Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 2:28 am

:spotted owl:
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мistrєss
 
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Post » Wed Apr 28, 2010 9:47 am

I am not starting an argument but how is two worlds for people with the mind of an goldfish?it is fully immersive,not obvious fast travel AKA a teleport that takes you 5 min outside a city. :thumbsdown:

Anyways,back to the guild system,someones idea earlier on with the 5 points yeah.my idea of building a city:

Like if stated:
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
2. keep it quiet,recomended for your fist city.
3. make your own Allegiance.
i will go further into #3, as you make your own alliance you get a teretorial map over tamreil nirn whatever.you see your power.you can design your own standard guard make ranks for them chose what armour a standard guard would have, and his saergents etc.choose limits Example:
!.normal guard: 20 sword and 30 heavy armour(i do stress that sword is a collective term for short sword and long sword for people who prefer that idea,a guard needs atleast one up to the level)
Archer guard:30 bow and 30 light armour
Scout:lvl 5 15short sword or 30 long, 30 medium armour,yes its upgraded to medium as i like it more
Upgraded from scout:
enhanced scout:lvl 15,5 years experience as a scout,40 short(long is out of the equation),50 med armour or 40light
advanced scout: lvl 20:7 years exp 60short 60med or 70light
Scout region semi leader-limited to 3 per city:lvl 30 55 short 70med(lights out).5 standard diplomatics
Scout region leader-limited to 1(can be you): lvlv 35 70 short 90 med .25 standard diplomatics
Scout Province semi leader-limited to 3:lvl 40 50short 60med 55standard diplomatics
Sciut province leader_limited to 1: lvl 50 50 short 70med 80standard diplomatics



The other archers mages and soldiers basically folow on from there and as ive mentioned before in my "you build your own buildings design your own rooms thingy"
you can create your onw unit

Example:
Scout long swordsman
Required:lvl 5-50(this shows their rank etc):long sword(15-99) Med armour(30-99) diplomatics(NR*-99)
Equipment:long sword(bronze-mithril) Medium armour(chitin-???)
only works for your guild in ******** city(ies)
and so on


*not required
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Kirsty Wood
 
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Post » Wed Apr 28, 2010 4:48 am

I am not starting an argument but how is two worlds for people with the mind of an goldfish?it is fully immersive,not obvious fast travel AKA a teleport that takes you 5 min outside a city. :thumbsdown:


I like your idea about building your own guild and choosing which members can join so that in effect you can start your own fighters guild or mages guild or thieves guild, etc, however I think if this is possible you should only have the option to start one guild (at a time) and while you can disband it at any time the guild must be of a pre-defined type (mages, fighter, thieves, etc).

Back to the quote above. Two worlds, while it gave the impression of having a lot of options, was a hack and slash game that was over before it began, and far from being true to its title, had only one world to explore. I fully expected that game to have two distinct worlds to explore, whether they were side by side as in a parrallel earth style thingy, or two separate planets, or even two separate continents, alas I was disappointed. To relate this to TES I quite enjoyed the Shivering Isles expansion to Oblivion as it gave me what I was looking for in this regard and I hope something similar is put into place in TESV. To form this idea into a suggestion I would say, why not have one or both of the moons be accessible somehow, or several gateways to oblivion (and have the whole of oblivion as one landmass not dungeon style) or to wherever it is that the Aedra come from/live. Another idea, a more simple one which has been suggested before is to have more than one continent in the game, and not necessarily side by side, say Skyrim and Summerset Isles. (yeah yeah yeah, takes up memory, blah blah blah, won't be a good quality game, cough *bulldung* cough)

Stephen.
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Stu Clarke
 
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Post » Tue Apr 27, 2010 11:32 pm

Honestly, I don't feel that fast travel is a horrible idea. I think it was the fact that the entire world was so close at the very beginning of Oblivion (since you could fast travel to every location already, without so much as even having to walk to it) that made it seem so small. There was also little reason to venture off if you opted for the beaten path, since most of the landscapes were very similar. I think that both sides can have what they want if both the Morrowind option and the fast travel option were available, however you could ONLY fast travel to a location if you had visited that location previously, rather than being able to teleport yourself to an unknown place without the minimal effort of a walk. The Morrowind option (with the silt striders, boats, etc.) allows the players who would rather take the more immersive route with the natural transportation of the game world. Thus you're not quite as tempted to just slam the fast travel button in repressed anger (both at yourself and the game that made you do it) and can opt instead to take the (hopefully) scenic route through the game. Maybe there can be people who drive the silt striders who carry valuable information about artifact locations and legends of old (let's face it, in the medieval ages, the travelling merchants were generally the most informed about happenings around the world and possessed knowledge of many of the myths of antiquity). So fast travel doesn't have to take away from the will to use the in-game travel mechanic, but those who would prefer to take the easy way out can painlessly do so.

That being said, I think there is a great deal of promise in the use of Skyrim as the setting of the next game. Someone commented in an earlier thread (sorry, forgot which one) that, in the lore of the game, there are very potent wielders of magicka in the Nord region, the most powerful of which reside in the northernmost, most barren, most intense part of the region. Immagine the potential cities that could result from exploiting this tidbit; the visual promise is astounding! And it gives them reason to look completely different from the rest of the cities of the province. There could also be creatures that are extremely powerful as a result of continued exposure to high amounts of magicka, or maybe even due to experimentation with magicka (possibly mage's guild quest line?), so we could have some very interesting creatures spawning amid the frozen wasteland. There could also be a city that is under the ice, surrounding some underground geothermal spring. Someone was getting down on the location earlier, so I just wanted to point out the possibility of a great (and non-redundant) setting for the game.


I wish there was a greater emphasis on the artifacts. I have always liked the idea of being able to acquire the "best weapons in the game" (still customizable, but good enough to where you wouldn't need to to be formidable wielding them), ones that are the talk of legend. There was a book in Oblivion describing a whole list of famous artifacts, some of which you were capable of attaining. I think that that would be a good idea for the next game, but make the artifacts really hard to find and actually possess. Maybe you could start with a part of your journal that is solely for tracking artifacts, and as you collect information, it can be stored and reread in this section for each individual weapon, piece of armor, etc. Then, after piecing together the clues and pinpointing where the thing actually is, the factions guarding these relics (since they are the best in the game) would be extremely difficult to kill, and would be the appropriate type of enemies for the object, i.e. powerful magi and caster-warriors guarding a piece of armor imbued with fantastic magicka attributes (maybe even a powerful new spell). These could be extended to learning some of the most powerful skills and spells in the game, having to "prove yourself" to someone who holds the talent you want, or having to battle through powerful enemies to retrieve a scroll containing a powerful new spell. I think this system would be a great addition, and give reason to explore all small towns and places of interest (again, the silt strider drivers and boatmen can give a lot of this information, setting you down the right path to find it).

Finally, (sorry for the long post guys, just have a lot to say today I guess) the hunger/thirst mechanic could be one that adds to the depth of the game, however it really needs to be tied into the area that you are in and the actions being performed. For example, if I am just jogging around a city, I don't want to have to pull out my water every time I turn the block. However, if I was in a region with very little sun protection and was exposed to (in-game) hours of sun being reflected off snow and ice, I would expect my character to get thirsty. A great deal of fighting or just very extended periods of time (once a day, say) my character would get hungry, so I would have to be prepared with food for long journeys and exploring dungeons and such. Also, natural barriers could be used to make distinctions between where different classes were capable of going. For extremely cold temperatures, a spell could be required to explore the area, otherwise the character would die, and this spell would require substantial skill in mysticism, for an example. Ice walls that require high skill in blunt or axe weapons could block off some areas. You get the idea. This would make it very hard (but not impossible, if you're one of those perfectionists like me who has to get everything in the game) for classes not aligned for the area to enter, thus creating a sense of "natural place in the world" for your character, and intricacy that says "this world is bigger than just you, my friend," adding to the perceived size of the world.

Thanks to anyone who reads my long rant, and I look forward to hearing all comments.
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Greg Cavaliere
 
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Post » Tue Apr 27, 2010 9:38 pm

Bethesda, please... please keep the tutorial at the beginning of the game short! The majority of Oblivion's tutorial consisted of nothing but running around and killing trolls. It could have, and should have, been much, MUCH shorter than it was. I just did it again today and my god, it got real old real fast, and I've only gone through it two times, today being the second time! Fallout 3, while slightly longer than I would like, was perfect in comparison to Oblivion. I'm not saying I don't want an interesting tutorial, but if it takes you more than 30 minutes to complete, it's too long.
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Alexandra walker
 
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Post » Wed Apr 28, 2010 11:03 am

I've thought about the whole Skyrim setting, and my opinion is that I don't like it, has been this way from the start, and here's why.

If the game is set in Skyrim, what are the main colours that will be implemented into the game? Black and White... for most of the time you're exploring the wilderness you'll see rocks with black and shades of grey, and vast expanses of white covering the ground and trees and obstructing your vision with glare.

I want colour in my game. Please set the game in Eslwyr or Summerset Isles or Black Marsh. Please.

Stephen.
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Curveballs On Phoenix
 
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Post » Wed Apr 28, 2010 10:08 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 :)


These ideas are original and brilliant.

I love the idea of an online marketplace accessible via a bank preferably. This would add something spectacular to the game, especially if there are over 200 unique items to be found throughout the world.

I woudn't mind having an online town to explore with other people and even an online hunting ground.

Stephen.
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Jeremy Kenney
 
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Post » Wed Apr 28, 2010 6:49 am

I've thought about the whole Skyrim setting, and my opinion is that I don't like it, has been this way from the start, and here's why.

If the game is set in Skyrim, what are the main colours that will be implemented into the game? Black and White... for most of the time you're exploring the wilderness you'll see rocks with black and shades of grey, and vast expanses of white covering the ground and trees and obstructing your vision with glare.

I want colour in my game. Please set the game in Eslwyr or Summerset Isles or Black Marsh. Please.

Stephen.

'Cause they're going to chance the game after developing it for 3 years because a single person doesn't think there'll be enough color, right?

When you think of Skyrim, don't think of just snowy mountains and frozen lakes. Bruma was high-altitude. And although it may be cold, have you ever seen pictures of http://www.taiga.net/nce/graphics/frontpage_photo_cropped.jpg?

Also, have you ever watched the series Planet Earth? They covered the Boreal Forests, and those places are probably one of the http://sealwyf.wikispaces.com/file/view/boreal-forest-arctic-circle-701234-ga.jpg/32308017/boreal-forest-arctic-circle-701234-ga.jpg I've ever seen.

Here, check out the http://www.uesp.net/w/images/images.new/3/33/Skyrim_map_Oblivion.jpg, and I'll explain my estimations based on what I know of Earth Science and Biology... although it doesn't really apply to Nirn that much, people are making estimations on Skyrim based on Earth anyway.

Based on what I know, the tallest mountain (towards the bottom center) would be barren at the top. There isn't enough consistent weather for trees and plants to grow on top of a mountain that big, it'd be covered in snow, have constant weather changes, and it would simply be too cold. Towards the base of the mountain, you'd get little "pioneer organisms" like Lichens. Which can actually be very http://www.adventurist.net/trips/e-rock_04-2001/gallery_12-04/lichen-3.jpg. In this area, you'd get animals that can digest lichens, I'd be thinking mountain goats and things like reindeer, but you never know with Nirn. Then you would get into the Boreal Forests when it starts to be a little less steep and cold, which have Pine Trees, Mosses, and Lichens. On Earth, they have creatures like Wolves, Reindeer, Elks, Moose, Bobcats, Rabbits, Bears, etc. but I'm sure Bethesda could come up with something much more creative.

When the land flattened out, you would start to get grasslands and coniferous forests. When I say grasslands, I mean http://upload.wikimedia.org/wikipedia/commons/f/fa/Efmo_prairie_2005.jpg, http://i300.photobucket.com/albums/nn11/letspaintnature/20080730_prairie.jpg, and http://www.co.benton.or.us/parks/hcp/images/Fisherbutte.jpg. And when I say coniferous forests, I mean things like http://i10.photobucket.com/albums/a123/HimeHikari/2894165921_1dcce3b361_b.jpg, http://www.uwo.ca/biology/Faculty/ensminger/images/bog_and_fog_small.gif, and http://www.ecosystema.ru/08nature/world/kun/06.jpg.

Then you would have the http://www.marietta.edu/~biol/biomes/images/tundra/alaskapipeline1.jpg to the North where it was too cold for other organisms. Which I pretty-much explained by the areas with Lichens, with the addition of hunters that wouldn't necessarily be on the steep mountains. (Let's face it, you fall, you're dead. Chasing prey requires running.) There are few predators on the tallest mountains of the Himalayas.

The real fun starts at the coldest and more snowy parts of Skyrim, and yes, I'm talking about the parts that are "black and white". Especially by the water! There you would get so many interesting sea creatures, and so many interesting land animals as well. There you've got things like penguins, seals, orcas, narwhals, polar bears, colossal squids, whales, foxes, belugas, and whatever the creative minds at Bethesda Softworks can come up with! :D

So basically, on the mountains there would be a mix of the Boreal Forests and the Tundra climate, farther down you'd get some coniferous forests, then in the valleys you'd get prairies (where else does the water flow?). The northern part of Skyrim, and by looks of it the Eastern parts of Skyrim would be the most cold. Towards the Western-Center (Near Markarth Side) is where you'd get lots of prairies and coniferous forests. By Solitude, Dawnstar, and Winterhold you'd probably have a mix of Tundra and maybe some small forests. Riften would almost definitely be in the Coniferous Forest zone, and Falkroath. Windhelm may be a Coniferous Forest Zone, or a Boreal Forest zone. High Hrothgar and Whiterun would probably be like the stereotypical "Dwarf" city, they'd be high in the mountains, cold, and snowy. Riften and Falkroath would be a lot of like Bruma, but I'd imagine the other cities would be much more different.

I'm excited for Skyrim, personally.

When we're talking economy based on environment and being close to borders, Riften, Solitude, Dawnstar, Winterhold, and maybe Markarth Side would be doing well. (Nords are natural sailors, so places near the water would be doing well) Whiterun and High Hrothgar would run out of water/food often, and wouldn't be able to raise many crops or get a lot of water unless they were imported, which would cost money, which as we all know, runs out eventually. Because Falkroath is surrounded by mountains, and near unpopulated parts of other provinces, more likely than not it would also not be the most wealthy.

Also, it's said that Skyrim expanded beyond it's previous borders more recently, including half of Dragonstar, and parts of High Rock.

That's just my estimate anyway, nobody's been there. For all we know there's a gaping hole in the middle of it that our characters will have to climb down and find and fight darkspawn daedra.
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evelina c
 
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Post » Wed Apr 28, 2010 4:47 am

'Cause they're going to chance the game after developing it for 3 years because a single person doesn't think there'll be enough color, right?

When you think of Skyrim, don't think of just snowy mountains and frozen lakes. Bruma was high-altitude. And although it may be cold, have you ever seen pictures of http://www.taiga.net/nce/graphics/frontpage_photo_cropped.jpg?

Also, have you ever watched the series Planet Earth? They covered the Boreal Forests, and those places are probably one of the http://sealwyf.wikispaces.com/file/view/boreal-forest-arctic-circle-701234-ga.jpg/32308017/boreal-forest-arctic-circle-701234-ga.jpg I've ever seen.

Here, check out the http://www.uesp.net/w/images/images.new/3/33/Skyrim_map_Oblivion.jpg, and I'll explain my estimations based on what I know of Earth Science and Biology... although it doesn't really apply to Nirn that much, people are making estimations on Skyrim based on Earth anyway.

Based on what I know, the tallest mountain (towards the bottom center) would be barren at the top. There isn't enough consistent weather for trees and plants to grow on top of a mountain that big, it'd be covered in snow, have constant weather changes, and it would simply be too cold. Towards the base of the mountain, you'd get little "pioneer organisms" like Lichens. Which can actually be very http://www.adventurist.net/trips/e-rock_04-2001/gallery_12-04/lichen-3.jpg. In this area, you'd get animals that can digest lichens, I'd be thinking mountain goats and things like reindeer, but you never know with Nirn. Then you would get into the Boreal Forests when it starts to be a little less steep and cold, which have Pine Trees, Mosses, and Lichens. On Earth, they have creatures like Wolves, Reindeer, Elks, Moose, Bobcats, Rabbits, Bears, etc. but I'm sure Bethesda could come up with something much more creative.

When the land flattened out, you would start to get grasslands and coniferous forests. When I say grasslands, I mean http://upload.wikimedia.org/wikipedia/commons/f/fa/Efmo_prairie_2005.jpg, http://i300.photobucket.com/albums/nn11/letspaintnature/20080730_prairie.jpg, and http://www.co.benton.or.us/parks/hcp/images/Fisherbutte.jpg. And when I say coniferous forests, I mean things like http://i10.photobucket.com/albums/a123/HimeHikari/2894165921_1dcce3b361_b.jpg, http://www.uwo.ca/biology/Faculty/ensminger/images/bog_and_fog_small.gif, and http://www.ecosystema.ru/08nature/world/kun/06.jpg.

Then you would have the http://www.marietta.edu/~biol/biomes/images/tundra/alaskapipeline1.jpg to the North where it was too cold for other organisms. Which I pretty-much explained by the areas with Lichens, with the addition of hunters that wouldn't necessarily be on the steep mountains. (Let's face it, you fall, you're dead. Chasing prey requires running.) There are few predators on the tallest mountains of the Himalayas.

The real fun starts at the coldest and more snowy parts of Skyrim, and yes, I'm talking about the parts that are "black and white". Especially by the water! There you would get so many interesting sea creatures, and so many interesting land animals as well. There you've got things like penguins, seals, orcas, narwhals, polar bears, colossal squids, whales, foxes, belugas, and whatever the creative minds at Bethesda Softworks can come up with! :D

So basically, on the mountains there would be a mix of the Boreal Forests and the Tundra climate, farther down you'd get some coniferous forests, then in the valleys you'd get prairies (where else does the water flow?). The northern part of Skyrim, and by looks of it the Eastern parts of Skyrim would be the most cold. Towards the Western-Center (Near Markarth Side) is where you'd get lots of prairies and coniferous forests. By Solitude, Dawnstar, and Winterhold you'd probably have a mix of Tundra and maybe some small forests. Riften would almost definitely be in the Coniferous Forest zone, and Falkroath. Windhelm may be a Coniferous Forest Zone, or a Boreal Forest zone. High Hrothgar and Whiterun would probably be like the stereotypical "Dwarf" city, they'd be high in the mountains, cold, and snowy. Riften and Falkroath would be a lot of like Bruma, but I'd imagine the other cities would be much more different.

I'm excited for Skyrim, personally.

When we're talking economy based on environment and being close to borders, Riften, Solitude, Dawnstar, Winterhold, and maybe Markarth Side would be doing well. (Nords are natural sailors, so places near the water would be doing well) Whiterun and High Hrothgar would run out of water/food often, and wouldn't be able to raise many crops or get a lot of water unless they were imported, which would cost money, which as we all know, runs out eventually. Because Falkroath is surrounded by mountains, and near unpopulated parts of other provinces, more likely than not it would also not be the most wealthy.

Also, it's said that Skyrim expanded beyond it's previous borders more recently, including half of Dragonstar, and parts of High Rock.

That's just my estimate anyway, nobody's been there. For all we know there's a gaping hole in the middle of it that our characters will have to climb down and find and fight darkspawn daedra.

Maybe we don't want Skyrim to appear as something on Earth. Vvardenfell and the Shivering Isles are original settings. I want to see more original settings. Why couldn't TES V take place in Moonshadow? That would be interesting.
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Bonnie Clyde
 
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Post » Tue Apr 27, 2010 11:20 pm

Maybe we don't want Skyrim to appear as something on Earth. Vvardenfell and the Shivering Isles are original settings. I want to see more original settings. Why couldn't TES V take place in Moonshadow? That would be interesting.

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!
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Alex Vincent
 
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Post » Wed Apr 28, 2010 10:46 am

Blasphemy. As we all know Iceland is Ice, always. Greenland is one giant prairie where the jolly green giant, from those cans of corn, lives. And Canada has cheep medicine. Skyrim is an eternal glacier where fire itself cannot be sustained.

*snicker*
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Manuel rivera
 
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Post » Wed Apr 28, 2010 1:05 am

Maybe we don't want Skyrim to appear as something on Earth. Vvardenfell and the Shivering Isles are original settings. I want to see more original settings. Why couldn't TES V take place in Moonshadow? That would be interesting.


Either your stealing my idea from earlier or the stars have aligned.
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RObert loVes MOmmy
 
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Post » Wed Apr 28, 2010 7:16 am

Either your stealing my idea from earlier or the stars have aligned.

I have been thinking about Moonshadow for a few days now. Now that someone else thinks it's great idea, we should spread that idea on the forums, hoping it becomes popular enough to get Bethesda to make an expansion out of it.
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Big mike
 
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Post » Wed Apr 28, 2010 7:56 am

The ability to go to several daedric realms that are a bit more developed (maybe 1/4 the size of the Shivering Isles) would be nice.
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Avril Churchill
 
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Post » Wed Apr 28, 2010 6:45 am

I have been thinking about Moonshadow for a few days now. Now that someone else thinks it's great idea, we should spread that idea on the forums, hoping it becomes popular enough to get Bethesda to make an expansion out of it.


http://www.uesp.net/wiki/Oblivion:The_Doors_of_Oblivion

Moonshadow is supposed to be pretty hard to see.
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KIng James
 
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Joined: Wed Sep 26, 2007 2:54 pm

Post » Tue Apr 27, 2010 11:01 pm

The ability to go to a blacksmith and have things melted down
like say a whole [censored] load of silver
or a weeapon to create new special materials
or just gold or silver nuggets into something elsee...
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FirDaus LOVe farhana
 
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Joined: Thu Sep 13, 2007 3:42 am

Post » Wed Apr 28, 2010 5:04 am

The ability to go to a blacksmith and have things melted down
like say a whole [censored] load of silver
or a weeapon to create new special materials
or just gold or silver nuggets into something elsee...


But they've got to make it cheaper than just buying the stuff since you are providing all the materials.
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Vickey Martinez
 
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Post » Wed Apr 28, 2010 3:31 am

mate quite a few of my friends are modders like me and we all agree if you don't like fast travel DON'T FU**ING USE IT its that ****ing simple just don't click on the little icons and you'll be alright whats the point of turning off when you can just not use it it's that fu**ing simple and yet people don't ****ing get it


Dude, was the language really necessary? What people are saying, is that fast-travel is not really all that optional when :

1. There are no alternatives to it. There is no way for people who think that its immersion breaking to get around it without going through a relatively bland scenary. This goes into point # 2 . . .

2. Nearly every quest is based around the assumption that you will use it. When a quest in Chorrol sends you all the way to Leyawiin, and the only other option is to walk through places that aren't really all that interesting, its hard not to use it.

They can fix this problem by bringing back the reasons to explore. In Morrowind, there were always dungeans that had unique and powerful artifacts in them. That gave you incentive to explore when you had to walk halfway across the map. In oblivion, there was no incentive. No dungeon had a unique, one-of-a-king weapon in it. All of the artifacts in the game were rewards for quests.

In conclusion, no reasons to explore and no alternatives is why fast-travel isn't really optional
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lucy chadwick
 
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Post » Tue Apr 27, 2010 10:03 pm

Dude, was the language really necessary? What people are saying, is that fast-travel is not really all that optional when :

1. There are no alternatives to it. There is no way for people who think that its immersion breaking to get around it without going through a relatively bland scenary. This goes into point # 2 . . .

2. Nearly every quest is based around the assumption that you will use it. When a quest in Chorrol sends you all the way to Leyawiin, and the only other option is to walk through places that aren't really all that interesting, its hard not to use it.

They can fix this problem by bringing back the reasons to explore. In Morrowind, there were always dungeans that had unique and powerful artifacts in them. That gave you incentive to explore when you had to walk halfway across the map. In oblivion, there was no incentive. No dungeon had a unique, one-of-a-king weapon in it. All of the artifacts in the game were rewards for quests.

In conclusion, no reasons to explore and no alternatives is why fast-travel isn't really optional

Exploration is much more than just going from place to place.

And there were still reasons to explore in Oblivion. Shadowbanish Wine in forts, Ayleid statues in Ayleid Ruins, and Sigil Stones in Oblivion Gates. As for the lack of artifacts in caves (Aside from Umbra, which was part of a quest but could still be gotten otherwise), it was probably done so that people couldn't get top gear at level 1 when replaying the game. It was actually something I deliberately found myself refraining from when replaying Morrowind.

I don't really see fast travel any worse than Guild Guides or travel services, because while it does make getting around much easier, OB's world is larger than Morrowind's, there are no island regions or Silt Striders, and teleporting and getting others to carry you around doesn't translate so well when you have to leave your horse behind.
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Scott Clemmons
 
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Post » Wed Apr 28, 2010 12:37 am

Am I the only one who isn't attracted by exploration?
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Tom Flanagan
 
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Joined: Sat Jul 21, 2007 1:51 am

Post » Tue Apr 27, 2010 10:12 pm

mate quite a few of my friends are modders like me and we all agree if you don't like fast travel DON'T FU**ING USE IT its that ****ing simple just don't click on the little icons and you'll be alright whats the point of turning off when you can just not use it it's that fu**ing simple and yet people don't ****ing get it

I lol'd irl. I hurd modding wus tuf bro, confirm/deny?
And how is that even relevant? You being a modder? Rofl. Some people.
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Katy Hogben
 
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Post » Wed Apr 28, 2010 2:48 am

A small thing I've mentioned before, but it came to mind while working on my spell effects list, so I'll reiterate it. We can get more spell effect variety while simultaneously reducing spell effect clutter by giving the option to set magnitude to negative. Not all spell effects would need or allow this, of course, but many could be streamlined with it. Burden/feather could be one weight spell set to positive/negative, or rally/demoralize effects. Not just spells with reverse values, but things that are nearly the same, or two-part spells that rely on each other. Mark/recall, blindness/night eye, etc. Aside from clearing up space without losing anything, it could also encourage some creative alternative effects to spells.
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teeny
 
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Post » Wed Apr 28, 2010 1:21 am

Am I the only one who isn't attracted by exploration?

You just might be.
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Abel Vazquez
 
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Joined: Tue Aug 14, 2007 12:25 am

Post » Wed Apr 28, 2010 5:55 am

I like open world games, but I don't like exploring. What can I say? I'm like that.
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Bethany Watkin
 
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Joined: Sun Jul 23, 2006 4:13 pm

Post » Wed Apr 28, 2010 3:22 am

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


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