Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 9:04 am

If I may point out something, fast-travel is no more realistic in Morrowind than it is in Oblivion. In Oblivion, you skip the travelling part. In Morrowind, you skip the travelling part. Both games have you skip the travelling part and skip any possible encounters along the way. Why shouldn't one come across enemies on the back of a silt strider? In both games, the travelling part is just skipped. Neither method of fast-travel is really any more realistic than the other. Both methods just allow the player to skip repetitive travelling. Mages' Guild teleportation is fine when teleporting and it doesn't skip anything, but silt strider and boat services still allow you to skip repetitive travelling. Skipping a silt strider ride is no more realistic than skipping a jog or a walk, as is the case in Oblivion. Both just allow the player to skip travelling. Morrowind's style of fast-travel isn't more realistic than Oblivion's. In Morrowind, I don't see the boat ride or the silt strider ride just as in Oblivion, I don't see the horse ride or the jog my character took. With that said, I don't favor either method of fast-travel over the other, but this whole issue isn't(or shouldn't be) about realism.

Real-time travel where you watch things happen (and do things like shoot bows off of the vehicle or talk to fellow passengers) would be cool and realistic... :sadvaultboy:
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Jonathan Montero
 
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Post » Wed Apr 28, 2010 3:25 am

Real-time travel where you watch things happen (and do things like shoot bows off of the vehicle or talk to fellow passengers) would be cool and realistic... :sadvaultboy:

It would be cool, but it might take up too much time and I don't want it in TES V if it hinders the game in some other way.
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Rudy Paint fingers
 
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Post » Tue Apr 27, 2010 6:52 pm

It would be cool, but it might take up too much time and I don't want it in TES V if it hinders the game in some other way.

They'd just have to make it really fast. Eh, I'll just mod it when the game comes out (assuming we have a CS) since nobody seems to like it that much.

Anyway, you also made a good point about the Morrowind vs. Oblivion fast-travel.

Maybe they should just lessen the amount of places you can fast-travel to?
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ezra
 
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Post » Tue Apr 27, 2010 7:24 pm

Fast travel, in itself, isn't an inherently bad thing. The problem it has in Oblivion is that it was poorly implemented, for a game world that didn't really need it, and then quests were shaped to rely on it. It doesn't much work to imagine that it's walking, or boat-riding, nor does it help for the sake of immersion to go out of the way to pretend these things (making a point of walking to a coast town just to fast travel to another coast town would likely break immersion more than the fast travel itself). At the very least I dislike it because it's an imbalancing factor; you are guaranteed to reach your destination, with zero danger or variation, and you heal as though resting along the way. That doesn't exactly invoke any feeling of exploration or potentially endangering yourself forging out into places unknown.

I think "the world" is an important part of a sandbox roleplaying game. If you want to roleplay a character, after all, you need a universe to move him around in. Fast travel is fine when warranted, such as in Daggerfall, when nobody wants to spend the rest of the day holding the forward button as they run across featureless wilderness for hours and hours and hours. When it has a cost to resources and safety, however, you can't just casually zing all over the map wherever and whenever you want. Since Oblivion's version has no cost, and quests frequently send you across the world, you're encouraged to fast travel all over the place. As a result, you don't see much of "the world." It creates a sense of detachment that you can never really shake, since the free, flawless travel is always floating over your shoulder. There is little sense of danger when an unremovable lifeline is tied around your waist.

I'd say there's certainly room for it in TESV, especially if the map is bigger, but it needs improvements to gameplay and balance features so that it fits, instead of hanging over you like an awkward cloud. It's supposed to simulate walking, and walking is supposed to be the least convenient form of transportation. That's why they bothered to invent all those other kinds. Really, it comes down to something similar to the complexity vs streamlining thing; fast travel is a time-saver. Saving time is good, like streamlining, you just have to be careful that it doesn't strip away more than time.

It would be cool, but it might take up too much time and I don't want it in TES V if it hinders the game in some other way.

I don't think it would be much hindrance. Obviously we're going to have moving objects and collision physics in the next game, so being able to sit in/on something as it travels is hardly a stretch. Look at the imperial patrols in Oblivion; we've already got "vehicles" going up and down the roads, just stick a carriage on them and let the player sit inside. When you're paying for the ride it would be easy to give a basic dialogue option, like "I'm in a hurry/take the scenic route" or something, so the player can choose between appearing at the destination or watching the ride.

It comes to mind that it could take another simple step toward realism there. Talking to other passengers would be an ideal time for gathering rumors and recent news, since that's exactly the kind of place where smalltalk takes place. Certainly makes more sense than getting a casual, informative response when you approach a stranger in the street and ask them for "rumors."
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Erika Ellsworth
 
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Post » Wed Apr 28, 2010 8:40 am

If I may point out something, fast-travel is no more realistic in Morrowind than it is in Oblivion. In Oblivion, you skip the travelling part. In Morrowind, you skip the travelling part. Both games have you skip the travelling part and skip any possible encounters along the way. Why shouldn't one come across enemies on the back of a silt strider? In both games, the travelling part is just skipped. Neither method of fast-travel is really any more realistic than the other. Both methods just allow the player to skip repetitive travelling. Mages' Guild teleportation is fine when teleporting and it doesn't skip anything, but silt strider and boat services still allow you to skip repetitive travelling. Skipping a silt strider ride is no more realistic than skipping a jog or a walk, as is the case in Oblivion. Both just allow the player to skip travelling. Morrowind's style of fast-travel isn't more realistic than Oblivion's. In Morrowind, I don't see the boat ride or the silt strider ride just as in Oblivion, I don't see the horse ride or the jog my character took. With that said, I don't favor either method of fast-travel over the other, but this whole issue isn't(or shouldn't be) about realism.

It would be better if Bethesda just included the travel methods of MW and OB. That way, MW fans are happy and OB fans are happy.
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jessica robson
 
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Post » Tue Apr 27, 2010 8:38 pm

It would be better if Bethesda just included the travel methods of MW and OB. That way, MW fans are happy and OB fans are happy.

The problem with that is that people say they wouldn't use a slower fast-travel system when they could use a faster one. It's going to have to be only Morrowind-style fast-travel to truly please those in favor of Morrowind's fast-travel system. Like I said, though, I really don't care what Bethesda decides to do with fast-travel. I'm neutral on this topic.
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N Only WhiTe girl
 
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Post » Tue Apr 27, 2010 8:17 pm

The IGN review of Gothic reads, "Battles with non-player characters will normally result in being knocked out and looted, but a player will not normally be killed." I have some questions if you don't mind. Does this happen even when the damage being exchanged is lethal? Did you enjoy this about the combat? Finally, how did this compare to Oblivion allowing the character to yield to some opponents?

There are different levels of hostility. When a neutral or friendly NPC is beaten in melee, they get KO'ed. You can finish them off with one stab while they're down, or just loot their belongings. Arrows and spells just kill. Same goes for you: attack a neutral townfolk and get beaten, they just taunt you and take your weapon and some gold. Yes I really enjoy this about combat. It makes much more sense than TES4 style: "Move my fork an inch and I'm ready to fight for death, even if I have no chance of winning and I know it"

The combat in Gothic 3 was awfull.

I've played only the version that community mod fixed, but I hear the original combat WAS bad. There are many things TES5 could learn from G3: dual wielding system, the attack/block system, and HP scaling that makes sense. Anyhow, no combat system beats Mount&Blade in comparison, so I'd rather see Bethseda take that as a guideline.
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Nicole M
 
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Post » Wed Apr 28, 2010 2:55 am

I would like to add, that a Morrowind style fast travel, could only be used in real time (Inside whatever while it's moving), if the game world is small. I, for one, wouldn't like that. It would be awesome, but too time consuming for large landmasses. Perhaps there coulod be this style of travel between a few close settlements, and the nearby cities would include an instant fast travel to far away cities?

I think this could also create a more life-like and realistic map. Small settlements would more likely start within a fair distant of a safe city, than out in the wilderness, near a bunch of angry daedra.

I wouldn't want the map to be comprimised with this, though. But I also actually don't want it to be too large. Daggerfall, while awesome, had the downfall that the world was too big for frequent exploration. In Morrowind, I could decide not to take the Stilt Strider, and instead walk to Balmora. I would often see caves that I want to raid on the way. I may also find NPC's willing to give me quests. I think the world could benefit from being larger than Morrowind, though, yet still have the content. I hope that this time, the actually take the http://www.darkrune.dk/the-elder-scrolls-4-oblivion/TamrielMap.jpg as a guide to the size of Skyrim, compared to Vvardenfell. (Just over twice the size)
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Rowena
 
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Post » Wed Apr 28, 2010 3:33 am

I can understand the problem with fast travel.

However a lot of people do not have hours to spend moving between one place and another. It has to be remembered that the target market for games are now of working age and have lots of other things to do. So requiring them to trek through the forest for an hour to reach a villiage wouldn't be appealing.

Fast travel has its disadvantages because you miss the ruins and other interesting things on the way. So I for one would like to see it continue. Travel could be close to instant in real world terms but should cause time to pass in game.

However I would suggest that it works as follows:

In cities you have purchased transport to various other cities. i.e. mage transport (instant), coach travel (fast).

anywhere on a road (so you have to be on a road to activate fast travel) you have a choice of Horse (normal), foot (slow).

Now when you select to fast travel the world map comes up and it markes your progress (like Indiana Jones movies). However it does not take a stright line instead it follows the road and then you follow the road until you get as close as you can to your location.

So you can go stright on foot or horse which will be quicker in game time or fast travel most of the way and then trek to the final location if off the beaten track.
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DeeD
 
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Post » Wed Apr 28, 2010 10:09 am

However a lot of people do not have hours to spend moving between one place and another. It has to be remembered that the target market for games are now of working age and have lots of other things to do. So requiring them to trek through the forest for an hour to reach a villiage wouldn't be appealing.

Have you not played Morrowind? that was a prime example of how fast travel should be. Fast travel took you to any city you wanted, instantly, you only had to journey to get to hidden ruins or caves.

Besides, you're playing an RPG they're supposed to be time consuming, you're developing a character from level 1. You shouldn't expect to do it in 10 minutes.
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Robyn Howlett
 
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Post » Wed Apr 28, 2010 9:40 am



Besides, you're playing an RPG they're supposed to be time consuming, you're developing a character from level 1. You shouldn't expect to do it in 10 minutes.



yes time consuming on devoloping the character. Not time consuming by holding down the "W" key for an hour.

Fast travel has its advantages and disadvantages. It is a matter of what you like.

It might be an idea that on starting a game you can choose what options you want. Didn't I hear they were considering a hardcoe mode, where you have to carry food etc.
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Sxc-Mary
 
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Post » Tue Apr 27, 2010 9:27 pm

yes time consuming on devoloping the character. Not time consuming by holding down the "W" key for an hour.

That's what well designed landscapes are for. In Morrowind, you don't just hold down W, you explore the region. You enter caves, you fight monsters, you walk AROUND landmass obstacles, such as mountains, and you generally get lost (in a good way)

It might be an idea that on starting a game you can choose what options you want. Didn't I hear they were considering a hardcoe mode, where you have to carry food etc.

Honestly... :facepalm:

Does anyone actually read past comments? Look up...




EDIT: I think I'll actually sig this.
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luke trodden
 
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Post » Wed Apr 28, 2010 10:27 am

I can understand the problem with fast travel.

However a lot of people do not have hours to spend moving between one place and another. It has to be remembered that the target market for games are now of working age and have lots of other things to do. So requiring them to trek through the forest for an hour to reach a villiage wouldn't be appealing.

Fast travel has its disadvantages because you miss the ruins and other interesting things on the way. So I for one would like to see it continue. Travel could be close to instant in real world terms but should cause time to pass in game.

However I would suggest that it works as follows:

In cities you have purchased transport to various other cities. i.e. mage transport (instant), coach travel (fast).

anywhere on a road (so you have to be on a road to activate fast travel) you have a choice of Horse (normal), foot (slow).

Now when you select to fast travel the world map comes up and it markes your progress (like Indiana Jones movies). However it does not take a stright line instead it follows the road and then you follow the road until you get as close as you can to your location.

So you can go stright on foot or horse which will be quicker in game time or fast travel most of the way and then trek to the final location if off the beaten track.


I agree with this. A form of mirco-manegment for fast travel would brigde the gap between the gameplay and the level of unrealisum people see fast travel as. I do like the idea of buying or renting a caravan, coach ect. I feel it would add to the realisum and expand the gameplay. What I would like to see, however, is the option to go right to your desination via a caravan or maybe sit in the coach and watch the world go buy. Such a feture would appeal to all.
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Red Sauce
 
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Post » Wed Apr 28, 2010 10:40 am

I don't see any reason for fast travel to not be implemented as it was in Oblivion or Fallout 3 style. The arguments I keep hearing are either based on immersion, or for people who feel the need to have danger/adventure in the system so it doesn't become overused or "overpowered". The thing about these arguments is that it comes down to how someone wants to play a game. If you feel the desire to completely roleplay and develop your character as if you were them go ahead, if you want to max your character out fine, if you just want to mess around and smack goblins all day, why not?

However the fact remains that there are some people who don't care about the immersion or perhaps are less accustomed to playing video games in general. Things like fast travel allow for those who wish to use it, the ability to get across the map in a quick fashion so they can enjoy playing quests or exploring the town and buying new items. As much as the phrase "casual player" is somewhat hated or looked down upon, they are still a viable market. Of course when I say casual I don't mean those who want to play mini-games or other simple games, I mean those who aren't interested in optimizing their character build or trudging across a landscape (no matter how interesting or pretty it can be). There are plenty of people who may just enjoy fantasy set games and enjoy hitting things with swords, which is a completely legitimate way to play.

I don't think anyone here believes it, but in a lot of other arguments on this subject, what I've heard boils down to: I don't think the game should have an option to be so easy, everyone who plays this should play it the way I do.

They key is to still give options. This allows for the majority of the population to get what they want out of the game and not limit them on how they do so. And as cliche as it is to say so, if you don't like it, don't use it (and yes I've read the topic and understand others opinion on that)... you shouldn't need to rely on the game to limit you from doing it. :P

Of course there are ways to improve upon the fast travel system: such as not making quests dependent on traveling from one end of the map to the other, etc. but I don't think it should be excluded entirely...just my opinion.
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CHANONE
 
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Post » Wed Apr 28, 2010 1:42 am

I agree with the above post.

I do not think fast travel needs to be removed from the game, as it does have useful purposes. On top of that, I KNOW that its very easy to ignore fast travel. I'm playing a char right now who never uses fast travel, even though it's there. It's not impossible, in fact, its very easy.

I would like a more Daggerfall-ish fast travel though...
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neen
 
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Post » Tue Apr 27, 2010 7:36 pm

I don't see any reason for fast travel to not be implemented as it was in Oblivion or Fallout 3 style. The arguments I keep hearing are either based on immersion, or for people who feel the need to have danger/adventure in the system so it doesn't become overused or "overpowered".

These are just some of many reasons to not have fast travel. The world needs to be seen, there needs to be pressure on the level designers to create an asthetically unique and pleasing landscape, that isn't just the pitiful forests of Oblivion.

quick

If you look at Arena, Daggerfall, Morrowind etc, they are all about living another life. The world is supposed to be full of possibilities, completely unecessary people and quests and items that you would find in a real world, yet still be on an alien planet (I suppose you didn't realise that from Oblivion?) Does any of this seem as though "Quick" should be used in the description of the game in any way at all?

I don't think anyone here believes it, but in a lot of other arguments on this subject, what I've heard boils down to: I don't think the game should have an option to be so easy, everyone who plays this should play it the way I do.

I don't recall anyone saying that in the history of the TESV suggestions thread? People have created http://yacoby.silgrad.com/MW/Mods/FastTravel.htm that allow use of Oblivion styled fast travel in Morrowind, so someone could easily add it into TESV. Personally, I couldn't care less that people use it. It's thier games, and doesn't affect me in way at all. It should be modded in, because if fast travel isn't modded in, Bethesda will create a game around instant fast travel. Whereas, if the game is created around Morrowind style fast travel, or no fast travel at all, it won't ruin the fast travel modded game at all. (Ever tried the mods that add fast travel to Morrowind, or that remove fast travel from Oblivion?)

They key is to still give options. This allows for the majority of the population to get what they want out of the game and not limit them on how they do so. And as cliche as it is to say so, if you don't like it, don't use it (and yes I've read the topic and understand others opinion on that)... you shouldn't need to rely on the game to limit you from doing it. :P

I feel the need to refer you to my sig.

Of course there are ways to improve upon the fast travel system: such as not making quests dependent on traveling from one end of the map to the other, etc. but I don't think it should be excluded entirely...just my opinion.

What? Exploration is a good thing. Besides, with a good fast travel, you'll be able to get to the other side of the map, and explore a certain region.


I like how 90% of people for silly fast travel are Oblivion only players. If you would spend time on Morrowind, you would see what I mean.

Before I get shouted at - Daggerfall is too big to not have fast travel. TESV will hopefuly get TES it's dignity back, and have a lot of detail that would be too much for a game of Daggerfall's scale, hence fast travel shouldn't be included.
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Charity Hughes
 
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Post » Tue Apr 27, 2010 7:58 pm

Suggestion #1

Make more NPCs! Sh*t, so i'm walking around Oblivion and i see 20 NPCs around the Imperial City. What the [censored] aint that the main city in Oblivion or something? And they all are dressed the same and stuff? I can't tell one from another, they have the same hairdos and when I try to go on a killing spree, its over in about 1 minute tops. Not only that, oh no. So i decide "to hell with fast traveling" i'll walk around the main roads of Tamriel, maybe scout some nice NPC quest givers and loot some bandits.
Okay 20 minutes later, i went through every road in Oblivion and there is NO ONE. Maybe about 5-7 people scattered about, and when i talk to them its like "Give me your f*cken money or i'll send you and your mama to hell".

Suggestion #2
This is pathetic.... I go around and look for a bandit cave. But not just any, a specific one to find the "King of Bandits" or so and so. But I've checked everyone and they all look the SAME! Wait.. thats not all, i'm in morrowind and look for some kinda crypt. Can i tell a specific one from another one without reading its name? This just got me disappointed, after all these games are the best of the century!

Suggestion #3
Oh god, my friend NPC drank too much Skooma and sniffed too much Moon Dust or something and some "Oblivionalinized kinda weed". So hes walking down the street... i'm awaiting him to fall down, stagger, crash or SOMETHING! Instead he goes up to the NPC, me thinking hes going to bash a head or something gets excited. But all the NPC does is imitate a gay conversation! There is absolutely NO realistic affects of drinking or snorting drugs?

Suggestion #4
Ahahaha, i just punched a NPC in the balls, i excitingly think that hes going to fall to his knees and scream or something like that. Instead he just pulls out his knife and starts hacking my face off. [censored], thats messed up. Also can we get some KICKING and different variations? Like a hook punch, a round house kick or something?

Well thats all of my suggestions, looking forward to your feed back.

P.S: Please disregard and harsh language, it does not mean any offense, If you are offended please accept my apologies.
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Solène We
 
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Post » Tue Apr 27, 2010 10:08 pm

I say that there shouldn't be fast travel because mainly its fun just running around trying to find new things. Then there is fast travel and it becomes just too tempting to use and you might just skip over a fort with the best weapon you can get. Then for fast travel you skip hard monsters which would be a fun challenge and you might be unprepared for creatures ahead if you don't know how much a challenge it will be if you run into ten for example which one is just hard and just die and possibly have to go back a hour ago where you last saved because you did not see how hard it would be later.
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naana
 
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Post » Wed Apr 28, 2010 5:44 am

My suggestions are: housing, a online market place, being able to make weapons by collecting materials (mixs in with combat) and more rideable creatures.

Housing: My thoughts would be able to own a house which can be reached via portal in which housing portals are in every major town and can be opened by dropping a wieghtless item called a portal stone which can replace fast travel but it does cost quite a bit. Portal stones will be able to go to major towns, housing or important events or partys that can occur in the game. People on your friendlist can visit your house but have to go by a major town portal. You can choose a scenery such as oblivion type landscape surrounded by lava, a farm house with plants that border the outside that you can't kill and they will attack you, underwater house but with a gaint bubble as the area of the house which you will drown if you go out of, and the purpose of dieing by borders is that you can go to a graveyard which shows every creature the owner slayed all of which the creatures are made into statues which when activated can become alive which you can slay and loot but only works for once a day per player. There can be a treasure room to show off all the cool things you down or earned.
You can buy plants which can be harvested daily real world time and build shops to sell anything you don't want such as weapons you made or unique potions you made by alchemist. You can have towers built up for the guilds which you can input your own quest by having a menu where you put in what you want somebody to collect how many a deadline if you like or to kill something and bring its pelt which the owner gets the item(s) while the person who accepted gets paid gold which before accepting can be seen how much. Then a battle arena can be made so anyone inside can fight starting on the hosts mark aka a gong, bell, flare or just having gates that open to let each other attack one another. There can be a prize for the winner and bets just like the obilivion arena.

For the online market place it is basicly just everyone can make there own shop which others can buy from and set there own prices, make acutions which a starting bid, increments and all and plus a search option for buying to get the item you looking for at certain prices which will be lowest highest custom and a buy option which once somebody sells something at the price the buyer wants it goes right to his inventory.

BlackSmithing: Just as it says you build weapons, but you need to collect items which can be bought via marketplaces, your houses guild quests which items go to you. or you fight for them. You can't just build any weapon or armor at any level though so at every few increments of a level you can build more items which of course becomes harder the newer and easier the older the item your trying to build. Different weapons and armor call for different amounts such as leather boots and gloves would be 1 or 2 leather hides while legs or chest piece would be 4 or 5. You can use equipment you made for rewards for quests or just to sell for profit. It will also help when you need a bow for a quest and can't find one. The equipment should go as following to build: iron, steel, Drawf, elven, glass (its harder because you need to melt it a lot and breaks often), Deadric need to melt the armor or weapons to make what you want which need a powerful melter which is only available in oblivion forges if you choose to have some of oblivion in the game, Drake Armour which you need to kill a drake and loot its scales, Dragon armour which has to be made of Dragon scales which can only be found in a special deep underground dungeon (you need drake armour to stand a chance). Elder Dragon armour which you need to go to the deepest part of the dungeon with full dragon armour and a party of 4 at least to take down but possibly can be solo.
Another form of Blacksmithing which is for mages would be rune making or enchanting. To make runes you would need a special magical rock which can be found where mana collects and it hardens. Then you will need a book on runecratfting which will range from beginners for weaker runes to masters for stronger and once trained enough the book will be memorized. You can choose any premade rune recipes or make your own with there own unique design made by inputing your own symbol by each botton and turning them with right anolog (consules) or the buttons to turn with on pc and move with the oppisite. You can enchant the custom runes with the spells you want to give them and sell them. These will be good for people who do not which to train magic but need magic spells.

Lastly more rides. I'm sure that other people would want more then horses in the next game without modding. So a taming skill can be added. Once again like blacksmithing you can only tame certain things as your level permitts. You can tame first mules, Horses, Lions, baby dragons, mature dragons, undead horses, undead dragons, elder dragons, then add 50 more levels of trainingand Undead elder dragons. Mature dragons will be able to breath fire babys can't nor will the attack. Undead animals have the power to poison life which you would need lots of antidotes or spells to heal while taming. The undead dragons you need special amour to tame and even fight.

I know most might not be added but still some good ideas maybe even for tes 6. Thanks for reading this long suggestion list :)
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patricia kris
 
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Post » Tue Apr 27, 2010 9:25 pm

Fast Travel needs to die a horrible, fiery death. But there were a few problems with Morrowind's style of transport as well. In Morrowind, the Silt Striders really only took you to cities on the west coast, iirc there was no city on the east coast that they went to. So if you wanted to go anywhere on the east coast, you pretty much just had to walk there. There was teleportation between the mages guilds, but the problem is that, again, there weren't many mages guilds on the east coast. Morrowind's style of transport was great if you never, ever went to the east coast, but if you did then your only option was to walk.


The east coast was well served by ships. Despite the fact that if you've got a ship mod and have actually tried to navigate those waters you'll find it hard/impossible...

That aside (and a flaw nowhere near as bad as Oblivion's slight oversight in making it impossible to get out to the sea from the Imperial City...), I think it was the right choice to make the Silt striders only serve the west side of the island: maybe, as can be seen from the shells of dead striders, the ashlands are a difficult thing for the striders to cross.
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KIng James
 
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Post » Wed Apr 28, 2010 10:10 am

A suggestion: that the player may have a pet without the need to create a mod for it.
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oliver klosoff
 
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Post » Wed Apr 28, 2010 5:57 am

I would like to see a property system instead of just buying a preset house. you should be able to buy land inside or outside of a city and be able to chose to make a farm and grow crops or open a blacksmith and sell wepons. you should be able to chose the style of ur house and some choices of interior decoration and storage. also i think you should be able to add trophys like in the fighters stronghold, and make a statue of yourself on your property.

Another thing is like the dark brotherhood and the guilds you should be able to have your own custom logo. for instance you can make flags in ur house or decorate ur armor with your own logo or pick one from a guild you join. i also think if you could have people join your party you can tell them apart from enemies by having your logo on there armor.
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Tarka
 
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Post » Wed Apr 28, 2010 5:05 am

Heres a suggestion for Bethesda, how about actually throwing us a bone. Its been 4 YEARS SINCE OBLIVION WAS RELEASED.
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noa zarfati
 
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Post » Wed Apr 28, 2010 2:53 am

Another suggestion I remember now: that the player can set up a faction in the game. (I'm not talking about creating a faction with Construction Set, but that in game the player can be the head of a faction).
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David John Hunter
 
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Post » Wed Apr 28, 2010 2:59 am

I would like to see a property system instead of just buying a preset house. you should be able to buy land inside or outside of a city and be able to chose to make a farm and grow crops or open a blacksmith and sell wepons. you should be able to chose the style of ur house and some choices of interior decoration and storage. also i think you should be able to add trophys like in the fighters stronghold, and make a statue of yourself on your property.


uh I kinda already said that stuff lol.
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Kirsty Collins
 
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