Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 9:38 am

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.

Wait a minute you know you can just surrender in oblivion by holding L1 and hitting the x button to intiate a yield right? Or do you mean you want a whole nother action for surrender.
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Philip Rua
 
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Post » Wed Apr 28, 2010 11:08 am

having played companion mods for oblivion and having followers in fallout 3 and just recently a small army in mount and blade warbands............two things must be in the next TES game.........multiple companions and horse combat. now that a tiny developer from hungary has shown the world how its done the big boys like bethesda dont have any excuse for not including them in game.
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Meghan Terry
 
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Post » Wed Apr 28, 2010 7:39 am

When you're arrested, I don't want stolen items to be taken away. I had a character who carried nothing but stolen items, and getting arrested meant having to revert to an old save because to get back my items, I'm forced to break out, even if I just want to serve my sentence. Besides, they can't tell they're stolen, so it's ridiculous to take them away.
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Valerie Marie
 
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Post » Wed Apr 28, 2010 11:11 am

having played companion mods for oblivion and having followers in fallout 3 and just recently a small army in mount and blade warbands............two things must be in the next TES game.........multiple companions and horse combat. now that a tiny developer from hungary has shown the world how its done the big boys like bethesda dont have any excuse for not including them in game.

I would like that. It would actually make the horse feel like it has a purpose in the game and even give it's use as a strategic weapon.
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Enie van Bied
 
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Post » Wed Apr 28, 2010 8:41 am

When you're arrested, I don't want stolen items to be taken away. I had a character who carried nothing but stolen items, and getting arrested meant having to revert to an old save because to get back my items, I'm forced to break out, even if I just want to serve my sentence. Besides, they can't tell they're stolen, so it's ridiculous to make it seem like they can.

actually im guessing the guards would usually know you have had stolen items due to the fact that it would be reported missing to the guard and then found when the arrested you.
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N Only WhiTe girl
 
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Post » Wed Apr 28, 2010 12:09 pm

Wait a minute you know you can just surrender in oblivion by holding L1 and hitting the x button to intiate a yield right? Or do you mean you want a whole nother action for surrender.

Yielding generally only works if the character attacking you is one willing to listen, such as someone with an otherwise high opinion of you who was accidentally attacked. Even then, it's more of a "let's stop fighting" thing than an "I surrender," and it certainly is of no use against enemies like bandits or goblins. There should be plenty of more intelligent enemies that accept this; bandits shouldn't kill everyone on sight. Being ultramurderers would get much larger and more determined law enforcement combing the wilderness for them, which is bad news for bandits. Some should try to kill you, especially if you resist capture, but in many cases they would just hold you at swordpoint, take your stuff, and run off. If they think you're someone important, they might try to capture you for ransom, which would give another reason for a time period of imprisonment; waiting for rescue instead of the end of a sentence.

actually im guessing the guards would usually know you have had stolen items due to the fact that it would be reported missing to the guard and then found when the arrested you.

If something is obviously stolen, sure. In Oblivion the guards will claim the two apples that are stolen from the ten apples in your backpack. Even for more recognizable stuff, ideally there would be some delay period if you stole it without being caught.
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sara OMAR
 
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Post » Wed Apr 28, 2010 8:33 am

Okay, I have an idea. What they should do is take Speechcraft and make it like the Speech skill in Fallout 3. That way, Speechcraft actually becomes useful and (in some cases) a viable alternative to combat. Leave the original use too, but include that, and I'm sure alot more people would use it.

Also include a hardcoe mode, like the one that New Vegas is going to have. Hunger, thirst, all that good roleplaying stuff.
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Amanda Leis
 
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Post » Wed Apr 28, 2010 9:51 am

Yielding generally only works if the character attacking you is one willing to listen, such as someone with an otherwise high opinion of you who was accidentally attacked. Even then, it's more of a "let's stop fighting" thing than an "I surrender," and it certainly is of no use against enemies like bandits or goblins. There should be plenty of more intelligent enemies that accept this; bandits shouldn't kill everyone on sight. Being ultramurderers would get much larger and more determined law enforcement combing the wilderness for them, which is bad news for bandits. Some should try to kill you, especially if you resist capture, but in many cases they would just hold you at swordpoint, take your stuff, and run off. If they think you're someone important, they might try to capture you for ransom, which would give another reason for a time period of imprisonment; waiting for rescue instead of the end of a sentence.


If something is obviously stolen, sure. In Oblivion the guards will claim the two apples that are stolen from the ten apples in your backpack. Even for more recognizable stuff, ideally there would be some delay period if you stole it without being caught.

Still that makes like no punishment for stealing. Why bother trying to hid your stolen goods when you can just serve Jail time for free and then sell the stuff when you get out. Ill just steal everything from the inn and then get arrested so i don't have to worry about the guards and then fence the stuff.

Thats whats wrong with it because really theres no worry about getting caught because you can just serve jail time for free. And since the time of day or the date doesn't matter for pretty much anything theres really no worry about law.

As you can cleary see that wouldn't work out to well.

Edit: If you really want to get technical it would be more realistic for the guard to take all your weapons and items (Such as lockpicks.) so you don't ever commit the same crime a second time
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Makenna Nomad
 
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Post » Wed Apr 28, 2010 3:04 am

Also include a hardcoe mode, like the one that New Vegas is going to have. Hunger, thirst, all that good roleplaying stuff.

I think that inflicting penalties for not eating, drinking, or sleeping enough, done right, could be a lot of fun. However, I am skeptical of hardcoe modes. If something isn't done well enough to incorporate it into the basic gameplay, then is it really good enough to offer in a hardcoe mode?
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Noraima Vega
 
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Post » Wed Apr 28, 2010 12:09 am

I think that inflicting penalties for not eating, drinking, or sleeping enough, done right, could be a lot of fun. However, I am skeptical of hardcoe modes. If something isn't done well enough to incorporate it into the basic gameplay, then is it really good enough to offer in a hardcoe mode?

yeah like if your trapped in a dungeon for like 8 days what will you do?
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Inol Wakhid
 
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Post » Wed Apr 28, 2010 4:45 am

Still that makes like no punishment for stealing. Why bother trying to hid your stolen goods when you can just serve Jail time for free and then sell the stuff when you get out. Ill just steal everything from the inn and then get arrested so i don't have to worry about the guards and then fence the stuff.

Thats whats wrong with it because really theres no worry about getting caught because you can just serve jail time for free. And since the time of day or the date doesn't matter for pretty much anything theres really no worry about law.

TES' general crime/justice systems need a lot of work; it was the first thing I brought up when I started making suggestions. The punishment for a crime should be the punishment, not having your precious stolen garbage taken away. More selective confiscation would hardly make that part of it harmless anyway, since it's the more valuable stuff taken away. Keeping it requires being a more skilled thief who isn't caught and can claim that the things they're carrying aren't stolen, which is kind of the point of being a master thief anyway.
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Daramis McGee
 
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Post » Wed Apr 28, 2010 12:11 pm

Item ownership changed to affiliation and signature / brand?

Common things like ^ apples ^ have no real signature and affiliation is entirely common in ownership and frequency. No guard would arrest you for that without multiple witnesses.
garbage -> common -> expansive -> extravagant -> exquisite
The higher on the list something is, the more people would question the authenticity of your ownership. If a guard arrested you, the unique or more rare items would be easy to identify, as they were affiliated with particular people in the city. Or perhaps a commoner had something of sentimental value branded. These factors would be known around the town, or country even. Then a guard would take the item in question immediately. As you are in prison longer, any nearby people that you stole from before may rummage through your things to find their lost items. So your inventory would dwindle over time in the cell.

On this note, if there are large shipments of missing silverware, and you just sold large shipments of silverware, guards might at least stop by to check your inventory.

This might be too much to keep track of, though.
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Dalia
 
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Post » Wed Apr 28, 2010 9:25 am

well, i went through a bunch of work writing up my suggestions thus far on the link provided. so i wont repeat. if you want to check out my ideas please do visit the site. thanks

http://ess1.weebly.com/

also i apologize if links are not allowed to be posted
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Guy Pearce
 
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Post » Wed Apr 28, 2010 8:28 am

well, i went through a bunch of work writing up my suggestions thus far on the link provided. so i wont repeat. if you want to check out my ideas please do visit the site. thanks

http://ess1.weebly.com/

also i apologize if links are not allowed to be posted


You should just post them here simply because while the developers do read this topic, I'm not sure they will go to a website to see your suggestions. :shrug:
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Tom
 
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Post » Wed Apr 28, 2010 12:56 pm

Please people! we discuss too much about fast travel, and there's already a thread for fast travel discussion. Many suggestions have been ignored and who knows if some of them were actually good.


Fast Travel Suggestions: http://www.gamesas.com/index.php?/topic/1085502-travel-choices-for-elder-scrolls-v/
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chinadoll
 
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Post » Wed Apr 28, 2010 1:30 am

design your own buildings,chose from preset ETC ive don this before,but as you build a city you have 3 choices,hand it over to the dominant people of that world,Imperials,Nords ETC

Awesome idea. how about a system similar to Spore, here? being able to choose building blocks, and textures, and eventually have them build up. I was looking forward to adding an imperial fort, and lots of houses and shops, and the ability to collect taxes in my stronghold in Morrowind. :sadvaultboy:
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Austin England
 
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Post » Wed Apr 28, 2010 11:07 am

I want to see deeper criminal way to play. :ninja:
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LijLuva
 
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Post » Wed Apr 28, 2010 3:46 am

Was tinkering with my spell effect list lately, and in particular added a lot to Necromancy and figured I'd post it for opinions. If anyone has any thoughts on additional abilities the skill should be capable of that I can draw inspiration from/steal, feel free to suggest. Note that I try to separate the magic schools based on their fundamental functions and differences, not "that causes damage, stuff it in Destruction" or "that sound evil, put it under Necromancy," so I'd rather it be things that Necromancy would be capable of, when looked at as a discipline that crosses and manipulates the border between life and death. For those who don't know all the skills in my set are split into three subskills, which is why the effects are in three sections.

*Necromancy: Revivification
-Revive: The signature skill of necromancy, pulling a spirit from the outer realms and forcibly placing it into a waiting corpse to act as its body. Though it resembles summoning, the skills involved are completely different, and talent at one does nothing to improve the other. Daedra cannot die, while spirits are the remains of a thing that is dead, and the two are almost polar opposites when it comes to magically manipulating their essence. As many ghosts have only partial consciousness and in general much weaker willpower than daedra, it is not necessary to further complicate the effort with binding Command magics; the caster's will alone is enough. As well, since the caster isn't temporarily forcing openings in powerful borders that separate Oblivion from the Mundus, spirits may be held for much longer periods. The caster's Revivification skill dictates the difficulty level of animating a corpse. Novice necromancers are initially only able to animate fresh, intact bodies. As skill increases, in a method resembling how trapped souls are used to fuel the magic in items, the necromancer is able to manipulate the spirit to simulate missing ligaments and tissues, animating skeletons and incomplete bodies The pinnacle of reviving magic is the ability to animate monstrosities cobbled together from separate species. Servants created through reviving can last indefinitely without becoming "unsummoned," with the failure rate of additional servants climbing the more that the necromancer has, including spirits. The normal method of reviving involves a ritual including the creation and/or preparation of the body. However, in tight situations, the necromancer may directly cast the spell on the bodies of the recently fallen to immediately reinforce their position. Though fast, this method creates a servant that is weaker, short-lived, and applied with a much lower skill level; it takes a more powerful necromancer just to instantly animate even fresh, intact corpses. As well, this damages the body against future use. Almost any previously-living thing that leaves a corpse can be revived or contribute parts to the process.
-Bind Spirit: Pulls a ghost into the world and chains it to the necromancer's will as with Revive, but leaves it in its incorporeal state instead of sealing it within a corpse. Spirits are far less dangerous than daedra, but easier to maintain. Failure rates climb the more spirits that are summoned at once, and revived undead are included in this equation. Spirits can be given commands as through the necromancer's Instruction skill. With targeted spells the caster can attempt to take control over free-roaming ghosts, allowing the same commands as with summoned spirits.
-Outer Inquiry: Sends a portion of the necromancer's consciousness into the outer realms, directly communicating with more intelligent spirits instead of controlling them. Such conversations are more difficult to maintain than normal speech, are further limited by the magical rules of spell failure and magicka drain, and may be confusingly vague or bizarre. However, they can also be a source of rare or unusual information not normally gleaned from the living world. If specific information is needed, the necromancer may select a name to attempt to reach a certain person's spirit. With a soul gem, the necromancer can attempt to trap the called spirit, and use it to revive the individual's preserved and restored body, potentially returning them to true life, one of the most difficult and impressive powers of necromancy. Requires a ritual to be cast.
-Necrotic Virus: Raises a virus, one of the simplest types of life, into an undead form. Being dead, the virus cannot multiply and is no longer contagious. However, the body's natural defenses can no longer destroy it, considerably increasing both its severity and the difficulty of removing it. Rebuke Spirit spells may slow its advancement or remove weaker viruses, but more potent infections may require special treatment, such as medicines containing shavings of enchanted silver. Viruses are maintained within a sample of dead flesh possessed by the necromancer, and the easiest way to spread them is by using the sample as the reagent for a Poison spell.
-Necrotic Organ: The necromancer attempts to raise parts of themselves as undead, allowing them to continue functioning. Though painful, dangerous, and difficult, it allows the caster to openly defy death. The spell has two functions; to negate an injury, and to protect an organ. The former requires that the caster be injured in some way, such as with a broken bone or damaged eye. Upon choosing the target and casting the spell the injury vanishes and that body part is considered undead, and is more difficult to injure a second time. A re-injured organ can be revived again, but this stacks, and is more difficult each time. Protecting the body requires that the spell be cast before combat, and will automatically revive an organ if it is struck. The more times a part is revived, the more it is considered undead. When undead organs are struck the character takes less damage depending on how advanced the state is, to the point that certain locations essentially cause no damage. However, the necromancer must maintain their own life, and the living portions of their body become ever more valuable. Vital areas take more damage the less of them there are, and fatigue/magicka regeneration slowly decrease. Undead organs will not naturally heal, and must be repaired with restoration magic, potions, or other supernatural means to be returned to life. The most powerful and dangerous use of the spell is to protect the heart beforehand; upon death the caster will collapse briefly and enemies will turn away, before the heart is revived and the caster stands with a small amount of health restored. However, this effect is temporary (duration depending on skill level), and if the heart isn't restored to life before then the necromancer will completely die. The Necrotic Organ effect has no use for entirely undead targets (including if the necromancer becomes a lich).
-Cannibalize Dead: Allows the caster to utilize dead flesh to heal wounds. Unlike the Necrotic Organ effect, it does not create undeath or alter living tissue, but instead uses dead tissue to replace destroyed flesh and then uses necromancy to blur the lines between living and dead, letting the replacements heal and become "normal" tissue. The spell must either target a corpse as the source or the caster must have flesh in their inventory. Though it restores health less effectively than restoration spells, and is not instant (the health regenerates more slowly), it allows healing within the necromancer's chosen field. Because it transmits solid matter, higher ranges increase spell difficulty dramatically, working best with On Touch. The spell loses efficiency the further the race of the target corpse is from the caster, with other humanoids being second best, followed by animals, then exotic monsters, and so on. Casts consume flesh according to magnitude, and smaller corpses can be quickly stripped. When health is otherwise full the spell can restore undead organs, but requires large amounts of "meat" as entire parts are being replaced, and healing is another degree slower. With material in inventory the necromancer can cast the spell on target; this is most effective for undead servants, who don't need the tissue to heal, and as such are recovered by it just as effectively as one casting restoration on themselves. Undead servants can be created capable of this effect, and will literally consume the dead to heal themselves.
-Forbidding: Prevents spirits that leave a body from pursuing their normal afterlife, effectively causing ghosts to spawn from the newly dead. Once the duration runs out there is a chance that lingering ghosts will disperse, depending on the skill of the caster (higher skill makes them more likely to remain in the physical world). Can be cast on a target or in an area, effecting any who die within its radius. Spirits created in this way don't have any specific allegiance, and may wander away, attack anything nearby, attempt to resume what they were doing in life, attack the one who killed them, and so on. Very powerful necromancers can combine a Forbidding effect with Bind Spirit, potentially creating a small army.

*Necromancy: Instruction
-Does not have normal spell effects. Rather, this skill governs the complexity of the orders a necromancer may give their servants. Both undead and spirits may be given orders, but only those created by the caster, as even those not hostile to the player are controlled by another necromancer. For the most part, the order system works the same as with leadership skills and the Request dialogue function, but falls under a different skill as it represents direct mental commands and not spoken orders. All servants can be called to defend the caster at any skill level, and when given this order supercedes all other instructions. Sets of orders may be copied if the caster wishes all of their servants to behave the same way, and may also be written into spellbooks as part of a ritual, to create undead with specific behaviors already built in. "Instruction" itself is cast as a low-cost spell, which brings up a command menu and existing servants, and may be used any time.
-Hematic Script: The necromancer is capable of using blood to invoke necromantic power through writing. Essentially, by enscribing runes in blood they can enchant scrolls and books without using the Enchantment skill or a soul gem. Instruction skill determines the magnitude of power that the writing can hold. However, because dead blood is being used to power necromantic magic, only Necromancy skill effects can be written in this way. Hematic Script is a highly personalized type of magic, and anyone other than the writer trying to use such an item has a higher difficulty penalty. As well, using such items at all requires comparable skill in Instruction, with higher rates of disastrous failure for those not meeting the requirements. If someone not a necromancer finds and attempts to use a necromantic spellbook written in Hematic Script, they are likely to kill themselves. More exotic or inherently magical types of blood can boost effects, or be used for highly specialized spells; for example, a scroll to animate someone's corpse written in their blood.

*Necromancy: Design
-This skill mostly governs the necromancer's ability to build and maintain corpses, including stitching, preservation, reinforcing, mummification, and so on. Improved skill increases the stats of servants in many ways, and raises the necromancer's talent at reconnecting parts. Failure to properly maintain or attach pieces of corpses can drastically weaken the servant, prevent the spell from succeeding at all, or damage the corpse. While experienced necromancers favor composite undead to create more powerful servants, when preserving the original form of a corpse higher design skill can allow it to retain some of the skills it had in life. Bound spirits do not benefit from the Design skill.
-Poison: Rapidly speeds up the decomposition process, turning flesh into a toxic, putrefied mess. This can be directed toward enemies in two forms; gas or liquid. The ease of spreading it makes gas the preferred form of magical poison, and though not as instantly dangerous as other forms of poison it can lead to suffocation and disease over time, as well as crippling those caught within the cloud, sometimes simply from sheer revulsion. Liquid poison is much more dangerous, but harder to apply, often requiring that the target already be wounded, so that the substance has an entry point. Magical creation of poison requires an organic reagent, typically flesh of some kind, with its potency varying by skill and choice of reagent. Either form can be placed into a sealed container for later use, but may lose effect over time.
-Bone Shape: Utilizes the necromancer's skill in physical corpse maintenance and combines it with the same magical connections that replace tendons and muscle to create equipment. The spell can only be cast on self, upon which it opens a page listing bones in inventory and items that can be made from them. Quality depends on skill level and bone type (ogre bones are stronger than human, etc). Though items are of lesser quality and variety than normally crafted equipment, they can be made relatively quickly and easily at any time. At higher skill levels undead servants can be made to use the spell; a powerful servant can kill an enemy, eat its flesh to heal itself, then use the bones to improve its equipment.
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liz barnes
 
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Post » Tue Apr 27, 2010 11:46 pm

You should just post them here simply because while the developers do read this topic, I'm not sure they will go to a website to see your suggestions. :shrug:

alright i will post some thoughts up here. though i dont want to take up to much space.

Arena
~Once The rank of Arena Grand Champion is reached, allow weapons and armor of fallen foes be availlible in a chest.

~As well when the rank of grand champion gets reached, rather than consistantly fighting creatures. have people challenge you. (in addition to the weekly creature battles)

General Game play

~Customization of weapons and armor. making the paint able/color able

~Also maybe a Master Armorer can create weapons and armor

~Maybe Allow multiple enchantments on weapons and armor

~Duel wielding one handed weapons (maybe once you reach a certain level in that weapon branch)

~Large Scale Wars/battles. by this i mean not only multiple enemies but also multiple friends. like kvatch only a less urban setting.

~Allow execution, if i want to eliminate a character, by sneaking up to them then thrust a blade threw there throat, let me.

~Let me remove the heart from a fallen foe, regardless of what kind of creature it is. nothing makes you feel like a true warrior more so than pulling the heart out of there chest.

theres many more idea on the web page. though.
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Marie Maillos
 
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Post » Wed Apr 28, 2010 11:06 am

alright i will post some thoughts up here. though i dont want to take up to much space.

Arena
~Once The rank of Arena Grand Champion is reached, allow weapons and armor of fallen foes be availlible in a chest.

~As well when the rank of grand champion gets reached, rather than consistantly fighting creatures. have people challenge you. (in addition to the weekly creature battles)

General Game play

~Customization of weapons and armor. making the paint able/color able

~Also maybe a Master Armorer can create weapons and armor

~Maybe Allow multiple enchantments on weapons and armor

~Duel wielding one handed weapons (maybe once you reach a certain level in that weapon branch)

~Large Scale Wars/battles. by this i mean not only multiple enemies but also multiple friends. like kvatch only a less urban setting.

~Allow execution, if i want to eliminate a character, by sneaking up to them then thrust a blade threw there throat, let me.

~Let me remove the heart from a fallen foe, regardless of what kind of creature it is. nothing makes you feel like a true warrior more so than pulling the heart out of there chest.

theres many more idea on the web page. though.

How do we know that there will be an arena is Skyrim?
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Ernesto Salinas
 
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Post » Wed Apr 28, 2010 8:06 am

I read that post, lol.

But, I was saying by Earth estimates. He was saying it was all going to be cold and frozen. You can have plenty of fantasy in those colder climates, people just don't seem to imagine it much.

I kept adding Bethesda could make it much more creative than Earth, and I also said in the beginning that it would all apply to Earth, not Nirn, and that's just my estimate based on Earth. I stuck to facts, not ideas, for the sole purpose of explaining that it doesn't have to be non-colorful, even in real life.

Let the snow be purple! Let the mountains be alive! Let the snow teem with creatures that live under it! For this is Nirn!


I agree now somewhat, I just don't want to see another Solstheim.

Stephen.
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Pete Schmitzer
 
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Post » Wed Apr 28, 2010 2:43 am

Was tinkering with my spell effect list lately, and in particular added a lot to Necromancy and figured I'd post it for opinions. If anyone has any thoughts on additional abilities the skill should be capable of that I can draw inspiration from/steal, feel free to suggest. Note that I try to separate the magic schools based on their fundamental functions and differences, not "that causes damage, stuff it in Destruction" or "that sound evil, put it under Necromancy," so I'd rather it be things that Necromancy would be capable of, when looked at as a discipline that crosses and manipulates the border between life and death. For those who don't know all the skills in my set are split into three subskills, which is why the effects are in three sections.

*Necromancy: Revivification
-Revive: The signature skill of necromancy, pulling a spirit from the outer realms and forcibly placing it into a waiting corpse to act as its body. Though it resembles summoning, the skills involved are completely different, and talent at one does nothing to improve the other. Daedra cannot die, while spirits are the remains of a thing that is dead, and the two are almost polar opposites when it comes to magically manipulating their essence. As many ghosts have only partial consciousness and in general much weaker willpower than daedra, it is not necessary to further complicate the effort with binding Command magics; the caster's will alone is enough. As well, since the caster isn't temporarily forcing openings in powerful borders that separate Oblivion from the Mundus, spirits may be held for much longer periods. The caster's Revivification skill dictates the difficulty level of animating a corpse. Novice necromancers are initially only able to animate fresh, intact bodies. As skill increases, in a method resembling how trapped souls are used to fuel the magic in items, the necromancer is able to manipulate the spirit to simulate missing ligaments and tissues, animating skeletons and incomplete bodies The pinnacle of reviving magic is the ability to animate monstrosities cobbled together from separate species. Servants created through reviving can last indefinitely without becoming "unsummoned," with the failure rate of additional servants climbing the more that the necromancer has, including spirits. The normal method of reviving involves a ritual including the creation and/or preparation of the body. However, in tight situations, the necromancer may directly cast the spell on the bodies of the recently fallen to immediately reinforce their position. Though fast, this method creates a servant that is weaker, short-lived, and applied with a much lower skill level; it takes a more powerful necromancer just to instantly animate even fresh, intact corpses. As well, this damages the body against future use. Almost any previously-living thing that leaves a corpse can be revived or contribute parts to the process.
-Bind Spirit: Pulls a ghost into the world and chains it to the necromancer's will as with Revive, but leaves it in its incorporeal state instead of sealing it within a corpse. Spirits are far less dangerous than daedra, but easier to maintain. Failure rates climb the more spirits that are summoned at once, and revived undead are included in this equation. Spirits can be given commands as through the necromancer's Instruction skill. With targeted spells the caster can attempt to take control over free-roaming ghosts, allowing the same commands as with summoned spirits.
-Outer Inquiry: Sends a portion of the necromancer's consciousness into the outer realms, directly communicating with more intelligent spirits instead of controlling them. Such conversations are more difficult to maintain than normal speech, are further limited by the magical rules of spell failure and magicka drain, and may be confusingly vague or bizarre. However, they can also be a source of rare or unusual information not normally gleaned from the living world. If specific information is needed, the necromancer may select a name to attempt to reach a certain person's spirit. With a soul gem, the necromancer can attempt to trap the called spirit, and use it to revive the individual's preserved and restored body, potentially returning them to true life, one of the most difficult and impressive powers of necromancy. Requires a ritual to be cast.
-Necrotic Virus: Raises a virus, one of the simplest types of life, into an undead form. Being dead, the virus cannot multiply and is no longer contagious. However, the body's natural defenses can no longer destroy it, considerably increasing both its severity and the difficulty of removing it. Rebuke Spirit spells may slow its advancement or remove weaker viruses, but more potent infections may require special treatment, such as medicines containing shavings of enchanted silver. Viruses are maintained within a sample of dead flesh possessed by the necromancer, and the easiest way to spread them is by using the sample as the reagent for a Poison spell.
-Necrotic Organ: The necromancer attempts to raise parts of themselves as undead, allowing them to continue functioning. Though painful, dangerous, and difficult, it allows the caster to openly defy death. The spell has two functions; to negate an injury, and to protect an organ. The former requires that the caster be injured in some way, such as with a broken bone or damaged eye. Upon choosing the target and casting the spell the injury vanishes and that body part is considered undead, and is more difficult to injure a second time. A re-injured organ can be revived again, but this stacks, and is more difficult each time. Protecting the body requires that the spell be cast before combat, and will automatically revive an organ if it is struck. The more times a part is revived, the more it is considered undead. When undead organs are struck the character takes less damage depending on how advanced the state is, to the point that certain locations essentially cause no damage. However, the necromancer must maintain their own life, and the living portions of their body become ever more valuable. Vital areas take more damage the less of them there are, and fatigue/magicka regeneration slowly decrease. Undead organs will not naturally heal, and must be repaired with restoration magic, potions, or other supernatural means to be returned to life. The most powerful and dangerous use of the spell is to protect the heart beforehand; upon death the caster will collapse briefly and enemies will turn away, before the heart is revived and the caster stands with a small amount of health restored. However, this effect is temporary (duration depending on skill level), and if the heart isn't restored to life before then the necromancer will completely die. The Necrotic Organ effect has no use for entirely undead targets (including if the necromancer becomes a lich).
-Cannibalize Dead: Allows the caster to utilize dead flesh to heal wounds. Unlike the Necrotic Organ effect, it does not create undeath or alter living tissue, but instead uses dead tissue to replace destroyed flesh and then uses necromancy to blur the lines between living and dead, letting the replacements heal and become "normal" tissue. The spell must either target a corpse as the source or the caster must have flesh in their inventory. Though it restores health less effectively than restoration spells, and is not instant (the health regenerates more slowly), it allows healing within the necromancer's chosen field. Because it transmits solid matter, higher ranges increase spell difficulty dramatically, working best with On Touch. The spell loses efficiency the further the race of the target corpse is from the caster, with other humanoids being second best, followed by animals, then exotic monsters, and so on. Casts consume flesh according to magnitude, and smaller corpses can be quickly stripped. When health is otherwise full the spell can restore undead organs, but requires large amounts of "meat" as entire parts are being replaced, and healing is another degree slower. With material in inventory the necromancer can cast the spell on target; this is most effective for undead servants, who don't need the tissue to heal, and as such are recovered by it just as effectively as one casting restoration on themselves. Undead servants can be created capable of this effect, and will literally consume the dead to heal themselves.
-Forbidding: Prevents spirits that leave a body from pursuing their normal afterlife, effectively causing ghosts to spawn from the newly dead. Once the duration runs out there is a chance that lingering ghosts will disperse, depending on the skill of the caster (higher skill makes them more likely to remain in the physical world). Can be cast on a target or in an area, effecting any who die within its radius. Spirits created in this way don't have any specific allegiance, and may wander away, attack anything nearby, attempt to resume what they were doing in life, attack the one who killed them, and so on. Very powerful necromancers can combine a Forbidding effect with Bind Spirit, potentially creating a small army.

*Necromancy: Instruction
-Does not have normal spell effects. Rather, this skill governs the complexity of the orders a necromancer may give their servants. Both undead and spirits may be given orders, but only those created by the caster, as even those not hostile to the player are controlled by another necromancer. For the most part, the order system works the same as with leadership skills and the Request dialogue function, but falls under a different skill as it represents direct mental commands and not spoken orders. All servants can be called to defend the caster at any skill level, and when given this order supercedes all other instructions. Sets of orders may be copied if the caster wishes all of their servants to behave the same way, and may also be written into spellbooks as part of a ritual, to create undead with specific behaviors already built in. "Instruction" itself is cast as a low-cost spell, which brings up a command menu and existing servants, and may be used any time.
-Hematic Script: The necromancer is capable of using blood to invoke necromantic power through writing. Essentially, by enscribing runes in blood they can enchant scrolls and books without using the Enchantment skill or a soul gem. Instruction skill determines the magnitude of power that the writing can hold. However, because dead blood is being used to power necromantic magic, only Necromancy skill effects can be written in this way. Hematic Script is a highly personalized type of magic, and anyone other than the writer trying to use such an item has a higher difficulty penalty. As well, using such items at all requires comparable skill in Instruction, with higher rates of disastrous failure for those not meeting the requirements. If someone not a necromancer finds and attempts to use a necromantic spellbook written in Hematic Script, they are likely to kill themselves. More exotic or inherently magical types of blood can boost effects, or be used for highly specialized spells; for example, a scroll to animate someone's corpse written in their blood.

*Necromancy: Design
-This skill mostly governs the necromancer's ability to build and maintain corpses, including stitching, preservation, reinforcing, mummification, and so on. Improved skill increases the stats of servants in many ways, and raises the necromancer's talent at reconnecting parts. Failure to properly maintain or attach pieces of corpses can drastically weaken the servant, prevent the spell from succeeding at all, or damage the corpse. While experienced necromancers favor composite undead to create more powerful servants, when preserving the original form of a corpse higher design skill can allow it to retain some of the skills it had in life. Bound spirits do not benefit from the Design skill.
-Poison: Rapidly speeds up the decomposition process, turning flesh into a toxic, putrefied mess. This can be directed toward enemies in two forms; gas or liquid. The ease of spreading it makes gas the preferred form of magical poison, and though not as instantly dangerous as other forms of poison it can lead to suffocation and disease over time, as well as crippling those caught within the cloud, sometimes simply from sheer revulsion. Liquid poison is much more dangerous, but harder to apply, often requiring that the target already be wounded, so that the substance has an entry point. Magical creation of poison requires an organic reagent, typically flesh of some kind, with its potency varying by skill and choice of reagent. Either form can be placed into a sealed container for later use, but may lose effect over time.
-Bone Shape: Utilizes the necromancer's skill in physical corpse maintenance and combines it with the same magical connections that replace tendons and muscle to create equipment. The spell can only be cast on self, upon which it opens a page listing bones in inventory and items that can be made from them. Quality depends on skill level and bone type (ogre bones are stronger than human, etc). Though items are of lesser quality and variety than normally crafted equipment, they can be made relatively quickly and easily at any time. At higher skill levels undead servants can be made to use the spell; a powerful servant can kill an enemy, eat its flesh to heal itself, then use the bones to improve its equipment.



I agree, I've always wanted to be a necromancer. And the building of corpses would create more immersible gaming, in my opinion. It's creates another option, and there can never be too many options.
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Christina Trayler
 
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Post » Tue Apr 27, 2010 10:36 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.


It is not a waste of time if along the way you choose to travel along a different route to get to your destination and there are 10 things that distract you along the way, 3 caves, 2 ancient ruins, a strange circle of stones, an npc or two who want to give you quests or trick you into killing some innocent, 2 strange gates that seem to lead nowhere but when you find an activation crystal actually lead across the country, 2 fair maidens who promise pleasures if you help them but turn out to be witches in disguise. That's just one route you could take, then next time you need to get from point a to point b you take the bus, or go around the mountain instead, or through it, or through an underground passage filled with treasure or torture chambers. The possibilities are endless, and of course there's the possibility that Daggerfall's method of fast travel will be implemented (same as Oblivion but with choices).

Stephen.
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Epul Kedah
 
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Post » Wed Apr 28, 2010 7:44 am

having played companion mods for oblivion and having followers in fallout 3 and just recently a small army in mount and blade warbands............two things must be in the next TES game.........multiple companions and horse combat. now that a tiny developer from hungary has shown the world how its done the big boys like bethesda dont have any excuse for not including them in game.


I want my horses to shoot fireballs from their nostrils.

I also want mindboggling tedium, I am serious, I want to find things in the game like puzzles, lots of runes of various languages that I can and in some cases must translate (no computer translation please). I want to have puzzles in my dungeons, even simple ones but I'd prefer some infinitely complex ones so I can feel a sense of real accomplishment when I solve them. I want some ancient civilizations to exist (or have existed) who have left clues (in ancient runic texts) which lead to puzzles which when solved lead to more clues which lead to more puzzles which lead, etc etc, until I find some amazing artifact that's guarded by insanely powerful and insane beings who can only be defeated by understanding the clues and puzzles you've solved to find them (in other words if I run into them without having any idea of the clues and puzzles I won't be able to get past them)(and not just one set of monsters, not five, but seventy, each with their own set of puzzles and riddles).

Stephen.
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Sierra Ritsuka
 
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Post » Wed Apr 28, 2010 12:25 am

I haven't touched the subject of spells almost at all. Today I was thinkin how easy it would be to have just ONE spell per some spell effects. It's pain in the butt to buy dozens of spells, them being almost identical but not quite.

Take Cure Disease for example. It's a spell that fails or succeeds, nothing more. In TES2 I could have made spell of cure Disease, chance of success 10-20 + 1-5 per character level. At lvl 1 the chance would have been 11-25%. Only at lvl 90 it would have reached 100%. The only thing my Restoration skill affects is the mana cost. Now this system is better than the ones in TES3 and TES4, giving the spells a lifespan, and preventing them from becoming useless in high levels. Spell creation also was MUCH better. Skill affecting the chance of succes was good in TES3, but TES4 was nothing but a huge failure with never failing spells and learning new ones only every 25 skill point milestone. Everyone knows that and it' been discussed enough already.

So, even if it sounds incredible coming from me, this could, and maybe should, be simplified greatly.

It's TES5. Let's say that I got Cure Disease knowledge. I got that spell in my spellbook. I'm quite a newbie mage, having Restoration skill somewhere at 25, INT and WIL about 50. I got 100 Spellpoints (INTx2). The spellbook shows my chance of casting it succesfully being 15-60%. Casting cost being 50 SP. These numbers are just out of my head, but let me tell you how the game calculates them. Single click to cast the spell. It consumes the amount of mana mentioned, 50 SP. Chance is 15%, which isn't good. You can try only twice before running out of mana. That makes the total chance of success 30%. Very similiar to TES3: sometimes you fail an easy spell many times in a row, sometimes succeed casting a hard spell many times.

But the 60% that is also given by the spellbook: when I got full spellpoints, and keep the cast button pressed until they've all consumed, the spell is cast with the chance of 60%. I would be seeing a meter filling up, which tells you the % of succes. Full meter is 100% sure spell. If I had more spellpoints, the % would be even higher, so it's taken to consideration. So this character can't reach the full meter, but the spell is launched at 60%. And all your mana is gone. (now this example might be bad, there should be nice balance of when to single click the spells and when to load them. I've seen someone say something similiar, but that might be 10.000 posts back, so I can't be sure)

With easier spells this means you can be SURE to succeed casting them, but only after "loading" the spell some extra seconds, consuming more mana. Let's say an easy fireball. Chance is 50-100%. You can try to cast them with 50% chance, or hold the key just long enough to get the meter full, being sure it's going to launch. Releasing the button as it reaches 100% (or, if you're satisfied with 95% chance or so, a bit before) AND the aiming is where it should, you got a fireball hitting your enemy.

Two things I want you to know about spellcasting, if I was making the game:
1. The mana regenerates much slower than in TES4. You can choose dis/advantages to prevent regeneration even while resting, or give yourself regeneration while awake.
2. The skill progress with schools of magic is tied to the total amount of SP used for the spells of that schools, NOT the amount of spells you cast. No more making puny practise spells, because you can launch one single spell that gives you same amount of "experience" than 10 smaller spells of same school.


Not I gotta go, sorry if this came out all messed up :/
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RObert loVes MOmmy
 
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