Tes V Ideas And Suggestions Thread No.161

Post » Fri May 28, 2010 6:47 am

Welcome to TES V Ideas and Suggestions # 161

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
http://www.gamesas.com/bgsforums/index.php?showtopic=1064713
http://www.gamesas.com/bgsforums/index.php?showtopic=1065099
http://www.gamesas.com/bgsforums/index.php?showtopic=1066038
http://www.gamesas.com/bgsforums/index.php?showtopic=1067210
http://www.gamesas.com/bgsforums/index.php?showtopic=1068055
http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
http://www.gamesas.com/index.php?/topic/1080894-tes-v-ideas-and-suggestions-thread-%23157/
http://www.gamesas.com/index.php?/topic/1082671-tes-v-ideas-and-suggestions-thread-%23158/
http://www.gamesas.com/index.php?/topic/1084035-tes-v-ideas-and-suggestions-thread-%23159/
http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Fri May 28, 2010 6:47 am

Suggestion: books or newspapers explaining what is happening in other provinces of Tamriel, as you are, for example, in Skyrim (I don't know what is the next game's province).
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Thu May 27, 2010 10:25 pm

I'd like to see more advanced death mechanics. If I kill an NPC, in a few hours or so, there should be a ghost, in it's place, of about the same strength (maybe stronger or weaker), that I'd have to kill. Also, I'd like to see bodies decompose. I'd like to see a few stages of decomposing:

1. Normal dead body
2. Discoloured Body
3. Decomposing Body
4. Massively rotted corpse
5. Basically a skeleton, with just a bit of skin
6. Skeleton
7. A few bones
8. Body Disappeared.

These stages would all be a few days apart, I think it could add some intense realism to the game. Perhaps in cities, a body would be gone in a few days, after the guards investigate.

I would also like to see muggers in cities at night. If I see someone mugging a random NPC, I could either kill the mugger and get a good reputation, or I could confront the Mugger and demand some of the profits (he could say no and fight me, or run away, though, depending on how tough I look (armour))

I'd like to suggest finishing NPC's. If I get an NPC down to 0 hp, I could either let the NPC live, or I could kill the NPC. I could even use this to sell NPC's as slaves. (Yes I know it's illegal, but people do break the law :rolleyes: )

I'd also like to see less people killing me. If I'm in a city, and I get killed, the chances are the NPC's and guards wouldn't want to completely kill me, but instead just put me in prison. If slavers kill me, the chances are they would capture me as a slave (pretty good quest there). Of course, some enemies would just kill you. A random wolf has no reason to keep you alive, for example. (This ties in with the previous suggestion)


Exactly. And when you see how extreme he takes it, it is pretty much insane. Not in the same way as Almalexia, but still insane. Besides, I was stating the blurred good and evil in Morrowind, does it really matter? :P

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.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Fri May 28, 2010 6:10 am

Suggestion: books or newspapers explaining what is happening in other provinces of Tamriel, as you are, for example, in Skyrim (I don't know what is the next game's province).


I always thought Bethesda could use in-game newspapers to announce updates, patches and company news.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Thu May 27, 2010 8:10 pm

I always found it weird that some doors needed keys, and some didn't. I mean, they're all locked, all presumably with keys, but somehow my character with a maxed out security skill can't pick it? Is it some sort of super-lock? I say, let characters with a very high security skill, close to 100, if not 100, be able to pick doors that normally need keys, but make them very hard to pick.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Thu May 27, 2010 4:54 pm

Yeah I never understood how a master thief with a security skill of 100 couldn't open any lock. I mean, granted, there are some locks that cannot be opened in real life without the key but, I doubt they have those in Tamriel.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Thu May 27, 2010 7:53 pm

I always found it weird that some doors needed keys, and some didn't. I mean, they're all locked, all presumably with keys, but somehow my character with a maxed out security skill can't pick it? Is it some sort of super-lock? I say, let characters with a very high security skill, close to 100, if not 100, be able to pick doors that normally need keys, but make them very hard to pick.

Magical locks with magical keys. That's why detect key works.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Thu May 27, 2010 8:13 pm

^makes sense to me.
And, there is a lock spell, so maybe a physical lock function for security experts or people with keys. Where keys open the door in front of you, then simulate locking the door behind you, as you leave.
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Thu May 27, 2010 5:24 pm

Magical locks with magical keys. That's why detect key works.


Eh I guess. Still, I wish there was a way to unlock those magical locks, maybe with some sort of advanced Alteration spell.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Thu May 27, 2010 7:15 pm

Eh I guess. Still, I wish there was a way to unlock those magical locks, maybe with some sort of advanced Alteration spell.

I won't go in-depth with my own take on it, but I'd rather lockpicking were more intuitive anyway; something less simplistic than Morrowind's "magic wand" or Oblivion's "poke exact same thing in exact same way every time" minigame. Something of a mix of Oblivion's internal view, but with a greater variety of lock types/parts, combined with some careful positioning and multiple pick shapes from Thief. The locks you're not really supposed to get into would be virtually impossible at low skill and without the right tools, but you could still try at it and look like a chump. Masters could eventually break in and actually feel like a master.

Although, usually those types of doors exist as a result of Oblivion's general "overprotectiveness" toward quests, to keep them from failing or being messed up, by sealing off areas until you're supposed to go there. Some doors I can understand needing to keep shut, but for the most part instead of making it possible to open the superlocks I'd rather we just not need them with some more open quest design.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Fri May 28, 2010 1:12 am

I loved the way they did lock picking in ' Thief: Deadly Shadows ' . they should return it to that. It was live action and the game didnt pause at all, so you had to make sure no guardss around. else you'd get chucked in jail. And if some one else saw you, they'd go get a guard. Many of the guys who made Thief worked on Oblivion, and I was realy disapointed to see Oblivion had none of the sneak around game play from Thief.
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Fri May 28, 2010 2:27 am

Give the higher level spellcasters the "detect life" spell. When they get attacked by a 100% chameleon character they can cast it and engage in combat.

Edit: sorry to break in but i didn't know where else this would fit...
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Thu May 27, 2010 10:27 pm

wow thread 161 i rember when it was thread 21 but back to the point

more weather effects now for example

1# Your in the mountains and a blizzard randomly breaks out it may happen when your not even there

2# Also i want more weather for example their were the original Snowing, Raining, Sunny and oblivion gate you could say but what it needs is heavy rain, light rain, fog, drizzle, cloudy etc it would make the game better

3# this one is probarly unlikely but its a pretty basic idea puddles if its raining lightly small puddles if its heavy large puddles (not to big)

4# Now this is one thing that buggered me in the elder scrolls mainly oblivion when your under cover its still raining on you all i want is it for example your in a open cave the rain drips off the surface onto the ground etc etc etc
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Thu May 27, 2010 9:02 pm

I would like the simple abilty to make a camp, whether this is as in-depth as making a fire and putting a tent up or a bog-standard sleeping bag/roll as when I travel in my roleplay I dont want to sleep in some bandit camp, although in oblivion I had to settle for that when I couldnt find an inn :angry:

I know this has been done in mods so come on make it available to us consolers, please :wub:
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu May 27, 2010 9:39 pm

make a Two-handed weapon skill, and a single hand weapon skill, and also a duel wield skill.

This is all in addition to sword skill, Axe skill, Dagger skill, staff skill, and spear skill.

lets say I pick:
Two-handed weapons.
Swords.

Then I will be proficient with two-handed swords, but less with single hand swords, but I'm still more efficient with single hand swords than single hand anything else, because of my sword skill.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Thu May 27, 2010 3:28 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.

Simple Solution: Dungeons don't respawn every few days. I understand that new bandits can move in, but they shouldn't wander into every dungeon every week or so. The decomposing bodies wouldn't take that long: perhaps around a week or so?

And, dungeons should only respawn every few months, if at all. I don't get how there's so many bandits around? surely they could band together and take over Tamriel with those numbers?


make a Two-handed weapon skill, and a single hand weapon skill, and also a duel wield skill.

Don't forget Daggers. Daggers and longswords are NOT the same thing.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Thu May 27, 2010 6:39 pm

Simple Solution: Dungeons don't respawn every few days. I understand that new bandits can move in, but they shouldn't wander into every dungeon every week or so. The decomposing bodies wouldn't take that long: perhaps around a week or so?

And, dungeons should only respawn every few months, if at all. I don't get how there's so many bandits around? surely they could band together and take over Tamriel with those numbers?


I'd much prefer to see dungeons have a very small chance of respawning after so many days, but the chance would increase as time went on. After a year, they'd be very likely to be inhabited again, with some fresh low to mid-level loot as well as fresh occupants. They should never be as good as the first time through, and some of the more "exotic" items should be "once and done". Ideally, it would be something about half-way between MW's most things never respawning and Oblivion's 3 days everything guaranteed to respawn.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Thu May 27, 2010 10:17 pm

I really hope they reinvent the leveling system. Skill levels shouldn't be the determining factor behind your overall level. Instead, make some skills "key class skills," which level faster(battlemages learn destruction and shortsword skills faster, etc.), so the skills which best reflect your playstyle will rise more quickly than those which are less related to your character's class. You can still raise all skills, and ones that are more closely related to your key skills will level faster than those that are polar opposites (a paladin, for example, would have the key skills block, blunt, shortsword, heavy armor, and restoration; they would learn alteration, longsword, and dagger a little slower, and necromancy and destruction slowest). Otherwise, you end up with warriors in full daedra gear jumping off the surface of a lake (that acrobatics skill). Make enemies worth experience, and the amount of experience governs level, just like most rpgs.

Also, give a reason to level your character: no more enemies leveling with you! I hated the idea that there's no real reward to getting a higher level other than being able to get glass weapons and daedric armor. Make some areas higher level areas, with more difficult enemies who have better drops and give more experience. Have areas that require certain high level skills (acrobatics to jump across a lake to a special area) in order to reach, and fill those areas with powerful enemies and artifacts that enhance that skill or give a new spell or something of that nature. And make guilds require a mastery of certain skills in order to become the head of the guild (mastery of a school of magic for mages' guild, some stealth skill for thieves' guild, etc.).

I really just want some sort of reward for playing MY CLASS and becoming more powerful. When you lvl in OB, you may do more damage, but your enemies have twice as much HP, so it takes longer to kill them. I don't enjoy feeling like I am falling behind my enemies in leveling. When a rat, which took 2 swipes with a rusty sword at lvl 2, requires five or six swipes with a glass longsword at lvl 25, I feel like I've been sitting around eating potato chips while the rats all went to the gym and did steroids. Leveling enemies doesn't make the game more challenging reallly (just get 100% chameleon and raise sneak and archery to 100), it just makes me feel like I'm backtracking.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri May 28, 2010 1:54 am

Hmm if each skill has a related skill...maybe having both in a custom class would boost your skill gain even more.

And floppincox, how would you level custom classes.
I guess, unless main skills were designated ala MW, or even better with the DF system. But I still think an overall level should apply to the character, maybe I'm just old fashioned like that.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Thu May 27, 2010 8:38 pm

I don't think Attribute upgrading should be limited by leveling. Perhaps every (number of skills under the attribute) skill levels are gained, the attribute levels up. Luck would go by your average skill level.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Thu May 27, 2010 10:37 pm

I'd much prefer to see dungeons have a very small chance of respawning after so many days, but the chance would increase as time went on. After a year, they'd be very likely to be inhabited again, with some fresh low to mid-level loot as well as fresh occupants. They should never be as good as the first time through, and some of the more "exotic" items should be "once and done". Ideally, it would be something about half-way between MW's most things never respawning and Oblivion's 3 days everything guaranteed to respawn.

I'd like an option, similar to the difficulty setting to altar leveling time, depending on the level of realism I want, the average should be similar to this, the high end being more like Oblivion, and the low end being more like Morrowind.

Perhaps two options : One for wildlife, and one for everything else. Wildlife is generally, or should be, part of the game world, and makes it look pretty.

maybe more options, but it should definatly be modable for anyone who wants more customisabilty. (Is that even a word?)
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Thu May 27, 2010 11:00 pm

customization

And it makes some sense too. After you killed the reigning bandits, newer bandits would find the place useful, but new and foreign bandits are largley naive of the areas bandit massacring background. Eh...after saying that all the bandits from OB seemed like lemmings...."maybe the 38th time we send super equipped bullies to rockmill that one guy that keeps killing them all will fail"

I don't think Attribute upgrading should be limited by leveling. Perhaps every (number of skills under the attribute) skill levels are gained, the attribute levels up. Luck would go by your average skill level.

Is that what GCD does for morrowind?
User avatar
Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Thu May 27, 2010 9:16 pm

One possibility is to have creature spawns affected by whatever the neighbors are. I.e., you clear out a cave full of bandits, if most of the surrounding area/dungeons are populated by trolls, there are higher odds that trolls will spawn into the cave. You could have various factors contributing to creature types: if there are high numbers of prey animals in the area, higher odds of wolves/bears/some other predatory animal. If there are necromancers nearby, undead might spread there. If the game has a more active economy and the nearest town has been hit hard, or some place gets a higher number of caravans, more bandits. A group that's been in one place a long time might have a stronger position and be harder to root out, or may claim surrounding areas with a certain % chance of victory, basically replacing the spawns in a place without the player having to have been there. I don't think it would be as hard to add as it sounds; we're already going to have areas and respawns, naturally. The game would just need to be aware of proximity (what the nearest dungeons are) and change the always respawning a certain type to have various odds of different creatures based on some factors. Potentially this could also impact what types of creatures you'll run into outside of these areas (if the locations nearby are habited by undead, you have higher odds of encountering undead wandering the surface between them).

With a more living world AI setup, the system would have a fair amount of potential. Encourage banditry to spread, destabilize an area, buy some property when prices drop, then clear out the bandits and be a hero. If you're allied with a faction, try to help them spread and improve their strength in an area. Hunters would have to be careful about overhunting a certain animal, lest they deplete their local numbers, or might see wolves roaming around the world map and look for a den nearby. If you know an attack might be coming from somewhere in coming months, you could try to encourage the spread of especially dangerous and aggressive creatures, slowing the army's progress in the area or forcing a new route. And so on.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 28, 2010 1:14 am

Been watching 'lets paly Morrowind' and thinking "How could they have gone so wrong?"

http://www.youtube.com/watch?v=Vt5YKmP7ecY
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Thu May 27, 2010 5:43 pm

It would be cool if caves had open mouths instead of all of them having wooden doors and stuff.

I guess you could have a door a little ways into the cave that led into a deeper area but having the mouth open would look cool, especially if some bears were hanging out in it.

Or you walk in and light up a torch and bats fly out everywhere. That would look kinda cool.
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Next

Return to The Elder Scrolls Series Discussion