Tes V Ideas And Suggestions Thread No.161

Post » Fri May 28, 2010 5:28 am

Hey guys... don't get too bogged down into one discussion point (coughfasttravelcough) - this is for ideas and suggestions of all sorts.
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Taylor Bakos
 
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Post » Fri May 28, 2010 5:14 am

Hey guys... don't get too bogged down into one discussion point (coughfasttravelcough) - this is for ideas and suggestions of all sorts.

Yeah, all my stuff is on page six; it's just gigantic and I was reiterating a part of it here to try to sort it out. ^_^
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Rebekah Rebekah Nicole
 
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Post » Fri May 28, 2010 10:10 am

I really want some artifacts (maybe not the main artifacts, but powerful items) with random locations. As soon as you start the game, lets say 25 really powerful items are randomly placed in 25 of 100 'valid' locations.

It wouldn't be tough to do. They just make 100 caves/ruins with the availability of having an item there. If it's a shield, have a spot where it can hang on a wall. If it's a sword, have a spot where it can be thrust into a wall/held by the corpse of a skeleton. If, when you start your game, that cave/ruin doesn't have the shield, then the spot where it would have hung is empty. If it doesn't have the sword, then the skeleton rests with free hands.

This way, it would make exploration way better than even Morrowind. Whenever I play Morrowind, there's no artifact I can't find. If I need a nice cuirass, I can get a scroll to unlock 100 points and go to get either the Cuirass of Savior's Hide or the Dragonbone Cuirass, or even the Lord's Mail, since that isn't activated by a quest.

This way, when I start a game, I can't just run up the closest coast and get a powerful ring that grants 10 points to my magical abilities, because there's only a 25% chance anything will be there at all. This way, every time I see a cave, I don't write it off as an empty tomb filled with undead, because there's a 25% chance I find a nasty goodie in there. This way, in order to find every powerful item in the game, I need to seriously scrap the entire game for what it's worth, and search every dungeon for every item.

[Edit] - If this feature isn't in the game, expect a mod to come out within the first few months. Hopefully I can do this myself, so that at least my fellow RPG fans can experience it, though I would know the locations where I would maybe be able to find such items.
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LuBiE LoU
 
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Post » Thu May 27, 2010 6:47 pm

Hey guys... don't get too bogged down into one discussion point (coughfasttravelcough) - this is for ideas and suggestions of all sorts.



Hahaha yeah it is a hot-button issue, that and the leveling system keep rearing their heads - hopefully someone on the upper echelons might notice, eh? hehe

@ Sryner - I think that's a fair idea, compromising the MW system with the Oblivion system, but I'd also take it a step further.

You have your 25 randomized artifacts in places, but what about also another 10 spawned as the inventory of NPCs, generally NPCs you can fight like bandit leaders or a goblin warlord hoarding a particularly shiny dagger? Or even a couple more named NPCs aside from Umbra.

I also like the randomization because it means you can't just look up where they are. I also loved the feeling in MW that magical items could be literally anywhere, and thus I was compelled to search every nook and cranny in every dungeon. In OB, after a figured out that same system wasn't in place, I felt like I could breeze through dungeons without really 'searching' which took away some of that TES unique feeling, at least for me.

EDIT:

Pirates! Piracy, pirate guilds, merchant navy guild or imperial navy in opposition, ability to own your ship that is both vehicle and house. Hire your own crew, have your own flag, etc. That would be 5000% awesome
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Laurenn Doylee
 
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Post » Fri May 28, 2010 8:31 am

I was just reading some information on the towns of Skyrim and I really hope Bethesda sticks to the lore when making them. I think it would be a very poor choice if The Way of the Voice didn't play a part in Skyrim, seeing as how Markarth Side has the Imperial College of the Voice and High Hrothgar has a settlement on it's peak where the Greybeards devote themselves to The Way of the Voice. And it would very disappointing if Winterhold didn't have the Ysmir Collective, and it wasn't a vast library like it's supposed to be.
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le GraiN
 
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Post » Fri May 28, 2010 9:12 am

Lol Oblivions mages guild "vast library" was a room with a bookshelf and a NPC.
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Honey Suckle
 
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Post » Thu May 27, 2010 8:18 pm

Did you go upstairs?

Cuz... ahem... that's where the library is..

[Edit] - But, they did dash out on lore with the Imperial Library. Where the hell did that thing go?
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Jarrett Willis
 
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Post » Thu May 27, 2010 6:19 pm

I was just reading some information on the towns of Skyrim and I really hope Bethesda sticks to the lore when making them. I think it would be a very poor choice if The Way of the Voice didn't play a part in Skyrim, seeing as how Markarth Side has the Imperial College of the Voice and High Hrothgar has a settlement on it's peak where the Greybeards devote themselves to The Way of the Voice. And it would very disappointing if Winterhold didn't have the Ysmir Collective, and it wasn't a vast library like it's supposed to be.


Is this in the novel? Or where can i read about it.... might be interesting...

It's also the same baseline system that Bethesda uses for its interior designing system, though: the only alternative would be to carve out every interior as a unique entity ala Source or Unreal Engine or what-have-you, which asides from requiring a crapton more work to get anything near what the Elder Scrolls has been known for in terms of massiveness would put a serious blow in the moddability that's ALSO a part of the Elder Scrolls identity. The only problem of "authenticity" that a random system would have over the current manual design system's that the placement of some objects and critters and such might be a bit haphazard, but that can be curbed a bit with some solid placement perameters.


Bethesda uses a randomizer? To make dungeons? And interiors? Where do i get this? Handy tool to have.... i have about 60 interiors to be made....
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Donald Richards
 
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Post » Fri May 28, 2010 2:42 am

Is this in the novel?


Pretty sure it's from the Pocket Guide?
It's definitely not in the novel.
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Laurenn Doylee
 
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Post » Thu May 27, 2010 7:58 pm

Is this in the novel?


It's from the http://www.uesp.net/wiki/lore:skyrim on the UESP, or rather in the pages for each city. It all likely came from the Pocket Guides and other books.
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Jaki Birch
 
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Post » Fri May 28, 2010 6:54 am

Honestly, after reading the Tamriel Timeline on the Imperial Library, I don't know if I want to see another Elder Scrolls game.
I mean, WHAT DO THEY HAVE AGAINST MORROWIND? A "Wasteland?" It isn't Fallout 3!

Okay, now that's out of the way.
I would like to see the next Elder Scrolls game in High Rock and Northern Hammerfell.
That would be great, to see it in brilliant graphics.
Or if not, then Summerset Isle.

But the time can't be near the book. I do not want to hear about Morrowind that way.
Why play a game with the Empire in chaos.

Unless you get to rebuild the Empire over 20 or so years (like in Assassin's Creed 2).
But then the game would have to be set in all of Tamriel.
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Tammie Flint
 
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Post » Fri May 28, 2010 10:00 am

Honestly, after reading the Tamriel Timeline on the Imperial Library, I don't know if I want to see another Elder Scrolls game.
I mean, WHAT DO THEY HAVE AGAINST MORROWIND? A "Wasteland?" It isn't Fallout 3!

Okay, now that's out of the way.
I would like to see the next Elder Scrolls game in High Rock and Northern Hammerfell.
That would be great, to see it in brilliant graphics.
Or if not, then Summerset Isle.

But the time can't be near the book. I do not want to hear about Morrowind that way.
Why play a game with the Empire in chaos.

Unless you get to rebuild the Empire over 20 or so years (like in Assassin's Creed 2).
But then the game would have to be set in all of Tamriel.


Sounds good to me! All of Tamriel please! Rebuild a shattered empire please! Or further solidify its destruction...

But yes it is sad to think of Morrowind as EVEN MORE of a wasteland, and almost completely deserted.

But as far as the empire being in chaos? That means a world that's very hostile and embattled which would be awesome in my book! Especially if the Radiant AI included NPCs battling each other procedurally even when the player isn't around, coming across bandits raiding a village and choosing to join in, or defend the innocents, or watch casually and move in later for the spoils?

One of the coolest moments I've ever had in an open-world game was in the first Mercenaries when I just happened to come across a massive battle of two AI factions duking it out, completely unprompted by my presence and I simply joined in on one side of the action. That please!
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Vera Maslar
 
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Post » Fri May 28, 2010 4:43 am

But the time can't be near the book. I do not want to hear about Morrowind that way.
Why play a game with the Empire in chaos.


Why wouldn't you want a game with the Empire in chaos? The same old peaceful Empire got old after 4 games. Now the Aldmeri Dominion is back, the Argonians have taken over Morrowind, provinces have seceded from the Empire... I'm glad Bethesda wants to change things up every once and a while.

As for what happened to Morrowind... well, it happened. The book is canon and they're going to make the next game after the events of the book. They can't just pretend that the events of the book never happened just because a few people don't like it. :shrug:
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TWITTER.COM
 
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Post » Thu May 27, 2010 10:53 pm

-cinematic view angles that keep changing during conversation is a must (mass effect). locking to the faces must be replaced.
-footsteps.
-possibility of sliding, falling and tumbling town accidentally while jumping and running.
-physical reactions on clothes and hairs. havok has solutions for these.
-walking or running has to raise dust. (or splash water if the object is moving on shallow water, or raise snow particles if person is moving on snowy ground)
-destructible or at least semi destructible environment. hacking,slashing also must leave marks on the objects or break them. thrown arrows should also leave marks behind after they're taken.
-birds (flying or maybe resting,singing on trees). shadows of flying birds should be seen on the ground.
-small animals that you can't interact with. bugs, small rats,snakes, rabbits, weasels, moles... lots more!
-nobody rides horses unless they don't get awarded for it. running improves skills, the more player is on foot, the faster he/she becomes. so player is encouraged to run&walk instead using horses.
-more pets.
-hiring mercenaries to aid you in combat.
-instead one type of man there should be babies (0-1 year old), children (2 to 13 years old), young (14-22 years old) advlt (23-45 years old) and old (46 and beyond) people.
-various music (more soundtracks). after 200+ hours gameplay hearing same music forces players to replace them.
-special atmosphere sounds for certain locations.
-music should not change suddenly but gradually.
-the joint where head and body merges is clearly visible. this is something needs to be urgently fixed.
-modellers should spend extra time on each character, giving them unique expressions.
-bigger battles, more NPCs fighting together or against each other.
-battle formations. NPCs shouldn't run amok towards the enemy and swing their sword blindly like a mad dog.
-Multiplayer CO-OP.


-repetitive and nonrealistic character animations must be replaced with better ones. the animations of NPCs especially while they interact with each other or when they perform their daily tasks alone.
-game uses small texture files which causes pixellation at higher resolutions. they need to be replaced (1024x1024 size would be smartest and the most old hardware compatible resolution)
-there are pixellated water reflections of distant objects.
-the player's own reflection should cast on water.
-artists&modellers apparently didn't spend their time to draw objects in 3D and texture them. but they instead frew them 2D and try to give 3D impressions by covering them with 3D textures. this can be observed especially on stone blocks on the roads, houses and other architectures.
-more voice actors.
-more content for NPCs to discuss about. they keep arguing about same things.
-various weapons: crossbows, spears, lances...
-removal of adaptive leveling of creatures and enemies in the game world.
-bigger world, more content to explore.
-different design, texturing and color schemes for the dungeons instead making them all look alike.
-guards from other locations should not know about the player's stolen properties or crimes. they should not get alarmed immediately as if they sense the crime.


-use a better,newer api than dx9. could be dx10,11 or opengl 4.
-use an engine that can benefit extra cpu cores.
-transition to OpenAL (open audio library)
-implement various middleware like umbra, lightsprint, speedtree 5.1, (keep the havok physx please) for a better and optimised gameplay experience.
-pc version must be designed to benefit larger video memory. restrtictions of consoles should not be reflected to pc platform.
-better polishing before the release.
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darnell waddington
 
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Post » Fri May 28, 2010 8:39 am

stuff i want defensively to stay
-all dungeon respawn(it was boring in Morrowind that some dungeon did not respawn
-infinite containers it was a pain to store thing in Morrowind whit not using infinite dead body's
-Skills should be Oblivion style rather than Morrowind but have the extra skill back from Morrowind
-Magic system should stay Oblivion style ,i hated the magic and enchanting system in Morrowind
-Quick travel feature(still put boats and stuff for people wo don't want to use it)
-money should be in the stat feature again but be able to drop gold for decoration purposes like in Morrowind

stuff it need to have
-ability to erase magic spells on the console version
-console command(to restore NPCs and quest stuff if it bugged for console version
-no Glitch of dead/doom, its a pain to have a 200+ hour character and lost it



Is this in the novel? Or where can i read about it.... might be interesting...



Bethesda uses a randomizer? To make dungeons? And interiors? Where do i get this? Handy tool to have.... i have about 60 interiors to be made....

dunno about interiors but the dungeon are not randomized http://www.elderscrolls.com/codex/team_teamprof_mryan.htm
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Siobhan Thompson
 
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Post » Fri May 28, 2010 8:29 am

stuff i want defensively to stay
-all dungeon respawn(it was boring in Morrowind that some dungeon did not respawn
-infinite containers it was a pain to store thing in Morrowind whit not using infinite dead body's
-Skills should be Oblivion style rather than Morrowind but have the extra skill back from Morrowind
-Magic system should stay Oblivion style ,i hated the magic and enchanting system in Morrowind
-Quick travel feature(still put boats and stuff for people wo don't want to use it)
-money should be in the stat feature again but be able to drop gold for decoration purposes like in Morrowind

Pretty much everything this guy said here, ignore it. All I can agree with is bringing Morrowind's extra skills back, and the money one...

And no, none of the interiors, or exteriors in Morrowind/Oblivion are randomised.
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lisa nuttall
 
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Post » Thu May 27, 2010 9:52 pm

It would be nice to have more pieces of armor and clothing, also the ability to wear them over each other. In Morrowind i could wear around 9 or 10 pieces of clothing while in Oblivion i had around 5. They also had gloves, which lacked in Oblivion. Would be nice to see those back again. In Oblivion i had only the shackles (only non-armor "gloves" in the vanilla game) to enchant you got at the beginning of the game.

There is a mod which makes it possible to wear armor underneath a robe without visualizing the actual armor, but with the armor bonusses. That's a nice example of how it can work.

The big advantage of the Oblivion style skill-system and magic-system, is the accessibility by new players. Personally i like the morrowind-style, because it offers more options. The usage however was better in Oblivion. In Morrowind i had to change stance in order to cast any spell. What was annoying however, was the spellfailure bound to your skill-level and fatigue, though being realistic i think it could've been less severe. Oblivion used levels to cast a spell or not, that could be interpreted as a spell failure percentage.
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Jaylene Brower
 
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Post » Fri May 28, 2010 1:17 am

Oh god not the frickin' clownsuit discussion again. The return of non-gauntlet gloves, fine, but everything else can stay the hell back in 2002,

One thing I'd like to see for V is a breakaway from the whole "material=damage/armor" thing and for Bethesda to use some kind of quality system like in Dwarf Fortress instead, with materials dictating durability and weight and value and what-have-you. I am sick and frickin' tired of having to use that ugly-ass Daedric crap to be able to get the most out of my arms and armor.
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Trish
 
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Post » Fri May 28, 2010 1:33 am

Oh god not the frickin' clownsuit discussion again. The return of non-gauntlet gloves, fine, but everything else can stay the hell back in 2002,

One thing I'd like to see for V is a breakaway from the whole "material=damage/armor" thing and for Bethesda to use some kind of quality system like in Dwarf Fortress instead, with materials dictating durability and weight and value and what-have-you. I am sick and frickin' tired of having to use that ugly-ass Daedric crap to be able to get the most out of my arms and armor.


Good idea! My nord knight had to wear the old steel armor, cause even if the ebony and daedric armor is good, its still not acceptable for paladins, knights, templars and so on.

Boy the daedric weapons was butt-ugly.

I also had a thought the players skill should affect damage, and the marterial of the weapons should determinate duabillity, attack speed, range and so on.
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Emma
 
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Post » Fri May 28, 2010 6:28 am

-Balance between text and voice-acting. All-text can leave a person feeling less easily immersed. Too much voice is bad for modders and data space. Keep enough voice for important things and background pvssyr, but for other things, "grunts" and "sighs" of sorts can suffice for the largest meat of the dialogue. This also allows modders to make their text blend into the game, rather than having to rely on crappy voice-actors or immersion-breaking silence.

-MANY more companions. Mercenaries to hire and arm yourself, and special companions who have their own backgrounds.

-A good deal of randomly-generated quests, for when you just need some extra cash, or when you just want a little more to do. This could work great for the Assassins' guild, Fighters' guild, and many others which eventually have an end to their storylines.

-Randomly-generated NPCs. When a store-clerk dies, another is going to come take her job, right? Unless it's a bad part of town or something...

-Morrowind-style housing. If someone dies, their house goes on the market, and you can use it yourself. Also, functions to use said building as a house, tavern, shop, or other things would be useful.

-More utility magic. Telekinesis to open doors, or trip people. And other fun things.
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Gemma Woods Illustration
 
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Post » Thu May 27, 2010 10:51 pm

- If i shoot someone with an arrow in the dark, while im in sneak, they shouldnt know exactly where i am straight away and chase me for an hour because for some reason i cant hide again

- Needing to eat, maybe even cooking.

- Needing to sleep, not just to level up

- visible back packs, with sensible limits and perhaps expansion slots, bigger packs and saddle bags available at shops. You cant carry 5 warhammers in your pockets
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Tiff Clark
 
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Post » Fri May 28, 2010 3:10 am

Just wondering, are any of these suggestions going to be taken into account? I think that most of these excellent suggestions
would drastically improve my game experience as well as everyone else's.
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Lil Miss
 
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Post » Fri May 28, 2010 2:15 am

Honestly, after reading the Tamriel Timeline on the Imperial Library, I don't know if I want to see another Elder Scrolls game.
I mean, WHAT DO THEY HAVE AGAINST MORROWIND? A "Wasteland?" It isn't Fallout 3!

Okay, now that's out of the way.
I would like to see the next Elder Scrolls game in High Rock and Northern Hammerfell.
That would be great, to see it in brilliant graphics.
Or if not, then Summerset Isle.

But the time can't be near the book. I do not want to hear about Morrowind that way.
Why play a game with the Empire in chaos.

Unless you get to rebuild the Empire over 20 or so years (like in Assassin's Creed 2).
But then the game would have to be set in all of Tamriel.

The above comment has left me shocked, amazed and possibly unchaste.
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Danial Zachery
 
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Post » Fri May 28, 2010 3:55 am

Just wondering, are any of these suggestions going to be taken into account? I think that most of these excellent suggestions
would drastically improve my game experience as well as everyone else's.


Beth have listened before, when the voices have been numerous and strong enough.

Sorenson I'm with you on your material idea, for sure.

-Balance between text and voice-acting. All-text can leave a person feeling less easily immersed. Too much voice is bad for modders and data space. Keep enough voice for important things and background pvssyr, but for other things, "grunts" and "sighs" of sorts can suffice for the largest meat of the dialogue. This also allows modders to make their text blend into the game, rather than having to rely on crappy voice-actors or immersion-breaking silence.


WTF no - it is either all or nothing for the game itself. The last thing we can allow is for the game to be handicapped because of modders' limitations. In fact there needs to be a much larger focus on varied voice-acting, regardless of space issues (if you aren't expecting TESV to clock in around 20gigs anyway you're not paying attention) so these concerns pale in comparison to the fact that a fully voiced game is entirely necessary now for 90% of the game's audience since that's we're now used to. Stream-lining a system is different than handicapping it and in this case, it is a system that can only be made better by intense expansion. Also they need to hire a real voice director who knows what they're doing and treat it seriously.

-cinematic view angles that keep changing during conversation is a must (mass effect). locking to the faces must be replaced.


I agree something needs to be done about the time-freeze face-zoom but Mass Effect is not the answer. TES is and always will be a first-person game and if I'm all of a sudden watching my character talk to someone instead of being the character then that is an immersion-breaker. So the system needs to be very advanced, allowing movement, enhanced conversation AI, simultaneous conversations with several people, and a complete lack of time-freezing. Can't just piggy-back on another game that is vastly different in so many ways as TES is very unique in its feel and mechanics and needs to remain so.
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Natalie Taylor
 
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Post » Fri May 28, 2010 7:37 am

Yeah, I agree. Mass Effect is somewhat supposed to be a cinematic game, after all it was inspired by those Space-Opera movies or whatever. Elder Scrolls is not cinematic. At all. Nor is it supposed to be. It's role-playing, which is very different. Being cinematic just limits your character.
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darnell waddington
 
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