Tes V Ideas And Suggestions Thread No. 162

Post » Thu Jul 01, 2010 2:04 pm

I know a lot of people have an intense hatred for the Quest Compass, but I say leave it in as long as it is limited to pointing out locations of places or people that the character already knows. Takes away unneeded stress and tediousness. However, in Oblivion, it did go too far sometimes. Like for example, in one quest the Count of Skingrad told me to find and drive off the vampire hunters, I asked where they were and he said, "I don't know, only that they're around Skingrad," and then I instantly got 3 icons on my Compass. I immediately laughed at how dumb that was.


Or just give us a pick between off and on :hubbahubba:
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Caroline flitcroft
 
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Post » Thu Jul 01, 2010 2:32 pm

Stupidly dark nights would piss off more fans than it would please, I can guarantee that. If it's dark enough that you need a torch to see a few feet ahead of you than you're basically including 12 hours of an in-game day that an unprepared player cannot function in. It's one thing to download a mod for it, but a whole other thing entirely for the game to force it on people. TES isn't a horror series, and it doesn't need realistic nights just to please the few people who like their game world to be completely impossible to play in without a torch.

I'm no expert on lightning or how difficult transitional effects would be, but what about different areas having different grades of light? As in, a thick forest being darker than the open areas outside the forest, or underground dungeons getting darker as you go further from the entrance. A forest is obviously something you can't really miss, as well as noticing it getting darker as you progress. Plus, the series tends to start you off with a torch anyway, so I wouldn't have a lot of sympathy at that point for people who are "unprepared." If not stupidly dark, I do wish nights would be at least a little darker.

I've never used a torch or other light source in Morrowind or Oblivion. It was simply never dark enough for me to need them. TES may not be a horror series, but that doesn't mean it can't have such elements in places that warrant it. I would find some ancient, crumbling crypt, too dark to see in without light, hearing shuffling undead in the distance, vastly more fun than a bizarrely glowing-from-nowhere cave full of zombies I fight in exactly the same fashion as I fight any other enemy. It could also give different atmospheres to dungeons. One that's inhabited by bandits or necromancers will likely have torches on the walls giving light, while other places could have their own light sources like welkynd stones. If I descent into some place that's pitch black I might have a sense of discovery if no one else has been there, or dread at whatever might be living inside.
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Angel Torres
 
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Post » Thu Jul 01, 2010 8:05 am

Not sure if this has been suggested yet, but I had an idea for an update to the weapon's system. I think it should be updated with a more complex system, with primary categories, as well as sub-categories.

Edged Weapons:
-Long Swords
-Axes

Blunt Weapons:
-Maces
-Hammers

Dagger Weapons:
-Knives
-Short Swords

Ranged Weapons:
-Bows
-Crossbows
-Throwing Knives
-Throwing Stars

Pole Weapons:
-Spears
-Halberds

These weapon skills would be trained individually, but in leveling would contribute to your Weapon skills. For example, if you leveled Axe 10 times to level, you could put 5 points into Edged Weapons Skill, increasing your overall damage with any Edged Weapon. Additionally, you would also have the ability to dual wield Axes provided you leveled your Axe skill to 75.

As well as Weapons Combat, you would also be able to train Unarmed Combat, including: Punching, Kicking, and Grappling. This would give you points to allocate to your Unarmed Combat attribute.

Of course, your weapons attributes would also be effected by your primary attributes, such as Strength and Agility. Basically, you would be able to contribute points to 3 different primary attributes(as in past games), as well as 2 extra points to your Combat Skills. Your Combat Skills would be in a separate box beneath your Attributes when you leveled, and after allocating your Attribute points, you would then have your cursor dropped into the next box to put points into whatever Weapons Archtype you trained that level.

Comments or Thoughts?
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Euan
 
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Post » Thu Jul 01, 2010 8:46 am

I'm no expert on lightning or how difficult transitional effects would be, but what about different areas having different grades of light? As in, a thick forest being darker than the open areas outside the forest, or underground dungeons getting darker as you go further from the entrance. A forest is obviously something you can't really miss, as well as noticing it getting darker as you progress. Plus, the series tends to start you off with a torch anyway, so I wouldn't have a lot of sympathy at that point for people who are "unprepared." If not stupidly dark, I do wish nights would be at least a little darker.

I've never used a torch or other light source in Morrowind or Oblivion. It was simply never dark enough for me to need them. TES may not be a horror series, but that doesn't mean it can't have such elements in places that warrant it. I would find some ancient, crumbling crypt, too dark to see in without light, hearing shuffling undead in the distance, vastly more fun than a bizarrely glowing-from-nowhere cave full of zombies I fight in exactly the same fashion as I fight any other enemy. It could also give different atmospheres to dungeons. One that's inhabited by bandits or necromancers will likely have torches on the walls giving light, while other places could have their own light sources like welkynd stones. If I descent into some place that's pitch black I might have a sense of discovery if no one else has been there, or dread at whatever might be living inside.


I wouldn't be opposed to it being very dark in places that warrant it, such as in thick forests or caves, but I'm more opposed to it being realistically dark everywhere, and that's what I assume the person I was quoting was implying when he meant he wanted to have to use a torch at night. There's a reason you don't see games making their nights realistically dark, because they're games, and people want to play them, not wander around with a torch not being able to see more than 10 feet in front of you.

There's realistic, and then there's obnoxiously realistic.
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Steven Nicholson
 
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Post » Thu Jul 01, 2010 5:38 am

That looks like decent grouping. In the leveling thread one of the suggestions is that if you have selected multiple skills from one group then the skill increase multiplier goes up. The idea is that using related skills might not make you better in the related skill, but more apt to learn the related skill.

For instance if you chose every ranged weapon as a major skill then you would effectively level up twice as fast. Or something like that.

Edit:
There's a reason you don't see games making their nights realistically dark, because they're games, and people want to play them, not wander around with a torch not being able to see more than 10 feet in front of you.


Bioshock and COD WAW were realistically dark in my onion, and both those were good games. Well, at least WAW had solid mechanics, maybe not the best game.
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Richard Thompson
 
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Post » Thu Jul 01, 2010 12:45 pm

Stupidly dark nights would piss off more fans than it would please, I can guarantee that. If it's dark enough that you need a torch to see a few feet ahead of you then you're basically including 12 hours of an in-game day that an unprepared player cannot function in. It's one thing to download a mod for it, but a whole other thing entirely for the game to force it on people. TES isn't a horror series, and it doesn't need realistic nights just to please the few people who like their game world to be completely impossible to play in without a torch.

Edit: Typo

Maybe your screen's a little darker than mine or something but on mine it isn't that dark in my screenshots.
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Nomee
 
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Post » Thu Jul 01, 2010 2:30 am

Bioshock and COD WAW were realistically dark in my onion, and both those were good games. Well, at least WAW had solid mechanics, maybe not the best game.


Bioshock was realistically dark but it also had lights nearly everywhere you went in the dark, so you were never really in a situation where you couldn't see. A TES game, with most of the game world being away from any sources of light except the sky, wouldn't have that advantage.


Maybe your screen's a little darker than mine or something but on mine it isn't that dark in my screenshots.


What are you talking about? I'm not calling any existing TES game too dark, I'm saying I don't want TES V to be too dark.
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Vickytoria Vasquez
 
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Post » Thu Jul 01, 2010 5:40 am

What are you talking about? I'm not calling any existing TES game too dark, I'm saying I don't want TES V to be too dark.

Ah, I guess you weren't talking about my post, lol. Sorry, slight misunderstanding.

I agree though, I downloaded a darkness mod, and I couldn't stand it.
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Emily Rose
 
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Post » Thu Jul 01, 2010 11:15 am

Bioshock was realistically dark but it also had lights nearly everywhere you went in the dark, so you were never really in a situation where you couldn't see. A TES game, with most of the game world being away from any sources of light except the sky, wouldn't have that advantage.


Yeah, so drop the frequency of lights in the wilderness and caves and all the sudden torches become a viable improvement, though not a necessity.
I guess I just want better dynamic lighting in V.
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Monique Cameron
 
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Post » Thu Jul 01, 2010 4:41 pm

Not sure if this has been suggested yet, but I had an idea for an update to the weapon's system. I think it should be updated with a more complex system, with primary categories, as well as sub-categories.

Edged Weapons:
-Long Swords
-Axes

Blunt Weapons:
-Maces
-Hammers

Dagger Weapons:
-Knives
-Short Swords

Ranged Weapons:
-Bows
-Crossbows
-Throwing Knives
-Throwing Stars

Pole Weapons:
-Spears
-Halberds

These weapon skills would be trained individually, but in leveling would contribute to your Weapon skills. For example, if you leveled Axe 10 times to level, you could put 5 points into Edged Weapons Skill, increasing your overall damage with any Edged Weapon. Additionally, you would also have the ability to dual wield Axes provided you leveled your Axe skill to 75.

As well as Weapons Combat, you would also be able to train Unarmed Combat, including: Punching, Kicking, and Grappling. This would give you points to allocate to your Unarmed Combat attribute.

Of course, your weapons attributes would also be effected by your primary attributes, such as Strength and Agility. Basically, you would be able to contribute points to 3 different primary attributes(as in past games), as well as 2 extra points to your Combat Skills. Your Combat Skills would be in a separate box beneath your Attributes when you leveled, and after allocating your Attribute points, you would then have your cursor dropped into the next box to put points into whatever Weapons Archtype you trained that level.

Comments or Thoughts?


axes are blunt weapons but anyways that wouldn't work out to well.
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katsomaya Sanchez
 
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Post » Thu Jul 01, 2010 11:01 am

Remove fast travel and just give us teleports to major cities.
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Joe Alvarado
 
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Post » Thu Jul 01, 2010 8:19 am

axes are blunt weapons but anyways that wouldn't work out to well.

An axe chops things, it doesn't bash something unless you are using its back end. They slice and have a sharp edge, but depend upon having uneven weight at its top and a thicker head. And how wouldn't it work out well? You're just splitting up combat skills and diversifying weapon talent. The new TES needs to have more skills to that of at least Morrowind. Makes characters more unique.
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Charles Mckinna
 
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Post » Thu Jul 01, 2010 2:19 pm

Remove fast travel and just give us teleports to major cities.

You funny little gigglebottoms.
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lucile davignon
 
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Post » Thu Jul 01, 2010 9:44 am

The new TES needs to have more skills to that of at least Morrowind. Makes characters more unique.

Lots of players enjoy making super-well-rounded character classes, which are skilled in virtually every weapon they stumble upon and can adapt to almost any situation. Lots of people (myself included) like to create specialized characters, with their own weaknesses or personal limitations set by the player so that they have to adopt a unique playstyle with each. There is less to do, but at the same time, you feel a greater affinity for what you've accomplished...not to mention there's just more factions and the like left aside for another fresh character! It helps keep the game alive.

This was difficult in me for Oblivion - not only were weapon skills heavily merged, but seeing as how I got to choose a whopping seven major skills during the class creation, it was near-impossible for me to emulate a gimped character. So here I am, running around shooting fire balls, arrows, and flailing a claymore about in equal skill. It kind of ruins the roleplaying and class stratification, if you ask me.
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Mrs Pooh
 
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Post » Thu Jul 01, 2010 4:58 pm

Lots of players enjoy making super-well-rounded character classes, which are skilled in virtually every weapon they stumble upon and can adapt to almost any situation. Lots of people (myself included) like to create specialized characters, with their own weaknesses or personal limitations set by the player so that they have to adopt a unique playstyle with each. There is less to do, but at the same time, you feel a greater affinity for what you've accomplished...not to mention there's just more factions and the like left aside for another fresh character! It helps keep the game alive.

This was difficult in me for Oblivion - not only were weapon skills heavily merged, but seeing as how I got to choose a whopping seven major skills during the class creation, it was near-impossible for me to emulate a gimped character. So here I am, running around shooting fire balls, arrows, and flailing a claymore about in equal skill. It kind of ruins the roleplaying and class stratification, if you ask me.

I've gotta agree with you there. It was too easy to be amazing at everything in Oblivion. Having a skill as a major part of our class should actually mean something.

I mean, I'd have a character who used to be an Inn Keeper, and although I pictured him being very skilled at things like SpeechCraft and Mercantile, here he was throwing a fireball at something while running away, and not everybody in Oblivion had a spell, so it just seemed very unfitting.
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Inol Wakhid
 
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Post » Thu Jul 01, 2010 4:45 pm

So I wanted to throw in a suggestion after making a poll on dual wielding. I think it would be cool if you could dual wield weapons. Like a staff and sword, or two swords or daggers or something like that. A lot of other people chimed in on the poll so here's the link to what they thought since they can explain their ideas better than I can: http://www.gamesas.com/index.php?/topic/1087721-dual-wielding/
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CSar L
 
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Post » Thu Jul 01, 2010 2:48 pm

Add the abilities to crouch, climb and crawl.

Give dungeon-delving more of a realistic edge :)

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Tasha Clifford
 
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Post » Thu Jul 01, 2010 8:31 am

This is my three and only request/suggestions for the elderscrolls 5 , infact i will be deeply disappointed ,so much so that i may not buy the game or download it free even if these things are not implemented into the game.

I know mostlikely each of these things have been conversed about here, not much has been missed.

1. I absolutely loved the ability to fly on my akatosh mount in oblivion with that mod. the world was so frigging huge and it was almost breath taking to explore on the back of a dragon 60,000 feet in the air. I don't use this mount as a means to not take time and cover the map the hard way. rather I used this mod for exploration of the graphics of the game which back then was amazing not to be compared by any in my opinion. Please release and revamp this akatosh mod into the next TES, i don't care how sacred it is to have a dragon in the game, it wont really be breaking lore because with each new game comes new things.It was something that gave the game a new outlook for me.

2. create more monsters/mobs. fighting the same mob at level 20 that you did at level 3 is a crying shame. mobs are not players they do not need to level up like you do.with each new level add new mobs for that level or to be more realistic, mobs that age when young they are weak, when middle age they are strongest and when old they would be foolish to start a fight. but for goodness sake dont make the same pattern of mob leveling as was in oblivion.

3. make a construction set that allows for more flexibility. there are certain things that couldn't be done with the tes4 CS that i would have loved to be able to do for instance I created a script that allowed my companion to have her own akatosh mount. I never realesed this mod to the public because i could not get my companion to fly due to certain restrictions not able to perform in the CS. So yeah i would like a better CS for sure :-)

I want to note, I love TES games started at oblivion and worked my way down from there. This game series in my opinion and one that many people share is the greatest RPG out there. I know you wont dissapoint and take as much time as you need but implement my suggestions and remember the players are fiending for a new tes fallout 3 was ok but it wasnt TES :-)
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Ebony Lawson
 
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Post » Thu Jul 01, 2010 3:39 am

Add the abilities to crouch, climb and crawl.

Give dungeon-delving more of a realistic edge :)



YES

An ever-resounding YES.

Then of course they'd have to design dungeons to take advantage of those features +1 years of dev time hahaha! (so worth it though)
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Eileen Müller
 
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Post » Thu Jul 01, 2010 2:14 pm

Hopesfire should make a return if the game takes place in Skyrim. After all, the Nerevarine went off to somewhere in Akavir and hasn't been heard from ever since... well maybe some Nord found the sword on a body or by itself, floating near the coast (don't tell me swords cannot float, we all know they can.. and churches and very small rocks can too). It was a cool sword and it definetely deservers to be an artifact.
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patricia kris
 
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Post » Thu Jul 01, 2010 12:43 pm

This was difficult in me for Oblivion - not only were weapon skills heavily merged, but seeing as how I got to choose a whopping seven major skills during the class creation, it was near-impossible for me to emulate a gimped character. So here I am, running around shooting fire balls, arrows, and flailing a claymore about in equal skill. It kind of ruins the roleplaying and class stratification, if you ask me.

Not to mention bladed weapons were pretty much the only melee skill one needs to take. In MW, there were varying differences between all weapon skills, each with its own strengths and weaknesses, and the powerful artifacts were roughly of the same power.
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Steve Bates
 
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Post » Thu Jul 01, 2010 1:04 pm

Lots of players enjoy making super-well-rounded character classes, which are skilled in virtually every weapon they stumble upon and can adapt to almost any situation. Lots of people (myself included) like to create specialized characters, with their own weaknesses or personal limitations set by the player so that they have to adopt a unique playstyle with each. There is less to do, but at the same time, you feel a greater affinity for what you've accomplished...not to mention there's just more factions and the like left aside for another fresh character! It helps keep the game alive.


I agree, specialization also means that you can achieve greater heights in that area.

This was difficult in me for Oblivion - not only were weapon skills heavily merged, but seeing as how I got to choose a whopping seven major skills during the class creation, it was near-impossible for me to emulate a gimped character. So here I am, running around shooting fire balls, arrows, and flailing a claymore about in equal skill. It kind of ruins the roleplaying and class stratification, if you ask me.


I'm not sure I follow, you found it hard to make gimped characters, but chose destruction, blades, and marksman in your major skills, and then complain that you are equally good at them? I've made plenty of gimped characters. I'm currently playing a wanted illusionist/conjurer with hand to hand combat and no armor specialization, fighting guards barehanded with no armor gets pretty dangerous some times, illusion magic is a lifesaver though.

I get your point though, there's should be more skills and ways to specialize your character.
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David Chambers
 
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Post » Thu Jul 01, 2010 4:25 am

I wanted character. Hmm thats an idea. I just pay the fine, but I've never tried being "wanted" for any length of time. Least some imperial guardsman follows me deep into a cave and adds to the mayhem.
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Marine x
 
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Post » Thu Jul 01, 2010 5:29 pm

Or just give us a pick between off and on :hubbahubba:
this,there not need to complete lose it just to please those people.
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Tarka
 
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Post » Thu Jul 01, 2010 7:59 am

I'd like to see teachers who actually teach you new abilities, rather than just raising some meaningless numerical value. For example, instead of just being granted certain abilities such as jumping off the surface of water when you reach a certain level, you should have to seek out certain characters with the ability who then instruct you on how to perform such actions. Of course your ability to learn such skills should be restricted by your relevant level, to stop someone with level 5 acrobatics suddenly jumping off lakes...

I think this could also work with spells. Lots of spells should be available for learning from teachers, most of whom should be in the various Mage's Guild halls and who only teach guild members, giving it a much more school-like feel. For the more powerful spells, perhaps it should be more challenging to find the appropriate teacher. I'm not suggesting magic should become totally teacher-based - all but the most powerful spells should also be available for self-teaching from books available from vendors or guild libraries.

...oh, and mounted combat, please!
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Mel E
 
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