Tes V Ideas And Suggestions Thread No. 162

Post » Thu Jul 01, 2010 10:33 am

Welcome to TES V Ideas and Suggestions # 162

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/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Thu Jul 01, 2010 3:23 am

Have you played any STALKER game? Noticed how boring it is to read the conversation text?

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.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Wed Jun 30, 2010 11:41 pm

i hope like in oblivion stuff does no fail ,like making poison,casting spells and fixing armor/weapon.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Wed Jun 30, 2010 8:52 pm

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 loved Morrowind's dialog, but I am also an avid reader. Perhaps there should just be much less dialogue, (I.E. Most NPCs are too busy to talk to you besides during quests)
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Jul 01, 2010 12:41 am

i hope like in oblivion stuff does no fail ,like making poison,casting spells and fixing armor/weapon.


I personally hope they bring back the fail chances, but raise them so you don't fail as often as MW but it can happen. I liked the concept in MW but it gets frustrating when you're a mage and your primary attack spell fails three times in a row in combat...
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Thu Jul 01, 2010 8:28 am

Could the blacksmithing skill include making armour and weapons out of ore. Smithing skill means you can make things out of higher quality ore and obviously iron ore would be alot easier to find than ebony or glass. I personally wouldn't allow users to create daedric items because I think they should be special and hard to come by like in MW.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Thu Jul 01, 2010 9:22 am

I liked Oblivion's system of perks, so that you cannot cast a spell until you reach that level (I mean Journeyman, Expert etc. spells)
I hope that idea remains. But if there were actual perks for the magic skills, as with other skills, rather than just "You can now cast these spells", that would be good.
Things like frost spells with the chance to freeze, shock spells that cause spasms, fire spells that ignite them for a time (all chance, like the masteries for combat)
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Jul 01, 2010 12:45 am

I liked Oblivion's system of perks, so that you cannot cast a spell until you reach that level (I mean Journeyman, Expert etc. spells)
I hope that idea remains. But if there were actual perks for the magic skills, as with other skills, rather than just "You can now cast these spells", that would be good.
Things like frost spells with the chance to freeze, shock spells that cause spasms, fire spells that ignite them for a time (all chance, like the masteries for combat)


And when you reach grandmaster destruction, steerable projectile spells!!! Yay!

I think perks like this should apply to all the major class-areas, otherwise Magic would become too overpowered and warrior and stealth classes would become pointless.

See this http://www.youtube.com/watch?v=o4uP1YSTovs for ideas of what they could be.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Jul 01, 2010 5:01 am

RE: Voiceactor quality from the last thread: they need to ditch the redguard and elf female VAs and Linda Carter is what they need to do, everything else is passable-to-good.

And god help bethesda if they don't bring Ralph Cosham back.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Thu Jul 01, 2010 2:48 am

Could the blacksmithing skill include making armour and weapons out of ore. Smithing skill means you can make things out of higher quality ore and obviously iron ore would be alot easier to find than ebony or glass. I personally wouldn't allow users to create daedric items because I think they should be special and hard to come by like in MW.

Roll this with the equipment quality system I mentioned in the last thread, and I might actually be interested in taking Armorer as a skill.

Plus it'd be a good way to get rid of all the crap weapons and armor you pick up after a dungeon crawl, melt 'em down for raw resources and make something better from 'em!
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Wed Jun 30, 2010 11:55 pm

I liked Oblivion's system of perks, so that you cannot cast a spell until you reach that level (I mean Journeyman, Expert etc. spells)

I'd personally like them to go with more of a middle road between what Oblivion did and what Morrowind did, in regards to the magic skills.

Basically, what I'd like is, instead of gating your ability to cast a specific spell by skill level, have skill level gate your ability to cast specific spell types. As an example, let's say your character is an novice of Destruction; at this level, you can cast a touch-range fire spell, and you can cast that spell at any strength, although the more powerful it is, the greater the chance of spell failure. However, the weakest projectile fireball spell might be an apprentice or journeyman spell, so you couldn't cast that spell at all until you reach that skill level. The in-game explanation being that once you learn the basics of a spell type at the proper skill level, then casting more powerful versions is just a question of personal strength, and thus something you can do, albeit with a chance of failing.

I just think that "where you could only cast a Fire Touch spell, you can now cast a Fireball spell" sounds a bit more profound than "where you could only cast a 15 point Fireball, you can now cast a 25 point Fireball", and would make leveling up a magic skill feel like a bigger deal.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Thu Jul 01, 2010 10:21 am

I just think that "where you could only cast a Fire Touch spell, you can now cast a Fireball spell" sounds a bit more profound than "where you could only cast a 15 point Fireball, you can now cast a 25 point Fireball", and would make leveling up a magic skill feel like a bigger deal.


Agreed and in my opinion this system would support the unlocking of spells at certain skill levels rather than the purchasing as this would one again give a higher motivation to level up because it seems more realistic.
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Thu Jul 01, 2010 6:35 am

snp

I agree completley. Give me a second and I'll dig for my Magic ideas somewhere in my massive suggestions list.

edit

Spells

Collision damage through telekenisis, as well as like... hurling people into walls.

Conjuration should be able to summon food, water, other liquids, creatures, weapons, furniture, etc.You should be able to place a 'mark' on items, and 'recall' them when needed. Also, you should be able to have up to three different Mark locations at once as well as recall on target (so your companions can follow you)

Locking stuff , like in the old games, just didn't have any use. you were the only theif. Locking would have been awesome if there were other people with AI telling them to steal.

ADD NECROMANCY. I wana bring back permanent zombies.

Spells should be sold by effects/clusters of effects (By which I mean Fire damage and weakness to fire could be part of the same spell). the potency should depend on your proficiency with that type of magic. However, if you held down the 'cast' button, your spell should be more powerful although more likely to fail. Different spells would be marked "long term, and holding as such would increase time. Long term spells would all drain your magica for the entirety of the spell, although barely (3 points fire damage for 1000 seconds would be almost unnoticeable on your magica bar) The options for spells would be on touch, on Target, On self; area; and instant or over time.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Thu Jul 01, 2010 2:40 am

To continue the magic perks thing...
Learning touch, target, area effects, and timing could be the novice, apprentice, journeyman, and master perks. Though I hope that it does not follow the "magically granted" 25 lv increments like OB. If all of these things could translate into spell failure, then a novice casting a 30s fireball on target in 50ft would not have a scripted cap, it would have a natural one. Where at lv 1 you have a 1% chance to cast the fire-palm of doom, and at level 25 you have a 99% chance to cast the fire-palm of doom, while in both cases, you have the small 1% and 5% chance to cast the fire-ball of doom.

As for trainers. If you could learn the touch, target, area, and time functions of the destruction from the trainers, at say level 5 in destruction, then your ability to cast a weak fireball for 2s in 5 feet is much greater than before, but still not even close to casting the 30s fireball in 50ft.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu Jul 01, 2010 4:17 am

Good idea :thumbsup: at skill-level 25 you have a 100% chance of casting a novice spell, but perhaps a 15% chance of casting any other spell (I'll give five percent to luck and ten to the attribute)
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Thu Jul 01, 2010 8:52 am

Imagine (if you will) a VATS system in TES5. You aim an arrow at a part of the body you want to hit... you see the %age you have of hitting it, then fire away... and then you're treated to a cinematic shot to the arm. If fatal, the arm gets ripped off. Same with dealing magic. Casting a fireball in a VATS-like system, to see your enemy get set on fire. The same way the shiskabob does it... Only in the next ES game. And for all of those people who don't want to use it, simply don't hit that button.

Also, we need something to really simplify decorating your house. It's SO incredibly tedious to set up a bunch of staves, just to come back later and have them fly around the room. I really liked the idea of that trophy room from that last dlc on Oblivion, although I never got to play it.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Thu Jul 01, 2010 5:28 am

I personally hope they bring back the fail chances, but raise them so you don't fail as often as MW but it can happen. I liked the concept in MW but it gets frustrating when you're a mage and your primary attack spell fails three times in a row in combat...
nah mage characters should have the right to use spells whit not failing like how melee ones use a weapon and the only way of failing is evading for real.that why they gave in the begging a basic fireball spell in Oblivion so mages can start using magic from the beginning. fail chance

but alchemy maybe make a chance of failing if you don't have the equipment .
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Thu Jul 01, 2010 8:10 am

I feel like VATS can stay with Fallout, but if Bethesda can pull it off why not.

And just a heads-up, your may get some heated posts against VATS in TESV...wait: v a t s -> t a s v... 5 bucks says TESV will actually be, "The Alder Scrolls: V"
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Thu Jul 01, 2010 6:00 am

VATS was in Fallout 3 because of the Pip-Boy you wore on your wrist. You don't have a Pip-Boy in TES, so if VATS was in, it would have to be from magic, so it would likely have to be from a spell and because of that, it wouldn't last an infinite amount of time like in Fallout 3. Which would be a good thing. I feel VATS should stay in Fallout but if they did it right it could work in TES.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Thu Jul 01, 2010 1:03 pm

VATS was in Fallout 3 because of the Pip-Boy you wore on your wrist. You don't have a Pip-Boy in TES, so if VATS was in, it would have to be from magic, so it would likely have to be from a spell and because of that, it wouldn't last an infinite amount of time like in Fallout 3. Which would be a good thing. I feel VATS should stay in Fallout but if they did it right it could work in TES.
or make it exclusive to the wood elfs
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Thu Jul 01, 2010 1:43 am

VATS was in Fallout 3 because of the Pip-Boy you wore on your wrist. You don't have a Pip-Boy in TES, so if VATS was in, it would have to be from magic, so it would likely have to be from a spell and because of that, it wouldn't last an infinite amount of time like in Fallout 3. Which would be a good thing. I feel VATS should stay in Fallout but if they did it right it could work in TES.

That's what I was thinking.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Thu Jul 01, 2010 2:43 am

or make it exclusive to the wood elfs

Pehaps call it the Thu'um and only give it to Nords. (sarcasm.) Why wood elves?
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Thu Jul 01, 2010 5:07 am

Ye' Old V.A.T.S.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Thu Jul 01, 2010 6:19 am

VATS was just a thoughtless concession to turn based combat.
Nothing specific to the Fallout franchise. It's targetting, after all.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Thu Jul 01, 2010 12:03 pm

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
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Next

Return to The Elder Scrolls Series Discussion