TESV Ideas and Suggestions #130

Post » Thu May 26, 2011 11:40 pm

If children are in, and it might be a big 'if,' how about something to make them a bit more than moving scenery?

Like, say, have them running around playing games and if you decide to join them, either from them coming up and asking or you asking them, maybe make it like the training you get in the guilds. If the kiddies are playing hide and seek, screen goes black, some time passes, and a little window pops up saying something about your sneak skill going up. Something similar if they're playing some sort of chase game with the athletic skill. There could be some other skills this could work with, like acrobatics and such. The little messages might be fun to read.

There could also be more 'childish' quests given by them. Finding a little one's teddy bear (or whatever passes for one in Tamriel), rescuing the family pet from up a tree or something. Y'know, something like: "Fluffy's fallen down the Cave of Screaming Horrors, please go save him!"

Maybe? I'd like it anyway.
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RUby DIaz
 
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Post » Thu May 26, 2011 8:03 pm

Less restrictions on who can buy stolen items. Im pretty sure somebody in the dark brotherhood wouldnt care if the item was stolen. If you can get a person to like you enough and have a high enough mercantile skill you should be able to sell some items to them, but maybe for a reduced price or etc. As for saving i like the system since game crashings and my xbox acting stupid happens alot. My xbox is one of the first 360.... so it would be nice to keep it. If you yield right away when you assault somebody you dont get a bounty. Although if you poison the weapon you should get a bounty either way.


if there are any assassins guild instead of just murding them you should be able to do some sort of ritual to join or have them kill some target. I think serving your time should have a worse consequence. more settlements in the forests and etc. Also being able to fast travel certain distances. Hidden items in the wilderness which would encourage people to travel manually. I think tomes should be found with any DLC which will make mage characters save some money. Dungeons to have more places to use a bow easily. Also if you are on a ledge you should have a greater chance to stay undetected with sneak shots.

I would like some sorta grapple that you can use once you get to a certain acrobatics to make scaling walls and buildings more easily. Also some guilds where you dont end up being the master. Able to hotkey sets of armor and a shield and weap. If you wear a assassins uniform you should be attacked onsight i mean Taledrill of the darkbrother hood is spotted with it on will be attacked by the guards. If you are a vampire or a other mutation you should get some special sayings. Being able to create guilds. Just like the DLC for oblivion like dunbarrow cove with the fences and etc. You should be able to find areas in the wilderness as you stronghold and by asking rumors you should be able to learn where to buy them and etc. Recruit members. have them follow you and send people out to do missions/raids. Just like the darkminion for deepscorn hollow and how you would get certain items once you get to the head of the fights guild and etc.

about all i cna think of atm
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Jeremy Kenney
 
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Post » Fri May 27, 2011 2:31 am

That is a lot of suggestions to look through...hopefully I'm not giving too many repeats.

Suggestions:
1. Bring back Mark and Recall spells or at least some variation of them.
While fast travel is convenient, I rather miss being able to quickly return to base for item dumps or exit dungeons without having to backtrack all the way through the tunnels.

2. Allow Levitate again.
I can understand loading issues as well as traveling limits, like the barriers, but the spell itself was just fun to use.

3. Make players able to break down doors.
I recall in Arena, the player was able to attack locked doors and break them open, it would be nice being able to do that again.
To prevent accidents in towns, perhaps said ability could be confined to dungeons and plain wooden doors.

4. Bring back belts and gloves.
Pretty self explanatory. We had gloves and belts of various sorts in Morrowind, then in Oblivion they ceased to exist...which was weird considering all the well dressed people.

5. Make enchanted items noticably shiny again.
Not only were shiny items interesting to look at, but they were much easier to find in the dark or see on enemies if you were collecting them. The faint haze used in Oblivion...not so special.

6. Be able to wear more than just two rings.
Three, maybe four across the hands. Last I checked, humanoids had several fingers.

7. Restore weapons like Goldbrand to their former glory.
In Oblivion, the daedric quest items, specifically the weapons, seemed lackluster compared to how they appeared in Morrowind. Goldbrand is a good example...in Oblivion, it's just a heavy akivari blade with a slight, dirty gold tint to it. Meanwhile, in Morrowind it shown brightly the colors which gave it its name and was a somewhat impressive weapon to use.

9. Body customization.
While making a custom face is nice, it would also be interesting to have a completely customized hero. After all, not all heroes are ripped.

10. As I'm sure many before me have suggested, the game could/should take place in Skyrim.
As for a story, perhaps it could revolve around wars stirring from the events of Oblivion.
Or, perhaps, the beast gods some say the nords worship could be in an uproar over so much daedric activity and the destruction that usually follows.
If I were a deity of nature, I doubt I'd be pleased with monsters/outsiders ripping up that which I create and protect.

10.5. Should the story take place in Summerset Isles, another frequently desired location, perhaps a story could play out where the increase in daedra worship somehow ends up tainting the land, possibly infecting the Crystal Tower, causing spirits and zombies to run rampid and turn the lands to death.
Who doesn't enjoy a good zombie uprising?

11. Create armor holders/stands for homes.
Provided we are able to purchase homes in the new game, it would be nice being able to purchase/add on one or more armor stands, like that which holds the Crusader Armor in the Oblivion expansion. Nice for looks, plus a fun way to store things or keep our favorite outfits together.

12. Have more books than in Oblivion.
One of the things I enjoyed about Morrowind was all the books covering the lore of the land and amusing stories, and while Oblivion did have some, they were lacking considerably.

13. A possible main story or side story about Jyggalag after the Grey March.
Perhaps he finds a way to split himself from Sheogorath and...bring order...to things without worrying about madness.(Unless he did...I was never sure on the details.)
Or, as an alternate story, just have some interesting details touching on the actual course of events between he and the other daedric princes.

14. Make it easier to determine one race from another, at least in terms of similar races. (Ex. High/wood elves)
While, by checking names and sometimes height, it was somewhat easy to tell one race from another, many persons did still look very similar to others. With customization this was made more difficult to determine as you could literally make one look close to another.
Something that comes to mind was a dark elf in Oblivion that looked quite similar to a redguard, ears aside. I believe he was in Anvil...

15. Bring back the ability to wear clothing under or robes over armor. Preferably the robes if only one is possible.
I can understand with realism it doesn't make much sense, but I did so enjoy having style to make up for my bulky armors in Morrowind.

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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 3:52 am

I was thinking in class today and decided to post it!

What if you are roleplaying and you dont use fast travel and you got to get like from anvil to bravil(oblivion)
Which are all the way across the map!

I roleplay but i hate making LONG TIRESOME jorneys across all of cyrodill!

So i came up with TELEPORTING SPELLS/SCROLLS

wouldnt that be kool you could teleport directly to the city gates or so?

Spells:
Teleport anvil
Teleport cheydinhall
Teleport imperial city
Ect.

Dont make them EASY spells maybe need to get like 75 mysticalism kinda like Mark/Recall spells in morrowind but these teleport you to a city
Maybe they cost lots of magicka to use?

Thats all i came up with so yeah!
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Yung Prince
 
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Post » Fri May 27, 2011 5:26 am

I think these skills should be in TES5:

Combat
Blade: Governs usage of long slashing weapons. Advanced skill ranks grants perks like in Oblivion.
Blunt: Governs usage of maces and warhammers. Advanced skill ranks grant stunning attacks.
Axe: Governs usage of axes. Unfortunately, I'm not sure how to better differentiate skill perks from blunt weapons.
Spear: Governs usage of spears and halberds. Advanced skill ranks let you impale enemies and knock riders from horseback!
Martial Arts: Governs usage of hand-to-hand brawling and kick attacks. Advanced skill lets you do roundhouse kicks and headlocks.
Dual-Wield: Governs dual-wielding any two one-handed weapons. Advanced skill lets you do a helicopter pirouette of doom.
Heavy Armor: Governs wearing heavy armor. Advanced skill lets you better absorb hard-hitting attacks.
Block: Governs shield blocking and weapon parries. Advanced skill ranks grants perks like in Oblivion.
Armorer: Governs usage of repair hammers. Please do not force us to be Journeyman to repair enchanted gear again.

Magic
Destruction: Burn, freeze, electrocute, thu'um, and otherwise damage stuff.
Conjuration: Summoning daedra, undead, and wildlife to do your bidding.
Restoration: Restore, fortify, and/or absorb all stats.
Alteration: Water breathing, water walking, water spraying, shield, feather, burden, and levitation magic effects.
Illusion: Invisibility, chameleon, night-eye, light, sound, paralyze, blind, frenzy, rally, calm, demoralize, and command magic effects
Mysticism: Everything else
Alchemy: Mix potions and poisons and party drinks
Staff: Governs the use of staves. Advanced skill ranks perks grant sweeping attacks.
Linguistics: Governs the deciphering of ancient Aldmeris, Daedric, Nordic, etc. texts and usage of enchanted scrolls.

Stealth
Sneak: Hide from others.
Security: Pick locks, set locks, disarm traps, and set traps.
Acrobatics: Jump up and up. Advanced skill grants somersaults, swift dodging, and wall jumping.
Athletics/Fitness: Governs both running and ability to climb up ladders, ropes, rock walls, and cliffs.
Dagger: Governs usage of stabbing weapons like knives and forks. Advanced skill lets you pin enemies/items to surfaces.
Marksman: Governs usage of all ranged weapons. Advanced skill ranks grants perks like in Oblivion.
Light Armor: Governs wearing light armor.
Speechcraft/Diplomacy: Governs usage of diplomacy, bluffing, threatening, taunting, and asskissing skills.
Mercantile: Governs usage of barter, bribery, and swindling skills.

Thoughts?
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Glu Glu
 
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Post » Thu May 26, 2011 9:00 pm

I was thinking in class today and decided to post it!

What if you are roleplaying and you dont use fast travel and you got to get like from anvil to bravil(oblivion)
Which are all the way across the map!

I roleplay but i hate making LONG TIRESOME jorneys across all of cyrodill!

So i came up with TELEPORTING SPELLS/SCROLLS

wouldnt that be kool you could teleport directly to the city gates or so?

Spells:
Teleport anvil
Teleport cheydinhall
Teleport imperial city
Ect.

Dont make them EASY spells maybe need to get like 75 mysticalism kinda like Mark/Recall spells in morrowind but these teleport you to a city
Maybe they cost lots of magicka to use?

Thats all i came up with so yeah!
do you play world of wacraft? cuz thats what they did...


I think these skills should be in TES5:

Combat
Blade: Governs usage of long slashing weapons. Advanced skill ranks grants perks like in Oblivion.
Blunt: Governs usage of maces and warhammers. Advanced skill ranks grant stunning attacks.
Axe: Governs usage of axes. Unfortunately, I'm not sure how to better differentiate skill perks from blunt weapons.
Spear: Governs usage of spears and halberds. Advanced skill ranks let you impale enemies and knock riders from horseback!
Martial Arts: Governs usage of hand-to-hand brawling and kick attacks. Advanced skill lets you do roundhouse kicks and headlocks.
Dual-Wield: Governs dual-wielding any two one-handed weapons. Advanced skill lets you do a helicopter pirouette of doom.
Heavy Armor: Governs wearing heavy armor. Advanced skill lets you better absorb hard-hitting attacks.
Block: Governs shield blocking and weapon parries. Advanced skill ranks grants perks like in Oblivion.
Armorer: Governs usage of repair hammers. Please do not force us to be Journeyman to repair enchanted gear again.

yeah i never fully understood axes being a blunt weapon - sure, they crush, but they also cleave

Magic
Destruction: Burn, freeze, electrocute, thu'um, and otherwise damage stuff.
Conjuration: Summoning daedra, undead, and wildlife to do your bidding.
Restoration: Restore, fortify, and/or absorb all stats.
Alteration: Water breathing, water walking, water spraying, shield, feather, burden, and levitation magic effects.
Illusion: Invisibility, chameleon, night-eye, light, sound, paralyze, blind, frenzy, rally, calm, demoralize, and command magic effects
Mysticism: Everything else
Alchemy: Mix potions and poisons and party drinks
Staff: Governs the use of staves. Advanced skill ranks perks grant sweeping attacks.
Linguistics: Governs the deciphering of ancient Aldmeris, Daedric, Nordic, etc. texts and usage of enchanted scrolls.

agreed, and the linguistics is a cool idea too

Stealth
Sneak: Hide from others.
Security: Pick locks, set locks, disarm traps, and set traps.
Acrobatics: Jump up and up. Advanced skill grants somersaults, swift dodging, and wall jumping.
Athletics/Fitness: Governs both running and ability to climb up ladders, ropes, rock walls, and cliffs.
Dagger: Governs usage of stabbing weapons like knives and forks. Advanced skill lets you pin enemies/items to surfaces.
Marksman: Governs usage of all ranged weapons. Advanced skill ranks grants perks like in Oblivion.
Light Armor: Governs wearing light armor.

again, i agree

one more thing, take speechcraft and mercentile out of stealth, talking and bartering with someone isnt very stealthy

EDIT: responses in red
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Sxc-Mary
 
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Post » Fri May 27, 2011 7:57 am

one more thing, take speechcraft and mercentile out of stealth, talking and bartering with someone isnt very stealthy

Nor is it very combative or magical; even less so, in fact. Smooth talking and getting a shrewd deal fits more with the passive and subtle playstyle that the stealth category implies.
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Vicki Gunn
 
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Post » Fri May 27, 2011 9:38 am

Nor is it very combative or magical; even less so, in fact. Smooth talking and getting a shrewd deal fits more with the passive and subtle playstyle that the stealth category implies.

it could be combative - "NO U NO U NO U NO U"
or magical - "i curse you and your kin to an early early grave!"
but they should just give it something else

magic

combat

stealth

*yawn* boring conversation/talking :bigsmile:
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Ricky Meehan
 
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Post » Thu May 26, 2011 8:35 pm

I was thinking in class today and decided to post it!

What if you are roleplaying and you dont use fast travel and you got to get like from anvil to bravil(oblivion)
Which are all the way across the map!

I roleplay but i hate making LONG TIRESOME jorneys across all of cyrodill!

So i came up with TELEPORTING SPELLS/SCROLLS

wouldnt that be kool you could teleport directly to the city gates or so?

Spells:
Teleport anvil
Teleport cheydinhall
Teleport imperial city
Ect.

Dont make them EASY spells maybe need to get like 75 mysticalism kinda like Mark/Recall spells in morrowind but these teleport you to a city
Maybe they cost lots of magicka to use?

Thats all i came up with so yeah!


Uhh... no thank you I don't want the elderscrolls turning into another steriotypical RPG.

EDIT: I would also like spell scrolls to be more unique/powerful to set them aside from regular spells as scrolls always get overlooked because whatever they can do a spell can do better and repeteadly. So I think we should see ancient scrolls which are extremely rare or expensive and invoke immense power.
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WYatt REed
 
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Post » Fri May 27, 2011 2:30 am

Here's an idea that's a bit less on the game itself but on the engine/construction set side.
One problem that plagues a lot of large open world games is texture tiling, from a certain distance you can simply see the textures start to repeat themselves. But here's an idea how that could be, at least partly, fixed.

For larger areas, for example grasslands, instead of just painting one texture at a time you can paint on a "texture set", meaning it uses several textures within a folder.
The textures in the grassland set would all be similar but have variations and changes making the repeating patterns less obvious. It wouldn't change constantly but just while painting them on the landscape skip between the different textures.

Another way could be to have some textures generated "on the fly", for example sand. Why would you need a very large sand texture when it could simply randomly generate the pattern?


If it could be done that way it would at least partly prevent obvious tiling in larger areas.
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le GraiN
 
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Post » Thu May 26, 2011 11:01 pm

If they brang back all the complex stuff from daggerfall, that really slow grind instead of making everything super easy. Like jeez you could finish off a entire guild in one sitting. how about making something a challenge bethesda? Also, how about having to work towards being the center of attention. Not just boom your the only hope of the dark brotherhood boom the mages guild completly depends on you boom the fighters guild all depends on you boom boom boom etc etc etc. I am soooooo tired of that. Daggerfall had the right formula.

This is an open ended game, if I wanted everything to revolve around me completly with a huge story I would play one of biowares games (and i do). But for [censored]s sake, this not that game. They say you can ignore the linear main quest. But boom the moment I try something else I am thrust into another linear storyline with no choices. Its not as if bethesda actually reads this [censored], we are talking out our ass.

Personally I am not looking forward too, and won't be impressed with, The Elder Scrolls 5. Too many games are coming out that are too similar, and Bethesda has shown it is no longer trying anything new, Oblivion was great, for what it was, but Fallout 3 was the same thing, minus guilds and plus guns. Fallout 3 is honestly so overrated I can't begin to start. Too many games promise things, then don't deliver. Fable 2 for example. I don't really get excited for new games, and with bethesda catering to 10 year old children who don't like anything sixual or advlt like, have no patience to look at directions or actually use their brain. Thats what bethesda wants because its a larger audiance.

I think the elder scrolls 5 will be super flashy like Oblivion was when it came out, full of awesome walkthrough previews from todd howard saying this and that and making you think, wow, this is gonna be the best game of all time. And you will play it at first, and think wow its graphics are so great etc etc etc then after awhile when the novelty goes away, you will step back and see all the corners they cut, and how shallow it really is. I have no faith in them to create another great product, as far as im concerned Morrowind was their last great one, and it had 2 great expansions. Oblivion had one, with the rest of the downloadable content svcking ass and not being needed at all, spell tomes? Who needs a bunch of weak ass spells. Then Fallout, with the initial game having nothing I really wanted to do. Then 5 little episodes, only 2 of which were any good. Not looking forward at all.
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Jeneene Hunte
 
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Post » Fri May 27, 2011 12:23 am

if we start out in prison (and if we do that would bash my roleplaying idea into the ground) id like there to be another prisoner in my cell that helps me through the main quest (you could choose his/her race/class maybe?) that would somewhat make it less of a "you are the only one that can save us" feeling
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KRistina Karlsson
 
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Post » Fri May 27, 2011 4:54 am

To enter the assasin's guild you have not only to kill a person, but also do an 'induction' kill when you join the guild. This is usually an important influence of the politicial table. The assasin's, err, guild, disalows them to directly assasinate the Emperor or regent.
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Laura Wilson
 
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Post » Thu May 26, 2011 8:22 pm

if we start out in prison (and if we do that would bash my roleplaying idea into the ground) id like there to be another prisoner in my cell that helps me through the main quest (you could choose his/her race/class maybe?) that would somewhat make it less of a "you are the only one that can save us" feeling


Not a bad idea, but the gender should be fixed.

EDIT: Yay im an Initate.
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Jennifer May
 
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Post » Fri May 27, 2011 3:21 am

Maybe toss in a bunch of companion topics on him, so you can make him wait/stay/etc. You could dump him somewhere safe if you didn't want to risk his life; maybe the main quest ending would be different if he was still alive... or how many main quests he helped you with - or even if you killed him yourself.
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Josh Sabatini
 
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Post » Fri May 27, 2011 5:50 am

Making some rock-paper-schrissor to the combat system would be pretty good imo.

Like making plated armor, chainmail-armor and leather armor, and making blunt weapons work best on plated armor, with arrows and/or axes (I cant think of another one) working best on chainmail and then swords being most useful with leather armor. You would easily be able to tell what the enemies was wearing and then change to such a weapon for a small boost.
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Javaun Thompson
 
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Post » Fri May 27, 2011 3:48 am

Nah, Eliteprop...
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Setal Vara
 
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Post » Fri May 27, 2011 4:08 am

Not a bad idea, but the gender should be fixed.

EDIT: Yay im an Initate.

i see your new, have a http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg

EDIT: and going off the "if he lives/dies the outcome will be different" idea, if he/she lives they could could join the DB/ thieves guild, maybe join the FG or MG. if they die theyd have a tombstone or mausoleum that says "In loving memory of the honorable ___. He helped fight off the evil ___. Rest in Peace, hero." if you killed him maybe the gods wil become mad at you and if you dont visit every one of the nines wayshrines/chapels then theyll throw plagues at you, maybe

1: bad luck
2: weakness to magicka
3: plague of beasts (easy)
4: plague of beasts (medium)
5: plague of beasts (hard)
6: death (maybe it will say "As the gods take your life everything fades away. You see the spirits of your parents and you remember your parent's murders --- and your friend's murder..."

and on top of all that monks and crusaders will hunt you down calling you a wolf's head and trying to kill you. (almost forgot, maybe your frined will become upset with you for taking all the glory and treating him/her like dirt and he/she will murder you) :foodndrink:
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carrie roche
 
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Post » Fri May 27, 2011 6:51 am

SNIP


Was anything beyond that first paragraph anything but a personal rant? I agree about making the guild storylines more intricate and complex, but bashing a game before it even comes out (hell, even announced that it will come out) seems a little... odd to me. :shrug:
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sally coker
 
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Post » Thu May 26, 2011 9:18 pm

I think it would be cool, if you had the ability to control a ship. Not a big one, but about the size of the ship in Oblivion where you have to assassinate the captain. You could have a crew and everything. I dunno how it would fit into the TES V story or anything, but I think it would be a fun way to get around, rather than just fast travel everywhere, you could take a nice calm relaxing trip? And maybe, if TES V has you moving from once continent, it would come in even more handy as you could battle other ships if you wanted? I dunno, I think it's the Jet lag talking?
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kristy dunn
 
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Post » Fri May 27, 2011 8:24 am

Was anything beyond that first paragraph anything but a personal rant? I agree about making the guild storylines more intricate and complex, but bashing a game before it even comes out (hell, even announced that it will come out) seems a little... odd to me. :shrug:

In definite agreement. There's no sense or logic in reviling something when there's nothing tangible in front of us to revile. I'll wait until I'm playing TES:V to attempt to pass judgment on TES:V.


@ TacoScent:
Most of that post is based on sketchy inference, outright embellishing, and worst-case scenarios. We don't know what design and marketing direction Bethesda is taking with TES:V. Oblivion was far more accessible, that is true. I'd go so far as to say it was perhaps too accessible, in the sense that the drive for accessibility outshone the potential for depth. However, accessibility and depth aren't mutually exclusive in game design. They can coexist quite easily.

Perhaps you find FO3 to be overrated. Personally, I saw several design choices in that game as redeeming for the prospects of TES:V. The dungeons were superbly designed, whereas many of Oblivion's felt lackluster. Each dungeon had a clear purpose, rooms were easily definable, clutter and hand-placed detail was everywhere. Level scaling was honed and fine-tuned; while it's still not perfectly to my liking, it still represents a fairly static character progression while giving challenge and random surprises every now and again. The exterior world was fascinating. I know a lot of people like to classify it as a gray and barren waste, but wandering the wastes revealed a criss-cross myriad of old roads, leftovers of rail systems and rail-sub transitions, old abandoned farms or homes blasted to pieces, with lots of hand-designed leftovers (corpses laying in bathtubs, charred toys lying around, etc), remnants of power-lines, water towers and other vital pieces of infrastructure... Fallout 3's map was alive with post-nuclear detail. A vast improvement, in my book, over Oblivion's approach. Oh, and skills and attributes that actually were given further importance via dialogue options and the like. It's not free of flaws, to be sure, and there are a lot of old holdovers from the FO series that I disagree with (such as Karma, the "melee" skill, limited armor slots, "good/neutral/evil" dialogue choices, etc, etc), but the things I mentioned and more give me extreme hope for TES:V. Most of all, FO3 seemed to perfectly capture that "stranger in a strange land" feel that I felt in Morrowind but lacked in Oblivion. It would appear that the infamous philosophy of "players want familiarity" was thrown out the window after Oblivion, and who's to say if it'll come back or not?

Further, while Bethesda is certainly not going to implement every idea on these forums (and will probably do their own thing regardless), the forums have swayed large-scale design philosophies before. Pretty much every major change of significance between Morrowind and Oblivion was brought upon by Bethesda listening to the most-complained-about things in Morrowind. You can dispute whether they changed things for the better or not, but you can't dispute that the changes were brought on by mass player input from abroad and from these forums. They do in fact read these forums. And as past history has shown, these forums have in fact influenced them.

You say, "I won't be impressed with The Elder Scrolls 5." With a prejudging attitude like that, I'm certain you are correct, as you've made up your mind already with no direct evidence. Why not wait until the game is at least announced with perhaps a screenshot and maybe a small dev diary or something before making that claim?
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Ron
 
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Post » Fri May 27, 2011 9:39 am

I'm inclined to agree with his rant, honestly. To be honest, which would you prefer, a game with map markers everywhere and a magic GPS, or a game that makes you think and listen to directions?

Bethesda is focusing on the mtn. dew-addicted 10-year-olds, that is their choice, doesn't make it any easier to bare, but... Hey maybe they will go back to the good ol' days (Before Oblivion, no offense Oblivion die-hards)

However, I will wait to pass judgement until TES V: Skyrim, sits on my hard drive...
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Elle H
 
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Post » Fri May 27, 2011 3:49 am

I'd honestly like to see trapped chests brought back.
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Keeley Stevens
 
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Post » Fri May 27, 2011 4:30 am

Oblivion-inspired suggestion: add some scripted events that occur when a player exits a location.

Why? I was re-playing Oblivion today and found a house east-ish of Skingrad that I'd never seen before. Occupied by two bandits. Ran outside to get room to fight, killed them, and ran back in to loot. Exit.

Turns out, I had seen this place before. An Oblivion gate dropped right inside of it just after I left. If it wasn't the middle of the night, I might have yelled. Freaked me out for a second. I'd been here last game, and I still was like "WAIT! They can't DO that!" (but they can!)
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Margarita Diaz
 
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Post » Fri May 27, 2011 8:48 am

horse combat,
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Nicole Elocin
 
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