Tes V Ideas And Suggestions Thread No. 162

Post » Thu Jul 01, 2010 8:16 pm

well, people have said a lot of stuff.

Here's my bit for today: While the lore and background of TES is unparalleled, the actual storytelling aspect for the individual plotlines needs work. I just played Mass Effect 2 and all other games seem clumsy and weak as far as storytelling goes now.
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SiLa
 
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Post » Thu Jul 01, 2010 5:18 pm

Ideas are plentiful, too bad Beth just don't get some people too explore this part of the forums :/ People with their in-depth posts about Magic and werewolves...



Bethesda has a blog over on IGN if you didn't know:

http://blogs.ign.com/Bethesda_Softworks/

Now, I'm too lazy to find it, but somewhere on there, (I think) one of them says something like, "If any of them have any ideas, they should post it 'here.' That's where the real fans are."
I just took it as they DO in fact read these forums from time to time... which is why I'm here, cuz I figured they wouldn't read anything I had to say over at IGN.

Anyways, OT.

Some things that should come from Fallout3.

1. VATS. But I've already posted that.

2. Limbs. Hit someone with a fireball or an arrow, say in the arm, and it CAN take it off, among other body parts.

3.I thought showing a red tic on the compass when an enemy is nearby, but then I thought, well, that's what night-eye and detect life are for, so scratch that.

4. Not only limbs, but if you want cut a dead body up, you could do that. I do that sometimes in Fallout3.

5. Perks. Now I know different races have different perks. An argonian can breathe underwater etc. But I'd like perks like say, The Black Widow, where if you're female, you do more damage to male characters. Different things like that.

6. I would like to see, for instance, if I enchanted a sword with fire damage whatever %, well that sword should have fire coming from it as in the Shishkabob.

I have more, but I don't think anyone wants to read essays. I know I don't.
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sophie
 
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Post » Thu Jul 01, 2010 6:53 pm

5. Perks.

Oh God... :facepalm:
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Nicole Mark
 
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Post » Thu Jul 01, 2010 5:43 am

Oh God... :facepalm:


Hehe......

Why is it that everyone want elements form other games to be impleted with TES?

Fallout, Dragon Age, Fable?

Good games, but ideas taken from those games and put into TES makes it feel not like TES.

Makes me sick :yuck:
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Sabrina Schwarz
 
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Post » Thu Jul 01, 2010 4:50 pm

Maybe this has been suggested before, but when there are 162 threads you stop looking.

It always seemed odd to me that you could do favors for ALL of the daedric princes, except Mehrunes in Oblivion. Wouldn't thay want to hold onto a powerful worshipper's skills and use them to their own ends, instead of letting a rival prince use those same skills to possibly undermine their plans (and why couldn't you undermine other princes' plans in oblivion?)?

What I'm thinking is that if you find a Daedric prince's shrine, you can choose to align yourself with them, and do work for them (like, say, being a worshipper of Nocturnal, and having her send you on a mission to steal Azura's star from under her nose, on a bet of course, at the extreme upper end of her missions), for increasingly powerful rewards. It should also be possible to change the prince you worship, but it should have consequences, and be harder and more dangerous, the more you've done for the Prince you once worshipped, and the meaner the prince, though the rewards of dedicated worship should stay with you, as long as you can stay alive.
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James Shaw
 
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Post » Thu Jul 01, 2010 4:21 pm

I only said Fallout3 because Bethesda makes it... and it's (I think) an improved Oblivion engine? Not like I said Super Mario Galaxy or something.

Ok, well how about this from Fallout3? A keyring for all of your keys you have to carry around? I hate having to scroll to the very bottom of keys and soul gems to get to, say, a repair hammer. Well, I hotkeyed the repair hammer, but still.
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Sara Johanna Scenariste
 
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Post » Thu Jul 01, 2010 9:58 am

well, people have said a lot of stuff.

Here's my bit for today: While the lore and background of TES is unparalleled, the actual storytelling aspect for the individual plotlines needs work. I just played Mass Effect 2 and all other games seem clumsy and weak as far as storytelling goes now.
TES is more about exploration than story.
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carrie roche
 
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Post » Thu Jul 01, 2010 11:45 am

TES is more about exploration than story.

Sure, but that doesn't mean the story should be lacking :shrug:

Anyways, TES is more about Lore than ecploration, what I would love to be expanded on. In even Morrowind, I thought it could have done with a bit more expansion. In Oblivion, I was appalled at the lack of it. Everything was recycled common lore, such as Daedra. I was going to say Daedra, and... but nothing came. There wasn't enough, everything was about Daedra. In Morrowind, I'm pretty sure the Tribunal was a new thing to lore. I didn't see anything new in Oblivion.. Same old Emporer and Daedra. (Don't get me wrong - Daedra are good, but there's more to the world than Daedra).

I'm not too sure about Aylieds (if they are new - they where just a pooer version of Dwemer, anyway), but either way, any destroyed civilizations' ruins should look like someone has lived there. In Dwemer ruins, there where beds, closets, cutlery, etc. I mean, who booby traps thier homes every 4 meters?

Also, if there's any Daedric Princes involved, they should show thier personality fully, not just in a humorous way. Sheogorath was all about the funny side of insanity. He had almost nothing to do with the demented side of Insanity, every time some of it was included, it was as a punch line for a joke...

I only said Fallout3 because Bethesda makes it... and it's (I think) an improved Oblivion engine? Not like I said Super Mario Galaxy or something.

It's still an entirely different game. I don't want the game to be cheapened by taking aspects from another game. Besides, perks where terrible in Fallout. They where bad enough in Oblivion, and a Fallout system would worse.

Besides, it's not hard to improve on Oblivion <_<

Ok, well how about this from Fallout3? A keyring for all of your keys you have to carry around? I hate having to scroll to the very bottom of keys and soul gems to get to, say, a repair hammer. Well, I hotkeyed the repair hammer, but still.

Sure, why not? I'm sure this will be added. It's not exactly a blatant copy of a major mechanic, so why not? I wouldn't want there to be a seperate space for keys, though. I'd much prefer there to be a keyring item that I can add keys to. Weighs a little bit, and can only hold so many keys. Keys should also have weight. Being able to have a key to every door in the game isn't a good idea, really...
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Melanie Steinberg
 
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Post » Thu Jul 01, 2010 10:46 am

Ok, well how about this from Fallout3? A keyring for all of your keys you have to carry around? I hate having to scroll to the very bottom of keys and soul gems to get to, say, a repair hammer. Well, I hotkeyed the repair hammer, but still.


This.
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Marguerite Dabrin
 
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Post » Thu Jul 01, 2010 4:24 am



I'm not too sure about Aylieds (if they are new - they where just a pooer version of Dwemer, anyway), but either way, any destroyed civilizations' ruins should look like someone has lived there. In Dwemer ruins, there where beds, closets, cutlery, etc. I mean, who booby traps thier homes every 4 meters?



the Aylieds lived in forests not in the ruins.
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Sammykins
 
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Post » Thu Jul 01, 2010 3:04 pm

A few things I would like to see improved in TES V:

Better combat- I dont want them to go overboard and add combo attacks and such butt combat needs some tweaks. Different weapons need to behave differently, no one uses a dagger in essentially the same was as a sword. I felt ridiculous blocking a warhammer with my dagger or bow. People have suggested "stances" or fighting styles and properly implemented I could see those working perfectly.

Better Marksmen- sort of like the first one but I just want a bit more variety. The throwing knives and ninja stars in morrowind were stupid but with the current arrow mechanics they would be bad-ass

I want to go back to the good old days of Morowind. Mainly beast races and fast travel. I miss my awesome argonians :cry:

Bethesda just needs to stop oversimplifying things
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Hella Beast
 
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Post » Thu Jul 01, 2010 6:50 am


Bethesda just needs to stop oversimplifying things

Aint that the truth. I don't know why they think that "less" and "easier" = better. Because that's certainly not how it is, at least in my opinion.
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Ben sutton
 
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Post » Thu Jul 01, 2010 6:45 pm

Bethesda just needs to stop oversimplifying things


I agree that they did, and I certainly want a more complex game, but isn't one of the reasons that they simplified things was because of the previous generation of us complaining on the forums? I wasn't on the forums at that point, but did they not add the Quest Arrow (the stupidest part of Oblivion, IMO) because people were complaining about getting lost? Did they not add Fast Travel because people were complaining of walking for too long?
Of course, another reason was to appeal to a larger audience, and another was to make it easier on themselves (humanizing the beast races so standard boots and helmets would fit)

But I hope that they read these forums and realize that they simplified it too much, and hopefully find a middle ground between TES 3 and 4.
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Angelina Mayo
 
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Post » Thu Jul 01, 2010 2:51 pm

They need to remove spell scrolls of spells that you can buy at the guild. It's ridiculous and horrible. To that end, they need a grimoire for every mage that uses intelligence magic. Willpower magic can stick to the raw forms.

I agree that they did, and I certainly want a more complex game, but isn't one of the reasons that they simplified things was because of the previous generation of us complaining on the forums? I wasn't on the forums at that point, but did they not add the Quest Arrow (the stupidest part of Oblivion, IMO) because people were complaining about getting lost? Did they not add Fast Travel because people were complaining of walking for too long?
Of course, another reason was to appeal to a larger audience, and another was to make it easier on themselves (humanizing the beast races so standard boots and helmets would fit)

But I hope that they read these forums and realize that they simplified it too much, and hopefully find a middle ground between TES 3 and 4.
If fast travel worked properly, they wouldn't need a quest arrow. Fast travel was in the games before Morrowind, so people complained that it was missing. Then the ones who didn't know it was missing complained that it returned in the next game.

The beast races used to wear boots and helmets before Morrowind. Isn't it more likely the devs saw their error and set it right in that respect?
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Devils Cheek
 
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Post » Thu Jul 01, 2010 5:34 pm

Does anyone else think that mana should be higher? I mean, in OB, I used the "exploit" to get the highest level sigil stones with the highest fortify magicka for ALL slots of my gear, and still went out of mana casting high level skills rather quickly. I think that's a bit ridiculous. I think you should be able to have a bit more magicka than you do, even at 100 int. I think it'd be cool if it scaled with level, like endurance does for health.
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Alyesha Neufeld
 
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Post » Thu Jul 01, 2010 7:39 am

Companions should be in the game and optional. If you have disposition with ANY character in the game of over 100, you should be able to have them follow you (until you ask the to stop or their disposition drops below 90.) The amount of companions would be limited to your speech-craft skill/25 (every 25 skill levels = 1 follower)
However, there should be limited controls. (Hide, Attack, and Cover me – as in like the archers you controlled for a while in SI) The AI would have to automatically make the NPC attack opponents with order; lowest health, than if all opponents have the same health (in comparison to distance away from the NPC then the opponent the PC is engaging, and if all opponents have the same health and the NPC is for some reason unable to reach (or would have to go through another opponent in order to reach) that enemy, than if goes strictly by closest enemy.
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Alessandra Botham
 
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Post » Thu Jul 01, 2010 7:26 am

Does anyone else think that mana should be higher? I mean, in OB, I used the "exploit" to get the highest level sigil stones with the highest fortify magicka for ALL slots of my gear, and still went out of mana casting high level skills rather quickly. I think that's a bit ridiculous. I think you should be able to have a bit more magicka than you do, even at 100 int. I think it'd be cool if it scaled with level, like endurance does for health.

For one thing, mana desperately NEEDS to be based on willpower and not on intelligence. It's like they're saying that a person with high intelligence is better capable of casting huge fireballs than someone with high willpower because they have more mana? And a person with high willpower can resist magical effects very well, but can't cast huge icewalls because he doesn't have the energy?

There's a split in the reasoning. Willpower should equal mana, and intelligence should let you cast the intricate spells and rituals. If people agree on this, we should solidly determine then what needs to go into which category. I want it to be much more possible in the next game to keep intelligence and willpower separate, and let cultures lean more heavily on one or the other.
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Mrs. Patton
 
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Post » Thu Jul 01, 2010 2:22 pm

For one thing, mana desperately NEEDS to be based on willpower and not on intelligence. It's like they're saying that a person with high intelligence is better capable of casting huge fireballs than someone with high willpower because they have more mana? And a person with high willpower can resist magical effects very well, but can't cast huge icewalls because he doesn't have the energy?

There's a split in the reasoning. Willpower should equal mana, and intelligence should let you cast the intricate spells and rituals. If people agree on this, we should solidly determine then what needs to go into which category. I want it to be much more possible in the next game to keep intelligence and willpower separate, and let cultures lean more heavily on one or the other.


The fact that mana relies on intelligence has hindered a lot of my characters. The skills that rely on intelligence are often not skills my characters focus on, and I wind up having to increase intelligence JUST to get more mana.

It would be much better if it relied on willpower.
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Latino HeaT
 
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Post » Thu Jul 01, 2010 5:29 pm

The fact that mana relies on intelligence has hindered a lot of my characters. The skills that rely on intelligence are often not skills my characters focus on, and I wind up having to increase intelligence JUST to get more mana.

It would be much better if it relied on endurance.

I'm honestly tempted to say that the entire system needs to be re-worked. Having it based solely and purely off intelligence isn't a good idea, in my opinion.
Like I said, having a level 50 altmer pure mage that goes out of Magicka in 4 spell cast, with the highest level and maximum magicka boosting enchants on his gear (hood, shirt, pants, slave bracers, shoes, rings, neck) is a tad bit ridiculous IMO.
That's a sure sign that something is wrong with the way Magicka works.
I think it should be a bit weaker in the beginning, but at high levels, a pure mage should have vast amounts of Magicka he can tap into to do what he needs to.
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Flesh Tunnel
 
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Post » Thu Jul 01, 2010 2:10 pm

I'm honestly tempted to say that the entire system needs to be re-worked. Having it based solely and purely off intelligence isn't a good idea, in my opinion.
Like I said, having a level 50 altmer pure mage that goes out of Magicka in 4 spell cast, with the highest level and maximum magicka boosting enchants on his gear (hood, shirt, pants, slave bracers, shoes, rings, neck) is a tad bit ridiculous IMO.
That's a sure sign that something is wrong with the way Magicka works.
I think it should be a bit weaker in the beginning, but at high levels, a pure mage should have vast amounts of Magicka he can tap into to do what he needs to.


Agreed. I really think that there should be no spells that require more magicka than an Altmer character can naturally obtain. Having to wear special clothing and use spells to get more magika is ridiculous imo.
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Dagan Wilkin
 
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Post » Thu Jul 01, 2010 10:12 am

The fact that mana relies on intelligence has hindered a lot of my characters. The skills that rely on intelligence are often not skills my characters focus on, and I wind up having to increase intelligence JUST to get more mana.

It would be much better if it relied on endurance.

Another approach; instead of having mana reserves rely so heavily on stats, make increases in skill reduce the cost of relevant spell effects. That way a master of Destruction doesn't need massive stats to use their spells effectively, they can do so because they're good at Destruction. It would also reduce the side effect of focusing on one magic skill (thereby increasing its related stat) dramatically increasing your mana pool and giving you more ammo with ALL of the schools.
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Sista Sila
 
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Post » Thu Jul 01, 2010 7:36 pm

The fact that mana relies on intelligence has hindered a lot of my characters. The skills that rely on intelligence are often not skills my characters focus on, and I wind up having to increase intelligence JUST to get more mana.

It would be much better if it relied on endurance.
I agree in principle with endurance, but endurance being so deeply tied to combat skills, this would make endurance the attribute everyone would take. I think that saying willpower is a different kind of endurance is enough. Mages who teleport don't strike me as the most physically enduring sorts anyway. Mental endurance is willpower.

I'm honestly tempted to say that the entire system needs to be re-worked. Having it based solely and purely off intelligence isn't a good idea, in my opinion.
Like I said, having a level 50 altmer pure mage that goes out of Magicka in 4 spell cast, with the highest level and maximum magicka boosting enchants on his gear (hood, shirt, pants, slave bracers, shoes, rings, neck) is a tad bit ridiculous IMO.
That's a sure sign that something is wrong with the way Magicka works.
I think it should be a bit weaker in the beginning, but at high levels, a pure mage should have vast amounts of Magicka he can tap into to do what he needs to.
Especially when the enemies are crapstacks of hitpoints, it won't let you do anything interesting with them.

Agreed. I really think that there should be no spells that require more magicka than an Altmer character can naturally obtain. Having to wear special clothing and use spells to get more magika is ridiculous imo.
Totally.

Another approach; instead of having mana reserves rely so heavily on stats, make increases in skill reduce the cost of relevant spell effects. That way a master of Destruction doesn't need massive stats to use their spells effectively, they can do so because they're good at Destruction. It would also reduce the side effect of focusing on one magic skill (thereby increasing its related stat) dramatically increasing your mana pool and giving you more ammo with ALL of the schools.
Yes yes! Daggerfall did this to an extent in that better skill in a school of magic made those spells cheaper to cast. They also could draw on multiple schools, like Spell Shield being used in Alteration, Restoration, and Thaumaturgy.

Or perhaps hide the actual mana and base it differently on each school of magic, with a general stat for willpower mana.
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Michelle Chau
 
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Post » Thu Jul 01, 2010 2:46 pm

Another approach; instead of having mana reserves rely so heavily on stats, make increases in skill reduce the cost of relevant spell effects. That way a master of Destruction doesn't need massive stats to use their spells effectively, they can do so because they're good at Destruction. It would also reduce the side effect of focusing on one magic skill (thereby increasing its related stat) dramatically increasing your mana pool and giving you more ammo with ALL of the schools.

Didn't Oblivion do this to a degree? I've never played as a spellcaster in Oblivion, so I'm not sure how well this was implemented, but I remember reading that it was.
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Tanya Parra
 
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Post » Thu Jul 01, 2010 9:49 am

I agree in principle with endurance, but endurance being so deeply tied to combat skills, this would make endurance the attribute everyone would take. I think that saying willpower is a different kind of endurance is enough. Mages who teleport don't strike me as the most physically enduring sorts anyway. Mental endurance is willpower.


That was actually a typo on my part, I meant to say willpower. :blush:
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maria Dwyer
 
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Post » Thu Jul 01, 2010 10:24 am

Didn't Oblivion do this to a degree? I've never played as a spellcaster in Oblivion, so I'm not sure how well this was implemented, but I remember reading that it was.

It did, yes. But not effectively enough. Like I said, I have a level 50 Altmer Mage. It doesn't really get any more hardcoe in the way of Mages than that. All major skills at 100, and I go oom within 4-5 cast. Raising your Destruction skill to 100 reduces the cost of all destro spells, but they are still extremely expensive in the terms of how much Magicka you actually have.
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Michael Korkia
 
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