Tes V Ideas And Suggestions Thread No.161

Post » Fri May 28, 2010 1:01 am

You know what would be nice? If a weapon's damage type and the way you use it actually mattered when damaging enemies. People go on and on about how Morrowind was so awesome because you could choose how you attacked, but conveniently skip over how it didn't matter a lick in the end because physical damage was physical damage was physical damage. How about giving certain creatures damage reduction ala D&D so that you actually have to diversity your arsenal instead of just using the most damaging weapon with the hand requirement you prefer?
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Kara Payne
 
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Post » Fri May 28, 2010 3:05 am

The Legion should look like Greek Spartans this turn around, that to me would be very cool.
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CRuzIta LUVz grlz
 
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Post » Thu May 27, 2010 7:42 pm

: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!
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James Baldwin
 
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Post » Fri May 28, 2010 3:22 am

The selection of robes was pretty small in Oblivion, and almost all of them used an Identical model anyway. I want some cooler robes, kind of like the http://www.uesp.net/w/images/images.new/thumb/7/79/MW-npc-Relen_Hlaalu.jpg/600px-MW-npc-Relen_Hlaalu.jpg from Morrowind.
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Josephine Gowing
 
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Post » Fri May 28, 2010 8:55 am

The selection of robes was pretty small in Oblivion, and almost all of them used an Identical model anyway. I want some cooler robes, kind of like the http://www.uesp.net/w/images/images.new/thumb/7/79/MW-npc-Relen_Hlaalu.jpg/600px-MW-npc-Relen_Hlaalu.jpg from Morrowind.


To add to the subject of, I'd love to see armored robes for battlemages and spellswords (my usual base class) similar to this mod: http://www.tesnexus.com/downloads/file.php?id=13695

More robes and just more armor/clothing/weapons/gear in general, even if its re-skins like the armamentarium mod started as, but the idea that there is a LOT more variety adding to the idea that this is a huge diverse world. This goes along with making better armor and weapons like glass and daedric more rare, then we need to compensate with a larger variety of mid and low-level armor/weapons etc.
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GabiiE Liiziiouz
 
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Post » Fri May 28, 2010 3:32 am

Doesn't adding armor to a robe sort of defeat the purpose of wearing a robe? You can't have your cake and eat it too, even if technically that defeats the entire purpose of having cake in the first place.
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Claire Lynham
 
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Post » Fri May 28, 2010 3:18 am

Doesn't adding armor to a robe sort of defeat the purpose of wearing a robe? You can't have your cake and eat it too, even if technically that defeats the entire purpose of having cake in the first place.


Not at all, it's a compromise, a middle ground, just like the class of Spellsword or Battlemage, you can have half your cake and eat the other half - the armor isn't nearly as effective as normal armor of the same type and of course it diminishes the casting ability of the player but not as much as regular armor.

Other stuff:

TRAVEL

Please give us more travel options. I am not one who hates fast-travel because I simply don't use it, but for those who simply can't resist, another option at the beginning of each game to enable/disable fast travel would be nice.

But let's give players many more options like MW but expanded. In my ideal version of the game (probably more like TESVIII) this would be the only time the player would see a loading screen, in the form of their progress across the map (Another DA reference - but with actual explorable terrain there). One could even have it happen live, so you see it happen at it takes the same amount of time and can even be interrupted, by bandits or instances along the road.

The following would be the types of transport:

- Animal: Travel Horse, Silt Strider, Elephant (Elsweyr/Hammerfell) etc - different animals for different regions that basically take you to where you want to go but you don't control. They are faster than normal mounts and follow a predetermined path (similar to fast-travel in the LOTR MMO) but are vulnerable to interruption/attack even along the roads. City-to-City and Town-to-Town and village-to-village

- Chariot: Hire a chariot to take you, mid-level vulnerability and pretty fast, city to city and town-to-town

- Carriage: Hire a carriage to take you, less vulnerable to attack but slower than single animal and only from city-to-city

- Ship: Safest normal travel but slow depending on distance, can only go port to port of course.

- Mage's guild teleporters - anyone can use mage's guild teleporters but non-members have to pay (a lot - most expensive travel) and there is a SLIM chance of getting trapped in an astral plane and having to fight your way out...if you don't get tripped up by the astral plane, this is also instant (or as fast as the destination can load) transport and maybe just shows you a warp space type of tunnel animation, hehe

- Mark/Recall/Divine Intervention - yes please but maybe make them not available right away not even for mages. Gotta earn em...

MOUNTS

More mount options but nothing drastic or too silly (read: WoW type mounts are a no), but: since they EAT HORSES in Morrowind, taking your horse there is probably a bad idea, so perhaps there should be different types of mounts depending on the region you're in. Hell, they trained silt striders to transport people, why not get your own baby silt strider to run around with! Also more variety of armor, saddles, packs, etc for your mount. Treat the mount more like a pet you have to take more care of but is also more useful. Allow skills to advance your control of said mount/pet, (horsemanship for example, and also make mounted combat a skill which compliments your other offensive skills). And yes you should be able to fight from your mount, and have your mount fight with you (effectively) AND name the guy/girl. Casting spells, fighting with melee weapons AND archery should all be possible.

TRADE

Actual named traders that have routes/schedules, sometimes just individual merchants, all the way up to more elaborate caravans with multiple carriages. Of course you can ambush them (the larger the group the tougher to attack of course and thus the better and more loot they'll have) you can also get work as an escort for the various types of traders. Merchant's guild might be a good addition with an opposition guild like a Raider's guild (Robin Hood kinda deal).

ARENA

Expanded arenas, two or three for each region with their own teams that compete/travel and have a variety of tournaments - jousting, team v team, 1v1, team v animals/creatures, etc. Able to join one team and fight for them all around Tamriel.

GUILDS

All guilds should have opposition or rival guilds that you have to side with. For example, in OB you had the FIghter's Guild opposed to the mercenaries of the Blackwood Company but you should have been able to choose the BWC instead of the fighter's guild. Mage's Guild versus Necromancer's Coven, Fighter's Guild versus Mercenary Guild, Dark Brotherhood versus Morag Tong, Thieves Guild versus Commona Tong, Vampire Hunters versus Vampire Clans, Daedra shrines versus Divine Cathedrals, Merchant's Guild versus Raider/Pirate guild, Imperial Legion versus Seperatists/Skooma traders (or w/e), etc etc etc and the important thing would be that everything is pretty gray and depends more on your (character's) personal philosphy, not so much just Good guild versus Evil guild, just up to you whose side you want to take, and there would be always opportunities to defect to the other side sometimes offered to you or you can seek out the 'enemy' and offer to turn over to them.

RANDOM TASKS

Someone already mentioned this but bringing back the procedural missions from DF would be AMAZING. Tougher to do with all the voice acting, but notice/job boards are another option that would help. Variety and options are the name of the game.

VOICE ACTING

I mentioned this early but I can't stress it enough, I basically feel like Bioware and gamesas are in direct competition for RPG dominance, and both have their strengths and weaknesses, but if Bioware is doing this star wars mmo with over a bazillion lines of spoken dialogue or whatever the figure is then gamesas can do it to, and do it well. If they need a voice director, hire me, I've directed a ton of movies, theatre and some tv and animation and I can get a performance out of pretty much anyone. Again, variety is the key, and I'll do it for almost nothing because that's how much I care, haha!

Those same old voice actors you've been using are sometimes good, but they're a little too familiar at this point and when you hear their same voices over and over it gets tiresome, so drop the two or three big name actors that cost you an arm and a leg, because they make no real difference and spread that arm and leg out between a ton of non-famous but very good actors. They exist, you just gotta put in the effort, and for me, all the game mechanics, combat improvements and pretty graphics can't make up for bad or annoying acting from the NPCs...

MAGIC

Please bring back cast chance or make it an option, maybe I'm the only one who thought that was cool in MW

More to come I'm sure...
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Eileen Collinson
 
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Post » Thu May 27, 2010 11:24 pm

A couple of improvements I'd like to see added to TES-V.

Better 3rd Person game play. This is my preferred view point, as it helps me view my character as a unique character, and not just myself. I've gotten pretty used to playing in 3rd person in Oblivion, but I would like to see it improved to where I can use a bow reliably, aim my melee attacks at certain body parts (you'll see why later in the post), and pick up objects easier with out switching to first person. This includes animations. The only real animation I've really liked so far was the sneak weapon draw animation, where your character grabs the sheath of your dagger and then pulls the blade out. I play an assassin/sneak character quite often and like that my character attempted to be quite, however, the sound played was way too loud. Also, when you are sneaking, you shouldn't always walk around like you're a hunch back. I'd like to see the game detect when you are up against the wall and make your character hug it, crouch behind a rock or wall, or when walking slowly up behind a target, you do so in a quiet manner in order to slit their throats. Anything, really, would be better than the ass-pat that we get in TES-IV.

I'd prefer the sneak attacks to look like this:

Slow approach/standing right behind your target/requires expert sneak and journeyman blade- Grab face to pull head back and keep mouth closed, and slit throat. Yes, this should be a one hit kill. It should be hard to do, requiring a high sneak skill or a very dark environment, and with much more perceptive enemies, both. In the event that the target notices you as you grab his face and blocks your knife arm, the attack will then fail as an instant kill, but you'll manage to plant you knife in his back before he can defend himself. But this is not an instant kill.

Quicker approach from the back/conditions above except skill requirements- Back stab, with one or two blades. With one blade, you will grab the victim by the torso and quickly stab them in the side twice, doing heavy body damage. While dual wielding, you'll plant both blades into the back, one on each side. This kind of keeps the damage evened out, therefore dual wielding won't be overpowering a single blade use.

From the front- Same as from the back but to the gut, 2 stabs for one blade and 1 stab for dual wield. Same effects as from the back but just different animation.

I don't care to think of how blunt weapons or heavier swords would work, I'm guessing an ax to the back of the head and a sword chop, but they should be less effective than daggers in regards to stealth attack and yield higher miss rates due to the need to be subtle. But I do agree with a player being able to sneak beside a wall or something and then smash an unsuspecting foe in the face as they round the corner resulting in heavy sneak damage. :)

I would also like touch spells to reflect into sneak damage. It would be cool to sneak up on someone and ignite them, or freeze them, or shock them to death. Of course destruction would come into play for how much damage and chance of instant kill.

Other things I'd want besides improved 3rd person animations:

Blood/Gore. Come on, it was very good in Fallout 3. I'd love to be able see a pool of blood form under the corpse of some idiot I disemboweled. I hated how nice everything looked when it got killed in Oblivion. I want to see arms hacked off, gashes on bodies, etc. Maybe even the player can lose an arm or something if they take substantial damage to it. This would result in them passing out and being transported to a medical restoration mage by some citizen who passes by if they are in the open world, who could use high level restoration skills to replace their arms or whatever other body part happened to be lost. If you lose your arm in a dungeon, in Oblivion (for example) or an area controlled by an enemy faction, you'll die from blood loss. The only way to save yourself before you pass out from blood loss would be to cauterize the wound with a torch, campfire, or a lower-level restoration skill, and then get the limb replaced in a town where you'd pay gold for a restoration mage to heal you, or learn the restoration spells required to mend lost limbs. The amount of time you'd have to cauterize the wound would depend on how much health you had remaining, and of course you'd damage yourself if you used the torch/campfire method. Come to think of it, though, maybe players shouldn't be able to lose legs. Hobbling or crawling back to a city would svck really bad.

More clothing options/CLOAKS. Non-modded in cloaks would be nice, especially ones that weren't static. Also, I'd just like to see more diversity in general. More voices, more NPC variety, more factions, more jobs. I won't get on a tangent here.

Better melee combat, like Might and Magic. And some sort of fatality like aspect to combat, much like Oblivion's mod Deadly Reflex. It would be dependent on Luck, like you get that one lucky stab that just stuns your opponent, allowing you to swipe his head off as he staggers.

I've seen lots of great ideas in this thread. I could sit here and type all day long on things that other's have probably already said, and whether I agree or not, but I won't. These are just things that I was thinking about when I was playing today.
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Leticia Hernandez
 
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Post » Fri May 28, 2010 7:57 am


All guilds should have opposition or rival guilds that you have to side with.


According to the new novel, the mages guild has dissolved into two groups. The College of Whispers and the Synod.
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jess hughes
 
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Post » Fri May 28, 2010 3:27 am

Maybe Bethesda Softworks needs to do a cooperation on TES V with Quantic Dream company when making the game. Look at the Heavy Rain trailers ... WAY better graphics than Oblivion, not to mention, the game runs smoother and faster (without any loading or random 2 second "freezings" when loading anything, which Oblivion had the 2 second freezing issues a lot). But hey, that's just how I feel. Check out the Heavy Rain videos & screenshots at www.heavyrainps3.com/. It's made by Quantic Dream & Sony, so you know it's definately optimized for the PS3 (just like TES V should be when it's released).
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Oyuki Manson Lavey
 
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Post » Fri May 28, 2010 2:03 am

I would also like to see better 3rd Person controls, in regards to combat.

I would like the world to be more busy, actual wars/battles being fought by different factions/guilds/beasts (at any given time in different areas).
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Adrian Powers
 
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Post » Thu May 27, 2010 6:53 pm

According to the new novel, the mages guild has dissolved into two groups. The College of Whispers and the Synod.


Yeah I read that, could be interesting if they were rivals...

That novel got so terrible so quickly though, as soon as they got onto the island it got so cheeseball, but then again, what did I really expect? ha

Anyway on-topic -

Player customization should include:

BEARDS! Not just coloring the facial areas that would have stubble, but actual real beards please! And tattoos! Aaaaaaand scars!

And (to reiterate) I know you guys like 3rd person, but TES has always been a first-person game, and while I agree 3rd person should be handled better and available for those who prefer it, in no way should it step on first-person's toes, since that is a major factor in what sets the series apart from most RPGs.

@Comrov totally agree on your second point, the issue with Oblivion is that the engine has a tough time handling too much combat AI active at once, therefore no more than about 15 AI can be in combat mode in the player's view at any one time, hence the small-scale battles that occured. I hope gamesas has played some of the major overhaul mods like Warcry, MMM, OOO and Fran and have seen a good, more awesome direction to head...those mods were only hampered by that AI issue though and if you come across too many goblins at once, for example, several of them will wait til others are dead before attacking, kinda like a bad kung-fu movie, haha!

So yeah, tons more NPCs in cities, make them feel bustling and alive, bigger cities in general ha, more travelers on roads and the main quest should deal at some point with a major war between provinces, like Tamriel's WW1, and you have to decide who you're going to side with or if you're going to work to bring peace. That would entail large-scale battles of course and things like soldier classes, cavalry, archers, spearmen, knights, catapults, etc.

Oh and bring back crossbows please! and Spears and tower shields! and the rest of the marksman weapons from MW that was cut out. And medium armor!

I always got the impression that because Oblivion had so much invested in the beauty of it, which was not the top priority in MW, sacrifices had to be made elsewhere and this needs to be rectified. It is tough for a developer to make the leap from last gen to next-gen, and PC to cross-platform, so that I'm sure had an effect on the time they had to actually construct the game, and since things are leveling out a bit in terms of technology they will hopefully have more time to invest in that kind of this this time around.
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Lori Joe
 
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Post » Thu May 27, 2010 10:06 pm

I see what you're saying but, wouldn't that heavily affect the dungeon respawn system? Say you clear out a dungeon, so the next week or so it's unaccessible? I don't see how that would work out too well, because in OB, there was a handful of dungeons I cleared every day or two for the cash from vendoring all the items.


I request that there be no respawning in dungeons unless it's full of magical creatures, I never enter the same dungeon twice in the same game as I see no point to it, once I've been somewhere I've completely cleared out everything. Only alternative I can see is when I go into a dungeon and I can't go further because I haven't done a quest or a side quest to unlock a part of the dungeon, or if I need to fly to get somewhere or breathe water and I haven't learned those abilities, in this case respawning is fine. Also I like to choose my own home, so if there's a cave I've cleared out I can move in and put all my stuff in crates and boxes I find inside without it dissappearing when the dungeon respawns loot. So please no respawning monsters or loot in most dungeons.

Flame away, I don't care, this is my opinion and you can't change it.

Stephen.
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FLYBOYLEAK
 
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Post » Fri May 28, 2010 2:51 am

No need to flame, I agree with you.
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marie breen
 
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Post » Fri May 28, 2010 8:37 am

I request that there be no respawning in dungeons unless it's full of magical creatures, I never enter the same dungeon twice in the same game as I see no point to it, once I've been somewhere I've completely cleared out everything. Only alternative I can see is when I go into a dungeon and I can't go further because I haven't done a quest or a side quest to unlock a part of the dungeon, or if I need to fly to get somewhere or breathe water and I haven't learned those abilities, in this case respawning is fine. Also I like to choose my own home, so if there's a cave I've cleared out I can move in and put all my stuff in crates and boxes I find inside without it dissappearing when the dungeon respawns loot. So please no respawning monsters or loot in most dungeons.

Flame away, I don't care, this is my opinion and you can't change it.

Stephen.

Sort-of makes it pretty hard to level and make money, is all I'm thinking. And nobody's running around trying to change your opinion, as far as I know... not that I know a lot... anyway, I never did much dungeon crawling, so it wouldn't really effect me, but those people who live in the dungeons, those who work hard to gain money through clearing out dungeons. What happens when it's all cleared out?

I'm not stating this as a challenge or a way to flame, I'm just pointing out that taking respawning away from some areas can have some negative effects to go along with it. Picture being in a game with no more monsters in dungeons/forts/buildings/caves/ruins because you cleared them all out, it'd be pretty boring, hard to level, and hard to raise money.

Again, no attack on your opinions in any way, shape, or form.

If you could maybe explain a little more about how you intend for this to work, and how people could still make money and level their skills easily, I'd be happy to support it.
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Rachie Stout
 
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Post » Fri May 28, 2010 6:32 am

Better 3rd Person game play.

Yes! I think, if anything, the game should have more modability, allowing us to create our own 3rd persn gameplay. I'd actually like to see a smooth gameplay function, similar to Assassin's Creed, although, they should make third person no easier than first person, due to those who would prefer first person.


enable/disable fast travel

How many times to I need to refer to my sig?


Flame away, I don't care, this is my opinion and you can't change it.

Why would I flame this? :shrug:

But, I think there should be a slider, similar to the difficulty slider, that determines the rate of respawning. The left of the slider would be no respawning, the right of the slider would make mobs respawn every week or so.

Just for those who can't live without killing something every 10 seconds...

I would think that this would be fine, because the game couldn't be centered around one type of respawning type.

I, personally would keep the slider to the left, though :)


Also, perhaps, there could be multiple sliders, one for NPC's, one for containers, and one for wildlife? (Wildlife deserves it's own slider, because it's part of the scenery, and would be dull without it)

Maybe there could even be a slider for friendly NPCs? I know I got annoyed when I accidentaly killed that smith <_<




I'd also like to see NPC's do random things, regardless of what I'm doing. There should be Mages Guild members arguing with Fighter's guild members, because the Fighter's guild took a contract that the Mages Guild thought they deserved, and needed the money for. It could break into a fight, but when friendly NPC's fight eachother, they shouldn't fight eachother to the death. Later on, the members in the fight would be in prison for a few days.

Also, when a friendly NPC fights me, they shouldn't fight me to the death. They should get me down to a minimal amount of hp, I would fall to the floor, and they'd either call a guard, or, if they are the guard, take me to prison (in my weakened state, I can't tell them I want to pay off my fines)

I want to see death warrants come back too. If I murder a whole city, they aren't going to just accept me going to jail for a few months. I would have to do something special to be allowed to serve my sentence. I should have to save a royal family member's life, or something to that effect.
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abi
 
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Post » Thu May 27, 2010 8:03 pm

I request that there be no respawning in dungeons unless it's full of magical creatures, I never enter the same dungeon twice in the same game as I see no point to it, once I've been somewhere I've completely cleared out everything. Only alternative I can see is when I go into a dungeon and I can't go further because I haven't done a quest or a side quest to unlock a part of the dungeon, or if I need to fly to get somewhere or breathe water and I haven't learned those abilities, in this case respawning is fine. Also I like to choose my own home, so if there's a cave I've cleared out I can move in and put all my stuff in crates and boxes I find inside without it dissappearing when the dungeon respawns loot. So please no respawning monsters or loot in most dungeons.

Flame away, I don't care, this is my opinion and you can't change it.

Stephen.

Respawing dungeons is one of those things I really, really like. I love exploring a world full of life, and life isn't going to leave dungeons empty.

No respawning is fine if there is an in-game justification for it -- a place is warded, or guarded, or there happens to be no other troglodytic life form -- either bandit or critter -- wandering the area. Safe storage for loot is fine if there is nothing in the area that would be interested in acquiring loot. Some exceptions would be nice for those of us who want to create a wilderness home, but I think there should always, or almost always, be a chance of something uninvited coming in.
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Tammie Flint
 
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Post » Fri May 28, 2010 1:41 am

Respawing dungeons is one of those things I really, really like. I love exploring a world full of life, and life isn't going to leave dungeons empty.

No respawning is fine if there is an in-game justification for it -- a place is warded, or guarded, or there happens to be no other troglodytic life form -- either bandit or critter -- wandering the area. Safe storage for loot is fine if there is nothing in the area that would be interested in acquiring loot. Some exceptions would be nice for those of us who want to create a wilderness home, but I think there should always, or almost always, be a chance of something uninvited coming in.

Hence the slider I suggested.:)
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Leah
 
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Post » Fri May 28, 2010 6:15 am

Owning your own city/town/whatever which you gain a set budget which cannot be changed and you start building your city from there. You need to buy materials for buildings and workers who will live in the city will get. The higher your fame the more people you can get to come work and live in your city. After buying materials they will start building. You would need a shop, armory and a magic shop to gain profit and then build more buildings. With more people more food and items would go to the shop and more profit can be earned. Once you think your city is large enough you can build a wall to help protect your people and make them feel safer and stay longer. You can pick where to build when starting a quest to build a town in about mid-game by getting a beacon which you drop and it will be large with lots of magical flames coming out to single thats the center of the city and will stay until a statue of yourself is built. You have to choose carefully though where you build because less people will live there if its cold, close to a dungeon, too hot, not near water or on too high/low ground. You can choose how many floors a house has, how many rooms and what type on that floor, who can live in it, and if its also a shop or not which can be decided by a model of the town and placing a building and all that somewhere on the model (birds eye view) and decide how much room it has.
You can have only ONE town/city/whatever you call it until you take over a city and plus all towns are random and different so guides won't help much. Once its set everything will happen in real time in a game time sort of manner. You cannot save and retry to get something in the city because A) it will make it more random B ) It will make it so guides will pop up and it should be a everyone is different manner C) One city per player a.k.a all saves with the same name.
Its more fun when random things occur all the time instead of the same old there is two rats in the next room then a goblin in this dungeon for the rest of the whole game. And while talking about dungeons I got the Idea of a Jail thats a dungeon. Random people in your city will go in and out that always seem a little sneaky/evil. Plus if you go killing your towns people they will start to leave then you have a empty city. You can try to siege other PLAYERS not npc citys. these will only be citys of your friends although you can sign treatys/truces to be allys and can't hit eachother unless both decide that the hate each other. You can build catapults ballistas (those gaint crossbows on wheels) and rams. You can purchase mercainarys, armor and weapons for your troops and horses to make calvary. If you siege citys then when I earlier said Only one city until taking one well you know have two. The second or whichever your own will have less population but If you have a empire of ten citys taking over a 11th will make it fill quick. You can only take over 1 city per 2 weeks to make it so people won't ask their friends to make and give up ten citys for them. There is though a 3:1 ratio for attacking and taking over a city so if someone have 4 citys trying to take over a person with 1 they can't but if its 5 trying to take 2 it will work this will make it more fair.

Now the rewards are of course coins but then rare gems powerful weapons/armor for your level if you have a armory, any animal pelts all random, food, potions enchanted/unenchanted staffs if you have a mage, and you own your own castle from which you can manage your city with a model of your city in the city planing from in the center of your castle. You get your items by a trap door into a treasure room under the statue which people drop stuff in by a hole big enough only for items not people so no thefts. You have the only key unless if you give a copy to a friend. Weapons will be in one cornor while pelts food will be in another and magic in another ect but coins and gems are in the center which you can collect all coins by clicking anywhere in the pile. These are gifts from towns people but any profits after paying the salary of your people will go to the towns budget which a tax man will come and collect. The budget other then buildings will pay for troops and guards and keeping the prisoners alive if you wish. Even if you built a wall in your city you can build outskirts around your city with more houses and even a wall around that just to keep your city growing.

Thats all I got on ideas right now.

Edit: forgot to mention but you can build a guild hall here if you get in a guild with some friends or just random players.
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Zualett
 
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Post » Fri May 28, 2010 12:52 am

On the dungeon topic.....


I'd be happy if dungeons looked like ancient homes or sanctuaries again like Morrowind. Old (and valuable) cups, plates, scrolls, closet, armor, candles, tables and much more. Its also imprtant to make the interior look like the ancestors used to live there. For fort ruins there could be amory, training area, watch tower, captains quarters and what else an army needs. For ayleid ruins (or whatever non-army related ruins there could be) there could be study room, library, sleeping quaters and much more. I want to be immersed when I look for old treasure in ruins.

Make a believer out of me!!!
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Beast Attire
 
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Post » Fri May 28, 2010 1:43 am

The Legion should look like Greek Spartans this turn around, that to me would be very cool.


I kinda agree with that, however, instead of looking like Greek Spartans, they should look like the Roman Legion Army (with capes and etc). Also, with the combat, add HUGE wars to the mix where you fight along side huge ally armies. I mean, instead of going into battle with the small amount of soldiers like in the quest Battle For Bruma, you should go into battle with over 50,000 to 90,000 men by your side. If you've seen the show Battles B.C., you'll know what I'm talking about (where huge armies which are over 50,000 to 100,000 strong fight against one another). Or, watch the beginning of the movie Gladiator, where Russell Crowe walks along the battle line checking on his men. Another good example is at the beginning of the movie of Troy where you see a HUGE contingent (army) of soldiers marching, including the battle of Troy where the Trojans are assembled. Another good example of a movie that show what I'm talking about is the movie In The Name Of The King where it shows the entire Army of Ebb right after the King of Ebb is cured from being poisoned by his evil nephew. THAT'S what I'm talking about. Whole entire wars pitting the Imperial Army vs a Grand Enemy (doesn't matter who it is, as long as it's not a province of the Empire). Just thought I'd share my thought.
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Danii Brown
 
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Post » Thu May 27, 2010 11:55 pm

This has probably been stated before, but I'll say it again

Companion NPCs

There are a lot of mods that implement a companion that basically travels with you anywhere as a sidekick in your adventures. There are already companions in some of the quests of Morrowind and Oblivion, but nothing as permanent. I think an officially implemented companion NPC could be quite interesting. Maybe if you could just ask any NPC to travel with you would make it easier.

Also, on that note - randomly generated NPCs (similar to Morrowind Comes Alive mod; there is probably an Oblivion equivalent to that). I think it would make the game a lot more immersive, and would benefit so many gameplay styles.
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Danny Blight
 
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Post » Thu May 27, 2010 6:58 pm

I kinda agree with that, however, instead of looking like Greek Spartans, they should look like the Roman Legion Army (with capes and etc). Also, with the combat, add HUGE wars to the mix where you fight along side huge ally armies. I mean, instead of going into battle with the small amount of soldiers like in the quest Battle For Bruma, you should go into battle with over 50,000 to 90,000 men by your side.


They already had the legion look fairly Roman in MW, and I actually liked the way the legion looked in OB because it was Roman-esque but it was still very original, which is what I loved so much about virtually every aspect of MW, and I'm sure I speak for many others when I say that originality is paramount. I also recently found myself liking OB's Dwemer armor and weapons, it seems much more elegant than MW's dwemer armo and weapons. So Bethesda: keep up that mind set!

Although I agree with the epic-scale battles (realistically not quite in those numbers) but yeah, the Battle For Bruma gets more pathetic every time I play it.

My proposal for dealing with filling out the cities with more NPCs, and potentially those epic battles, is have a bunch of these random NPCs (maybe they're named, maybe they're not) just strolling throughout the city, maybe in groups, checking out the market, watching a performer, etc. But give them fairly simple AI - watch fights between character, flee if someone dies, etc. etc. very basic reactions - and don't give them the ability to enter dialogue with the character: it merely 'activates' the NPC to say a simple "Hello!" or some other response based on disposition, fame/infamy, etc. (certain guards might have this too, and only enter dialogue when they're arresting you) and then they continue on their merry way. So in short: simplify the AI and remove dialogue capability for a bunch of potentially nameless commoners and guards, and voila! you've got cities and worlds teeming with NPCs... ta-daaa!!

Anyways feel free to judge, that's how the best ideas are sifted out of these forums anyways.
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Yvonne Gruening
 
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Post » Thu May 27, 2010 6:41 pm

This has probably been stated before, but I'll say it again

Companion NPCs

There are a lot of mods that implement a companion that basically travels with you anywhere as a sidekick in your adventures. There are already companions in some of the quests of Morrowind and Oblivion, but nothing as permanent. I think an officially implemented companion NPC could be quite interesting. Maybe if you could just ask any NPC to travel with you would make it easier.

Also, on that note - randomly generated NPCs (similar to Morrowind Comes Alive mod; there is probably an Oblivion equivalent to that). I think it would make the game a lot more immersive, and would benefit so many gameplay styles.

there should be scripts, though, similar to Grumpy's scripts, that let companions stay with you, and not get lsot behind a house for all eternity.
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Romy Welsch
 
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Post » Thu May 27, 2010 10:31 pm

I also just noticed the thread about nudity. Apparentally, it's a big thing :shrug:

Can't there just be a toggle function? Those of us who like our underwear could keep it on, and those who like being nvde, could take it off. I don't see an issue here.

And I don't care if it means 7 year olds can't buy the game. That's a good thing.
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Jerry Cox
 
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