» Tue May 17, 2011 9:28 am
I dunno that I have 5 yet, but I'll edit this post if I think of anything else:
1) While some kind of stat capping might be reasonable, allow characters to push stats past 100 - if you have levelled your character to have permanent 99 or 100 in a stat, then you should still be able to get some kind of benefit from spells, potions, enchantments, altars, etc. Perhaps make it so that the maximum fortification from any one source of effect (spell, potion, enchantment, altar) can only be like 50. So, you could have natural 100 Str, plus 50 from a spell (or multiple spells, but cannot exceed 50 from all spells), plus 50 from a potion, plus 50 from enchantments. Or maybe 50 is too low - perhaps 100 from any source. The exact values could be tweaked a bit, but the point is to allow people to still get additional value from their fortification spells, enchantments, and potions after they reach a high level. Or instead of doing it by source (if that makes characters 'too powerful' or, well, too much wild range in how powerful a character might be so it's hard to design challenges which challenge uber chars without overwhelming less creative players, or players who are trying to play non-magical characters, etc), make a cap at 200 instead of 100, where you can train to 100 naturally, and get the other hundred from any combination of sources (that way, you don't get Morrowind-style demi-god chars with +500 or +1000 points of fortify attribute, but players can still use their magics and potions to fortify a reasonable amount).
2) I don't feel the previous Elder Scrolls games had enough use for some of the specialty spell effects like water breathing, levitate (MW, of course - no Levitate in OB). If you have special types of magic like that, make sure there's cool uses for it - entire underwater dungeons, and just more stuff to explore underwater - OB had lots of water, but not much of interest under the water), for example, or a few cool places you can only get to with flying, if you are going to have levitation. I don't know what spell effects they'll have in TES:V (although the book released awhile ago had levitation, so that at least suggests the possibility of the return of the levitate spell), but whatever specialty spell effects are included, make sure they have some great uses. Heck - let me drag (some types of) enemies underwater with me so I can drown them while I use water breathing to survive (of course, some enemies should breathe water - every argonian, of course, many magic users, some magical creatures, some natural amphibians/fish, etc).
3) Magic super-jumping as a form of fast travel, in Morrowind, was really kind of fun. Please bring that back.
4) More factions, more missions, more story. MW had a lot of story and a lot of missions. OB had a somewhat long and detailed main quest, and the Mages Guild, Thieves Guild, and Fighters Guild quest lines were pretty good (I didn't do the Dark Brotherhood, because I didn't really want to roleplay a murderer, but I suppose if you're into that, the DB storyline is probably about as long and fleshed out as the other guilds, though I don't know from experience). But overall, Oblivion seemed like there wasn't enough to do in each of the towns/cities - each would have maybe 3 to 5 fairly short quests, without that much story. Would be cool if there were more inter-city questlines (that is, arcs of quests which spanned multiple cities, maybe multiple factions).