 2010 10:09 am

since when can u travel to places uve never been, in OB, besides the main cities? i played probly around 1000 hrs and i cant ever remember being able to FT to a place unless i walked ther first. so what if i only had to walk 1 mi cus i FTed to some place nearby, that i had already been to. actually sweet now i dont have to waist 30mins traveling.


I distinctly remember quests in Oblivion in which I was able to fast travel to the location, even if I was never there. I don't remember a specific instance but I definitely remember how surprised I was when it first happened.
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Emmi Coolahan
 
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Post » Wed Apr 28, 2010 3:39 am

Thread #160... it seems like yesterday I was scumming through like thread #123 or something. Last summer I believe. This never ends, does it?

Anyway. Speaking of fast travel. Will people never learn? Fast travel has got no place in the Elder Scrolls series, and should never have set its foul foot on Oblivion (not physically ofc). It should have stayed the same way as Morrowind, with travel services like Silth striders and Mages Guild teleport, preferrably with player owned horses and other less "instant-travel" choices that can also get you to other places than just towns. But noooooo, Beth went too lazy to implement anything like that.
"Let's try to cope with the very laziest of players, the ones who can't even bother speaking to an npc just to get from point A to point B, or even, God forbid, take a horse-ride there ".
Instead they make this... pathetic attempt to make things flow faster, and to reach out to a wider range of players. An instant travel system that takes you anywhere in absolutely no time, and some half-assed player-owned horses that were barely (and in some cases not at all) faster than the player.

"But is is optional" Well hardly. For three main reasons:
1. The very fact that it is there. Seriously, if you got an errand in Cheydinhal, and you happen to be in Anvil, you will be pretty tempted to just fast travel there, as long as the Godforsaken system exists.

2. The only option to fast travel was getting a horse. Which svcked. Badly. It was incredibly slow, so slow in fact that with sufficient Speed you could run a lot faster than it.

3. All the friggin quests were designed to take you from one end of the map to the other, pretty much forcing you to use fast travel (over the pathetic excuse of a horse)
This is related to reason #1 of course.

Edit: Oh, how could I possibly forget the single most important reason of them all: The fact that the landscape was more boring than watching paint dry. Seriously. It was but an endless golf-course with an occasional tree here and there. Very small trees too. But I guess the reason why it was so boring was because fast travel existed, so that you wouldn't need to see the actual landscape. Or maybe it is the other way around? Who knows.

I've got no idea why I'm actually posting this, as I've realized a long time ago that fast travel is here to stay whether we want it or not. But I thought I would share my thoughts on the matter, just like everybody else.

trust me it aint gonna change. Especially with the new wave of gamers coming in tedious RPG style game play is a dyin breed. Now people want fast first person rpg elements. And they don't want to take the time to smell the roses. With games like call of duty and Rock Band games are becoming all about dexterity and quickness while in the heat of battle. Not tedious strategy.

If you really want the closest thing Bethesda will put then I suggest you pick up and play Fallout 3. It's one of the games where you have to explore the wasteland to get anything done really. Mostly because the cities and dungeons are so spread apart and you get no places to fast travel to other than the vault. Also you have to explore them if you want supplies to stay alive.


other than that I dont know what to tell you. The critics are going to bash the game if they don't
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koumba
 
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Post » Tue Apr 27, 2010 9:23 pm

Do these strike your fancy?
...
5b. The night-guard cannot be in the same condition and the same caliber as the day-guard. Whereas in the day, the guard rotation guarantees there will be a guard in any area no matter what, there should be significant holes in the rotation during the night due to understaffing and the less-desirous conditions of night-work. This way, criminal activities will have brief yet logical windows to operate. While I’m not fond of having something like a permanent location of a Black Market in the game, some form of illicit trade should exist that’s different than the “fence” system of Oblivion. Say, during these holes in the night-guard rotation, a sort of secretive criminal co-op is hastily undergone. And depending on the night of the week, it’s held at different locations and different times throughout the city, to lessen the chance of someone catching on. Discovering the locations and times of these black markets should be a matter of your reputation with the criminal element of that city, and perhaps your reputation and rank in the Thieves’ Guild (if there’s not rivalry between the guild and freelancers in cities).

5e. Certain clubs or taverns should only be open during the late hours of the night, and getting into them should be a matter of having a good disposition with the right people or faction. Inside, the player will find commonplace use (and ability to purchase) both moon sugar and the more refined skooma, along with the more acceptable alcoholic beverages. The patrons of these late-night establishments should have high aggression levels, so that if something about the player rubs them the wrong direction, they’ll get up (perhaps in two’s or three’s) and begin to pummel the player. Perhaps scripting should be enabled so that they’ll leave the player alone after the player’s health has dropped to a certain percentage, and they’ll yield w/ dialogue if their own health has dropped to a certain percentage. Highly illicit work/quests could be found here, ranging from smuggling materials to extralegal mercenary work to theft and perhaps piracy. Further, these late-night clubs or taverns could also act as a supplier of equipment and general merchandise to characters that’ve lost the trust of the legitimate day-time merchants [see 2e.]

2e.
Merchants and thieves do not mix. If the merchant has any reason to suspect the player promotes, is involved with, or is engaged in thievery, then the merchant should be able to judge the amount of his suspicion against the desire to make a profit on the player. If the suspicion outweighs the profit, then the merchant should refuse service to the player and demand the player leave. A lot of people dislike this kind of thing, usually saying, “How is anyone going to know I’m a thief?!” Well, they’re not going to know (unless you’re a terrible thief). However, they are going to be able to infer. And that inference can be made by the following: the people you associate with, the places you associate with, and the number of times things have gone notoriously missing with you in the area at the time (in other words, your reputation/disposition with thievery organizations and thieves, as well as relevant faction reputation modifications upon completion of thievery quests. Note this is vastly different than a blanket fame/infamy system). If your illicit reputation gets too high, and you’re dealing with a merchant with a high enough responsibility value, they should refuse you until their disposition is high enough to override that refusal. Also, if you steal from a merchant and attempt to sell back the stolen item to that merchant, the same should apply. If the player gets too much of a bad reputation, they will have to seek out less reputable merchants to meet their needs [see 5e].


My vote is for 5e.

I really think that the night club would be a great addition to elder scrolls. I would also suggest that the bar would take place underground like hideout in order to hide their activitys. I would also think their should be multiple bars around town (Or maybe one in each city so that people can choose their favorite city.) These bars would also have a gang that does operations in them and you can choose to join them. These gangs will all enjoy having wars with each other. Then you will be the one who is going to go in and make your gang the best in the province.

This would create a nice faction storyline that is similar to the houses in morrowind. And you would be able to (by the end of that factions storyline) become the boss of the entire gang. Thus establishing you as some kind of Medieval criminal organization like the mafia.



As for the bar itself it should include fun activitys like the bar fight. Should even have a scene that opens up if you get yourself beat up in the bar that involves you hitting the floor and being knocked out only to wake up the next morning.
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Kelly Tomlinson
 
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Post » Wed Apr 28, 2010 3:19 am

A mix of Dungeon Siege, Morrowind, and Oblivion's soundtracks would be really awesome. Make it so, Jeremy Soule.
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x_JeNnY_x
 
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Post » Wed Apr 28, 2010 8:27 am

My vote is for 5e.

[b]I really think that the night club would be a great addition to elder scrolls.


As for the bar itself it should include fun activitys like the bar fight. Should even have a scene that opens up if you get yourself beat up in the bar that involves you hitting the floor and being knocked out only to wake up the next morning.


I think all of TOG's ideas were great. Morrowind had the begginnings of a criminal underground, between the thieves guild, commona tong, the kahjiit with skooma in her stomach, the OD'd skooma addict, the skooma lab. I'd like to see that expanded upon.

But I hardly call a "barfight" a fun activity. Pin the tail on the donkey - thats a fun activity. But as he said, the underground taverns and black markets are peopled by a raw sect of society who is more prone to violence. Think of gang members and bikers. It would take much much less to start a fight.

BUT I think a cutscene is entirely the wrong way to do it. The mechanics of the game should take care of all of that. If your fatigue goes below 0, your screen would go black and you'd hit the ground. Maybe you can see yourself hitting the ground, but not as a cutscene.
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Noraima Vega
 
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Post » Wed Apr 28, 2010 8:05 am

I think all of TOG's ideas were great. Morrowind had the begginnings of a criminal underground, between the thieves guild, commona tong, the kahjiit with skooma in her stomach, the OD'd skooma addict, the skooma lab. I'd like to see that expanded upon.

But I hardly call a "barfight" a fun activity. Pin the tail on the donkey - thats a fun activity. But as he said, the underground taverns and black markets are peopled by a raw sect of society who is more prone to violence. Think of gang members and bikers. It would take much much less to start a fight.

BUT I think a cutscene is entirely the wrong way to do it. The mechanics of the game should take care of all of that. If your fatigue goes below 0, your screen would go black and you'd hit the ground. Maybe you can see yourself hitting the ground, but not as a cutscene.

ummm yeah thats what i meant by a cutscene. You just fall to the ground and your screen goes black.
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Jake Easom
 
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Post » Wed Apr 28, 2010 5:51 am

When I first played Oblivion on my Xbox 360, I used fast travel constantly, not thinking anything of it. I recently got Oblivion for the PC and disabled fast travel. Man, I'm amazed. This is the first time I ever felt like Cryodiil was big, and the first time I actually experienced just how big it was. Sure, I knew it was big, but this is the first time I experienced it. I was really started to get annoyed at just how much walking I had to do to get from place to place. But that annoyance is important! That annoyance means that Oblivion is actually a big game! It feels 100x bigger than it did on the Xbox 360 when I used fast travel.

Sadly, without a mod or extreme self control, that annoyance is the only way to experience just how big Oblivion is. I want to experience how big Skyrim is, but I don't want to be annoyed. Nobody should have to walk all across the map. Who wants to be annoyed, right?

Skyrim should not have fast travel. It should also not make Oblivion's mistake of not having alternate systems of transport. Bethesda, ALL you need to do is put transportation systems between major cities, and bring back teleportation spells like Mark & Recall and *Blank* Intervention. Especially Mark and Recall, because it will enable people to just teleport right back to their quest giver just like fast travel enables.
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Pat RiMsey
 
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Post » Tue Apr 27, 2010 9:05 pm

I agree, xXAntibodyXx. I think a good idea would be for transportation to start out really common and accessible, such as carriages, boats and so on. But the farther in the game world you get, the more difficult it gets to find transportation. I believe this because I wasn't too fond of Cyrodiil where you start out and can go anywhere you want. It should get more dangerous for your character the farther you go along. That's why I think Skyrim is a good idea. It could be where you start out in the Northwest near Solitude, where you can take boats to places such as Dawnstar, or take a carriage to Markath Side, but transportation becomes difficult as you near High Hrothgar and the Eastern section of the province.
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kennedy
 
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Post » Wed Apr 28, 2010 2:05 am

Again about fast travel. With the direction the video game industry is going in its most likely not going to happen. I'm guessing that the new Elder scrolls is going to instead have fallout 3 styled fast travel system.
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Rachael
 
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Post » Tue Apr 27, 2010 11:29 pm

I would greatly enjoy the ability to surrender. When I accidently click Resist Arrest, I wish I could just put my hands up and get on my knees and be taken to jail.

It would also work in bandit and goblin caves. If you are too outnumbered and injured, and your character's personality would allow it, you should be able to surrender. You would then get taken to their makeshift jail cell and they take all of your posessions, except one lockpock. Then you could pick your way out, or sleep in the bed and 'Just serve your time'. At the end of that time the goblins would take you out of your cell and you have a chance to fight and escape now (you healed while in jail), or they'll kill you. The bandits would take all of your possessions and put you out in the wilderness. You could try to fight (you healed while in jail) or just come back later to reclaim your possessions.

Surrendering would be part of Speechcraft, it's a pretty useless skill as it is right now. If you fail at surrendering, you just die.
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Ally Chimienti
 
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