» Thu Jul 01, 2010 6:58 am
I apologize if these have been mentioned before, as I'm certain they have.
-Bring back digitigrade feet. I know it's hard and takes a little more work, but Beth has made me believe that they are capable of amazing things.
-As far as gore goes, I'm all for a certain level. Blood and dismemberment just makes sense in a world of axes and swords, so long as it's not as over the top as Fallout's world, where people can essentially be liquefied. Maybe have this as a selectable option for people who don't want to see it or for parents who purchased the game for their kids.
-Relationships are okay. I thought the Ahanassi quest-line in Morrowind was fun and entertaining. But remember: you're there to save the world, not raise a family. I think they should keep it simple.
-Polearms and crossbows and throwing weapons. Enough said.
-Even Morrowind had more than just leather, chain, and plate armor. This would be cool to work with. You could have stuff like brigandine, scale armor, jack of plate, splintmail, maybe surviving bonemolds from Morrowind, the list goes on, adding more to the world than armor simply classified by material.
-Dynamic questing. Wouldn't it be great if the game's MQ evolved to accommodate the player's playstyle?
Here's a possible scenario: You are about to storm some fortress or castle or what have you. You've played primarily as a fighter type class up to this point, so the commander approaches you with an offer to lead the charge.
-OR-
You've played a more subtle approach. Recognizing you as a sneaky sort, the commander instead sends you with a small task force to wreak havoc from within.
-OR-
Whatever they would have one of those finger wigglers do.
This could even be used to an extent for the various guilds. You have a clean record and join the Fighter's Guild. Despite your clean record, your boss does some digging and suspects you may be a little more capable of... other things. You need to clear a cave of bandits, and he suggests that maybe if the bandit captain were to "go away", his lieutenants will fight each other for the empty leadership, thus softening their structure for a raid. Instead of being directed to wade in and slaughter everything, you are given the task of guiding the captain to the afterlife.
Wobbly examples I admit, but you get the idea.
Another neat thing would be a more active role with your reputation. It's ridiculous that I can have slain hundreds of men and yet they still charge me. Bandits do visit towns, what would they do with their spoils if they kept to the wilderness their whole lives? And in towns and taverns, people tend to hear things.
Once an intrepid adventurer wracks up enough kills, word likely gets out. You would think that once in a blue moon, a bandit or otherwise no gooder would recognize you and either flee, surrender, or given your other exploits, cut you in on a possible score.
Another good example. You took down some pretty tough dudes. A rising star in the adventuring world crosses you, and thinks he can boost his own fame by challenging you to a duel. You fight and win, offering to spare his life (NPCs should be able to yield). Two things could happen here:
You both fought well and honorably, earning each other's respect. Later down the line, perhaps he would be a good source of information, or perhaps even lend hand for a risky quest.
You won, but he's not happy. He runs away through the jeering crowd and disappears. A few days pass and somebody sends an assassin to do you in. Uh oh, looks like you have a nemesis.
An addition: Advantages and Disadvantages in character creation like in Daggerfall. That was an awesome feature in my opinion and I could never figure out why I never saw it in Morrowind and Oblivion.