Tes V Ideas And Suggestions Thread No. 162

Post » Thu Jul 01, 2010 3:00 am

With all the discussion of player skill vs character skill what would be so bad about VATs? Sure, like has been said, it wouldn't be called VATs, and there would be differences, but as has also been mentioned it's just a more intense form of turn based combat

The thread can be closed now. :D
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Lisha Boo
 
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Post » Thu Jul 01, 2010 1:37 am

Is it possible that Bethesda could have two discs for tesv? Download the contents of one and use the other as a regular disc?
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Rachel Hall
 
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Post » Thu Jul 01, 2010 5:18 am

While I can sort of see how some people wouldn't mind having a TES oriented version of VATs, and as close minded as I know I sound right now, please keep VATs out of TES. There's really just no need, and I think either Oblivion or Morrowind or a bit of both is a fine combat system.

Plus wouldn't you rather that extra button be mapped as a push-kick or something?
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Ellie English
 
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Post » Thu Jul 01, 2010 3:04 am

You can't have an extra button, there are to many console players.
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Mrs Pooh
 
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Post » Thu Jul 01, 2010 9:01 am

You can't have an extra button, there are to many console players.

You can, however, have button combinations, which consoles do much much much better than the PC. I think most combinations should be with the left bumper (grab), as it was next to useless in Oblivion, so why not allow it to grapple, do sneak attacks, throw items, etc?
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sam westover
 
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Post » Thu Jul 01, 2010 12:12 pm

Two suggestions from me:
-Duel Wielding. Now, not everyone, at any point, can DW. It requires a lot of practice, strength, and skill to duel wield weapons. This is what I propose, taken from a post I made in another thread:
1: Characters start out with basic weapon skills, and after reaching 50 in a particular weapon skill, you can equip a similar item of that weapon category in the off hand slot, but only small versions. Say if you reach your sword skill to 50, you can equip items such as daggers, tantos, wakizashis, etc, in the OH weapon slot.

2: In order to duel wield larger weapons, such as longswords, blundgeons, hammers, etc, that would generally be used with a shield+main hand, it would require a much higher skill, say 75, to actually be able to equip the larger version of the weapon in the OH. Damage done for the offhand weapon is based on weapon skill, moreso than your MH weapon. Once you reach 100, you will do 100% damage with that weapon, but there is a greater penalty under 100 skill for your offhand weapon than your MH weapon.

3: You can't duel wield two handed weapons, ever. This isn't World of Warcraft, and you aren't a fury warrior.

-Being able to pick which hand is your "main hand", or "writing hand". I want to be able to equip a shield with my right hand and a weapon in my left. Why can't I?
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Jeffrey Lawson
 
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Post » Thu Jul 01, 2010 10:00 am

Standard buttons, not including movement and looking, come to 19 useable. With a designated start menu, toggle sneak, and rest / wait function we get 16 usable buttons. Take off 8 for hot keys. Designate Sheath, Weapon use, Magic use, Block and add the weapon and cycle system from MW (Sheath+Use Magic, Sheath+Use Weapon) and surrender (Block + Attack-> Block + Sneak = Cower), and we get 4 buttons for grab, jump, general use, menu system.

The 360 isn't a cripple.

(2 used, 6 saved): 8 keys from the PC can condense to 1 joystick on the controller (run toggle, run, always run, 4 for x-y movement, sneak)
(3 used, 4 saved): Four keys from weapon and spell switch to 3 keys, which individually have their own separate functions. So thats really 3+4 -> 3
(8 used, 2 lost): 8 hot keys instead of vanilla 10
(6 used, no change): player menu, rest function, jump, activate, options menu, block (which can also evolve to an offhand dual wield parry / attack function).

Thats a good idea, adding grab to weapon use, or magcka cast, or block, or...
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Bigze Stacks
 
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Post » Thu Jul 01, 2010 8:11 am

Two suggestions from me:
-Duel Wielding. Now, not everyone, at any point, can DW. It requires a lot of practice, strength, and skill to duel wield weapons. This is what I propose, taken from a post I made in another thread:
1: Characters start out with basic weapon skills, and after reaching 50 in a particular weapon skill, you can equip a similar item of that weapon category in the off hand slot, but only small versions. Say if you reach your sword skill to 50, you can equip items such as daggers, tantos, wakizashis, etc, in the OH weapon slot.

2: In order to duel wield larger weapons, such as longswords, blundgeons, hammers, etc, that would generally be used with a shield+main hand, it would require a much higher skill, say 75, to actually be able to equip the larger version of the weapon in the OH. Damage done for the offhand weapon is based on weapon skill, moreso than your MH weapon. Once you reach 100, you will do 100% damage with that weapon, but there is a greater penalty under 100 skill for your offhand weapon than your MH weapon.

3: You can't duel wield two handed weapons, ever. This isn't World of Warcraft, and you aren't a fury warrior.

-Being able to pick which hand is your "main hand", or "writing hand". I want to be able to equip a shield with my right hand and a weapon in my left. Why can't I?


1) Agree to an extent, but it doesn't take any skill to pick up two objects at once, instead I would suggest allowing the player to dual-wield at the outset, just like they can use a shield or a two-hander, but until you level up you are handicapped by the off-handed weapon, ie: it isn't much better than having a one-handed weapon, or it could even make you less accurate/precise.

2) Again, no reason you couldn't pick these up and hold them in your other hand, just a question of whether you'll be at all effective. The heavier the weapon in your off-hand is the more powerful you have to be to make good use of it.

3) Yeah, never ever.

Rather than restricting the player let the player feel the consequences of his/her actions when not properly prepared. Plenty of players will immediately equip two longswords and wonder why they keep stumbling and getting beaten down by goblins.
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Anna Kyselova
 
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Post » Thu Jul 01, 2010 4:07 am

Well, IMO, the reason for the level restriction is purely because it's not feasible for someone who isn't extremely talented in a certain weapon specialization to use 2 very large weapons effectively, even practicing, let alone mid combat. It's just not practical. They'd end up hurting themselves and not the enemies. It's just from a "talent" point of view.
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james kite
 
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Post » Thu Jul 01, 2010 3:31 am

Well, IMO, the reason for the level restriction is purely because it's not feasible for someone who isn't extremely talented in a certain weapon specialization to use 2 very large weapons effectively, even practicing, let alone mid combat. It's just not practical. They'd end up hurting themselves and not the enemies. It's just from a "talent" point of view.


That's true, but maybe not at level 50, maybe 30 or so? So that if a weapon type is your primary skill then you start out being able to dual-wield it. Otherwise it would seem odd that you can automatically use a shield with your off-hand but not another weapon. Speaking of which, Shield should be a skill, maybe in replacement to block or in tandem with it that dictates how fast you can raise it and your ability to use it for bashes, charges and other maneuvers like that.

Also, let's make Alchemy much more awesome by allowing the creation of offensive potions at higher levels, ie: effect grenades! Throw the potion and it unleashes whatever spell/poison/effect you've created!
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N3T4
 
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Post » Thu Jul 01, 2010 3:48 am

I have an idea for TESV...
It would be set in the future, like thousands of years where the people of Tamriel have mastered magic and built technologies that were non existent in previous games. All the races eventually get more and more edgy and suspicious of one another as everyone has created powerful spells that once cast would create a huge fireball incinerating entire cities and leaving a toxic residue in the air for years to come, poisoning the land, water and making the area all but uninhabitable.. Eventually tensions boil over and and a war breaks out. Although it lasts only afew hours a majority of the entire population of tamriel is killed as city after city is destroyed by these huge toxic fireballs. A lucky few survive and try to get by on the surface while some manage to set up a system of underground caves and tunnels in which they wait it out until the toxicity of the surface resides. You would play as a character who was born in one of these underground shelters. Initially you could use your characters childhood period as the tutorial and eventually when you are grown up rebel against the head of the settlement and leave for the surface against his wishes (I'm not sure for what reason perhaps to find a family member or to help rebuild tamriel by trying to find a way to make the land liveable again despite the toxins still hanging around.) Upon leaving the caves you could explore the destroyed remenants of cyrodii and it's cities and battle mutated animals, bandits who want to loot your corpse for the scarce food you are carrying and soldiers serving a corrupt, evil organisation trying to re-establish control over the land. Obviously the weapons and technology would be much improved. I'm thinking mostly ranged weapons of some sort as i'd imagine these would have become dominant in warfare over the years gone by but melee would still play a part as much of the technology has been lost in the war.
Well that's just my crazy idea i'm putting out there...


Oh and has anyone played Beth's other game fallout3? I was thinking of trying it to take my mind off TESV for a while. Is it worth playing?
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Gavin boyce
 
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Post » Thu Jul 01, 2010 10:41 am

I have an idea for TESV...
(sniiiiiiiip)


LOL they can call it TES:40K. Sounds like it'd actually be an awesome game much like Fallout 3 is, cough cough, ha!
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Marilú
 
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Post » Thu Jul 01, 2010 4:54 am

You are talking to many people who are not so into spoken dialog. I started with MW, and I am also pretty big on text. Not going to say spoken is worse than text, but spoken dialog is the first thing on my list to cut; to save disc space and increase general dialog.


I could care less about saving space when i have more than 350GB free space only on my main harddrive. Newer games (Empire TW, GTA IV) are starting to use around 20gigs of hdd space. PS3 games however have low res textures, low quality sound to squeze the game in a Blu-ray disc. But giving up so much (especially the key elements of the game) just to squeeze the game in a single DVD for the sake of 360? That's just lame. But i'm fine with that if they only remove spoken dialog of Xbox 360 version. As a PC gamer, having just 4,5GB is not my problem and i can't be forced face limitations of a 5 years old platform.

Common Sense.


same answer as i did to schnell olfy.
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priscillaaa
 
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Post » Thu Jul 01, 2010 8:53 am

I have an idea for TESV...
It would be set in the future, like thousands of years where the people of Tamriel have mastered magic and built technologies that were non existent in previous games. All the races eventually get more and more edgy and suspicious of one another as everyone has created powerful spells that once cast would create a huge fireball incinerating entire cities and leaving a toxic residue in the air for years to come, poisoning the land, water and making the area all but uninhabitable.. Eventually tensions boil over and and a war breaks out. Although it lasts only afew hours a majority of the entire population of tamriel is killed as city after city is destroyed by these huge toxic fireballs. A lucky few survive and try to get by on the surface while some manage to set up a system of underground caves and tunnels in which they wait it out until the toxicity of the surface resides. You would play as a character who was born in one of these underground shelters. Initially you could use your characters childhood period as the tutorial and eventually when you are grown up rebel against the head of the settlement and leave for the surface against his wishes (I'm not sure for what reason perhaps to find a family member or to help rebuild tamriel by trying to find a way to make the land liveable again despite the toxins still hanging around.) Upon leaving the caves you could explore the destroyed remenants of cyrodii and it's cities and battle mutated animals, bandits who want to loot your corpse for the scarce food you are carrying and soldiers serving a corrupt, evil organisation trying to re-establish control over the land. Obviously the weapons and technology would be much improved. I'm thinking mostly ranged weapons of some sort as i'd imagine these would have become dominant in warfare over the years gone by but melee would still play a part as much of the technology has been lost in the war.
Well that's just my crazy idea i'm putting out there...


Oh and has anyone played Beth's other game fallout3? I was thinking of trying it to take my mind off TESV for a while. Is it worth playing?



Are you sure you haven't played Fallout 3???

Edit: Oh, I get it...
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Victor Oropeza
 
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Post » Thu Jul 01, 2010 3:18 am

Are you sure you haven't played Fallout 3???

Edit: Oh, I get it...

:facepalm:

Back to dual wielding, would people suggest that you could attact seperately with the different weapons for instance left click left weapon right click right weapon, or would your character just use the two weapons as you left clicked. Another idea with this is power attacks where your character would for instance slash with the left sword towards the legs forcing the enemy to block and then stab with the right sword towards the head, assuming there is location specific damage or at least location hitbox registering because in OB you could slash atsomeones head all you like but it would still be blocked by a shield being held at their chest.
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Amy Smith
 
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Post » Thu Jul 01, 2010 10:34 am

Back to dual wielding, would people suggest that you could attact seperately with the different weapons for instance left click left weapon right click right weapon, or would your character just use the two weapons as you left clicked.

Also, when you want to block or parry, would you middle-click and allow the game to pick which weapon does the deed, or would you press button Q to block with the left weapon and button Y to block with the right weapon? If dual wield were a skill instead of an ability that is a consequence of being handy with your weapons, would only your dual wield skill improve while you use it, or would your weapons skills improve too?
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Emma Louise Adams
 
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Post » Thu Jul 01, 2010 11:27 am

Personally I don't like dual-wielding. It seems too OP. Double weapon damage, double the enchantments. How ridiculous would that be. Plus the fact that dual-wielding just doesn't seem practical.

on a different note, how about a benefit for using a one-handed weapon without a shield? For sneak characters etc. it just feels like you are losing out if you have to use a shield, and sneaking around with a huging iron shield and stabbing people in the back with a tiny dagger isn't right. Maybe extra sneak damage, or a small damage multiplier (1.2 or so?)
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Dan Stevens
 
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Post » Thu Jul 01, 2010 11:38 am

Personally I don't like dual-wielding. It seems too OP. Double weapon damage, double the enchantments. How ridiculous would that be. Plus the fact that dual-wielding just doesn't seem practical.


That why people have been saying that the OH weapon would do damage proportional to skill, for instance level 75 does 75% damage level 80 does 80% damage etc. There would also be a lower block success rate and less block damage absorption.
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^~LIL B0NE5~^
 
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Post » Thu Jul 01, 2010 8:31 am

Duel wielding should only be available to characters with a skill level of 50 or higher for that particular weapon. Nobody should be able to start the game being able to duel wield imo, as it has the potential to be pretty overpowered. And duel wielding should only be available with small weapons like daggers, because duel wielding two giant hammers would be ridiculously overpowered.
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Wayland Neace
 
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Post » Thu Jul 01, 2010 7:52 am

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.
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Mario Alcantar
 
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Post » Thu Jul 01, 2010 7:02 am

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.


Personally, I think the quest markers should be removed for local maps but stay for the world map. Having a marker on the world map is convenient, but once you get to the marker and find the location the marker should no longer assist you. In Oblivion, it was ridiculous how you could just look at your local map in a dungeon and see which door you had to take because it was where the map marker was. I say keep the map marker on the world map but get rid of the hand-holding local map marker and never look back.
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Eoh
 
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Post » Thu Jul 01, 2010 11:47 am

Hey, I'm just happy to get real answers on these boards instead of crap like I get on the IGN board.

Anyways, OT, I'd like different skeletons instead of just the regular human one. Have ones for different races like a Khajiit Skeleton, or an Argonian Skeleton. The toughest one probably being an Orcish Skeleton.

I'd also like to be able to enchant arrows... To the people who say, "JUST ENCHANT YOUR BOWS!" I have this to say, Well, bows cost encumberance, unlike arrows which don't have that much encumberance. It'd be way easier to carry around different enchanted arrows instead a bunch of enchanted bows. When enchanting them, you'd have to at least enchant like 20 or 30 at a time. I couldn't imagine enchanting them one at a time.
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Kayleigh Mcneil
 
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Post » Thu Jul 01, 2010 2:49 am

Personally, I think the quest markers should be removed for local maps but stay for the world map. Having a marker on the world map is convenient, but once you get to the marker and find the location the marker should no longer assist you. In Oblivion, it was ridiculous how you could just look at your local map in a dungeon and see which door you had to take because it was where the map marker was. I say keep the map marker on the world map but get rid of the hand-holding local map marker and never look back.


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.


Have you guys considered complex dungeons? The only way i can get out of maze-like dungeons was following the compass arrow.
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adam holden
 
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Post » Thu Jul 01, 2010 2:32 am

Hey, I'm just happy to get real answers on these boards instead of crap like I get on the IGN board.

Anyways, OT, I'd like different skeletons instead of just the regular human one. Have ones for different races like a Khajiit Skeleton, or an Argonian Skeleton. The toughest one probably being an Orcish Skeleton.

I'd also like to be able to enchant arrows... To the people who say, "JUST ENCHANT YOUR BOWS!" I have this to say, Well, bows cost encumberance, unlike arrows which don't have that much encumberance. It'd be way easier to carry around different enchanted arrows instead a bunch of enchanted bows. When enchanting them, you'd have to at least enchant like 20 or 30 at a time. I couldn't imagine enchanting them one at a time.


Good idea, and don't forget that khajiit should have real fur. I don't even know if the khajiit in oblivion had real fur, or was it just textures?
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Meghan Terry
 
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Post » Thu Jul 01, 2010 8:22 am

Have you guys considered complex dungeons? The only way i can get out of maze-like dungeons was following the compass arrow.


It's just that the quest arrow makes it incredibly easy to navigate a dungeon. You literally just have to follow the arrow on the compass and eventually you'll get to the location. You can just play "Follow The Pretty Arrow" instead of playing Oblivion. Though you do have a point about getting out of complex dungeons. I guess I wouldn't mind a system where the quest arrow is disabled until you have to leave the dungeon, upon which it appears so you can follow it out.
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Laura Samson
 
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