:rofl:
You're asking the impossible, my friend. I don't know any game who could do that, not even in the near future of where gaming is at the moment. Completely open one cell world?
I hope you like 30 min load times before you start playing I guess. Even then, I'd imagine lag would be ridiculous, especially how detailed interior places would be. It's virtually impossible to do that, which a place so big as TES.
Well in a way, of course, don't neglect my last sentence as anything but a satire of wish-lists in general, ha! But you are also assuming I'm talking about one giant persistent world that is all loaded at all times, which I'm not, I'm simply calling for a (waaaaaaaaaaay) more advanced cell streaming and occlusion method so that one never has to see that the game is loading (even though it is, but constantly). This would include a highly advanced LOD system as well to really fool the player into thinking the world was all there at once.
Just like in Oblivion and Fallout 3, if you move too fast over the environment you can get stutters and pop-ins from the terrain trying to load around you.
But these things are being improved every day and as we're I'm sure all aware, processing power doubles every 6 months, that means the hardware that was used to create Oblivion and run it at launch in 2006 is on average 64 times more powerful today. (except consoles of course...svckaaaaaaaahs, hehe)
A recent game called Just Cause 2 comes to mind which had an enormous, amazingly detailed open world for a third person action game. There wasn't a whole lot of variety to the missions and you couldn't go into every building, (but when you did there sure as hell wasn't any load times) but the world itself was incredibly enormous and that's from a pretty low-end dev studio that found a way to make the game work 'smarter' not 'harder.'
It isn't impossible, just very very hard but if anyone can figure it out, Bethesda is a good bet.
Now about the levelling switch, it's more complicated than that I suppose and those truly unique items from MW, which WAS awesome should return. Simply put, unique items need to have a static level across the board imo. Again this COULD work but it would take a lot of work to make it work, heh.
It would be the equivalent of switching between Vanilla OB and one of the more advanced overhaul mods (or FCOM if you can get it to run) - so that there are a lot of changes, and the unlevelled systems do make the game harder (and they inform you of that at the outset). The difference is vast, even though to a player it was only a matter of check boxes when they started their character, so as simple as it would seem, it is a fundamental difference.
I'd be okay with an improved system, but FO3 still was not quite right for me. I think it boils down to two separate philosophies/play-styles that simply cannot find common ground...one side wants things 'fair' and the other wants things 'realistic' and mashing the two together is going to leave both sides unhappy, so having two separate systems, just like having a mod checked or unchecked in your loader, is for me the only feasible way they can actually 'solve' this issue. It's more work for Bethesda, but they can always hire me to mitigate the workload, hehe!!! (however truly unique items that are just lying in hard to reach places or wielded by tough, named npcs NEED to return regardless - no level scaling for 'artifacts' - just make them very powerful, and if a player somehow manages to get one early on and it's overpowered for their level, good for them! Let them kick some serious [censored] with it, they earned it!)
As for the combat aspect, I do sympathize with the 'action-rpg' complaint but having been one of those players who started with DF, for me it has always been an action RPG and that's what I loved about it, no more point and click or turn-based, overtly stat-based dice-rolls, just smack the guy in the face with your sword and watch him bleed out, hooray! At the time it was a welcome shift from the great divide between first person action and RPGs. I want to feel like I am a part of this story, and if I have to 'target' and enemy and choose what 'ability' i want to use and then watch my character execute said ability, it takes me out of the experience...one of the reasons I've never been able to truly get into the timer-based combat of most MMOs and definitely the thing I liked LEAST about Dragon Age (I mean come on, MMO combat in an SP RPG? Let's...just not dot hat again...I know it's traditional Baldur's gate style but tradition is never a good reason to keep doing the same crap over and over but let's get the fantasy equivalent to Mass Effect going and I'll be happy.)
Sorry, getting side-tracked by ranting...
So I really like the visceral aspect that TES has always had to it (except for Redguard, ha!) and that's one of the main things that sets it apart from other RPGs, it requires BOTH your reflexes AND your brains to get through, not just one or the other. A balance is of course necessary, and if one is going to add new abilites to melee, we do need to balance that with new stuff for stealth and caster classes.
Stealth of course should basically be given all that good stuff that stealth overhaul mods try to include: sneak-based instant-kills, slitting, throats, breaking necks, choke-outs (non-lethal), blackjack knockouts, light extinguishing, more advanced lock-picking, bribing guards to turn a blind eye, basically all that stuff that was in the Thief games! Magic could go a couple of different ways, mostly based on balanced options like, different ways to cast spells that have different powers and drawbacks (off-hand, main-hand, scrolls, tomes - actual held books used to cast multiple spells that make the spells more powerful), orbs, skulls, staves, steerable projectile spells at higher levels, thrown potions - like spell grenades, ha! - etc.)
My whole view on the combat argument is simply that better combat can only make the game more immersive, as long as there are other ways to solve problems aside from hitting the problem with a sword. I really liked the ideas someone suggested about ways to open any door or locked item with any class (smash with your axe, break with a large fireball, lockpick, crowbar, etc.). But in terms of the combat, I personally always feel that when something is too heavily dice-rolled, like an MMO timer or turn-based system, I am asking the game to do something for my character, as opposed to me actually being the character and DOING the action. That, to me, is far more immersive than waiting for a timer to run down in a box labeled "3" and watching my character do some complex maneuver and killing the enemy...
OFF-TOPIC: I'd also really like a faction/quest-line that involves either becoming part of and eventually taking over a skooma trade or bringing it down. Kinda like Scarface but...in TES, hahaha!