TESV Ideas and Suggestions #131

Post » Thu May 26, 2011 9:55 pm

I vote for a huge combat system over haul!!! i would support a change back to morrowind-esqe combat but if the action-adventure style remains i would suggest a combat system similar to dark messiah.
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Red Bevinz
 
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Post » Fri May 27, 2011 6:33 am

i never knew there was spin attacks in oblivion until like my first year into it. im like "wtf howd he do that spin attack?" but since im in first person i only see my sword do a slash, i dont see my vision in a spinning motion, so the "run left and do a power attack" didnt look like you were doing a spin, it was just a slow slash, not a power attack.

and no more infinite guards. if you keep killing guards (and i mean like 25 or so) then guards are going to be reluctant to fight you and maybe even quit. no civilians are going to take up arms against someone that murders in plain sight for a living

if your a vampire and you go up to a vampire hunter they shouldnt say "no no stay away from me" they should try to cleave your brains out.

there should be a shamanistic/druistic class that can shapeshift (either a lesser or a greater power)

i personally wanted an actual pet in oblivion, ushnar's skinned hound wasnt MY pet, it was my shadow.

i want a burger king in oblivion, anything would be better than these dumb inns. they werent lively at all, no drunks or anything. and on that note if you get drunk your sight should get blurry, your heart would slow down, youd get dizzy, act erratic, and maybe even get alchohol poisoning.

this may seem like a dumb idea but id like to drink poisons and put potions on my blades. jk, but i would like to poison food, no point in joining the dark sithishood and wasting 400 for poisioned fruit.

more active bandits, they just sit in their camps all day never doing anything. and i never liked that moment when a khajiit bandit would appear and id have to kill it, ive never saved after ive killed a khajiit or an argonian. especially an argonian. couldnt live with it. if i did save after killing one it would slowly eat away at my mind until i delete the file (happened to me in the arena quesline, when i killed the khajiit my mind melted, then when it came time for the argonian prisoners my mind burst). in SI when nelrene murdered mazahdda or however you spell it i kept massacring her until the dutchess came out. then when i beat the questline, i was gonna reverse-pickpocket some damage fatigue gear on her, but then she wasnt there.

if you have enough bounty bounty hunters should start to come out, not just guards. no psychic guards either
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Franko AlVarado
 
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Post » Thu May 26, 2011 11:43 pm

there should be a shamanistic/druistic class that can shapeshift (either a lesser or a greater power)


I have always thought shamanism/druidism was missing in the elderscrolls but no shape shifting please except Lycanthropy/Porphyric Hemophillia
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Ash
 
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Post » Fri May 27, 2011 2:47 am

I think of all the games I've played Mount & Blade has definately had the most realistic feeling combat

Most realistic, and best so far. And people keep saying that realism ruins games.
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Solène We
 
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Post » Fri May 27, 2011 1:40 am

Most realistic, and best so far. And people keep saying that realism ruins games.


I was hoping someone would release a TES mod for M&B... I really can't fathom why no one else has been able to create such a great and intuitive combat system - and its fairly basic. Their system could easily be elaborated on. (Maybe not easily, but you understand what I mean.)

Regarding stealth and doors... maybe the ability to OIL HINGES could be added to the "stealth skill tree", that way you could reduce the noise a door makes.

Poisons - did anyone ever play Betrayal at Krondor - I liked their poisons / potions system - where you could add poison or firebalm to your sword to do extra damage. Poisons should actually have an ingame effect like Farcry two where you become disoriented, weaker and the screen goes blurry.
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R.I.p MOmmy
 
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Post » Fri May 27, 2011 2:01 am

A lot more scriped events. Like Mankard Camron (or whatever the final boss was named) shouldnt just be a mage with increased stats than any other mage. The boss fights should be alot more complex than "kill this guy". If you look at "God of War" Or maybe "Dark Messiah of M&M" You know what I mean by better boss fights.
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Jon O
 
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Post » Fri May 27, 2011 2:33 am

There are alot of opinions about the fast travel here, first I think its important that it already is just an option, you dont need to fast travel if you dont want too. secondly, time lapses during fast travel the same amount as if you actually walked the roads yourself. I really dont understand all the anger to the fast travel system. you have to visit the location before you fast travel there, so in essence your forced to go there in the first place. the only thing i didnt like about it, was that when you started the game you immediatly had a map availiable to you showing every major city and town. this is making a general assumption that a: your born in the area. and b: you have a high degree of education and had access to maps to learn the layout of the land. It would be nice to see cartographers in the game, walk up to one, and pay him for a copy of his map. or better yet, just get out and explore the land yourself, hire some armed help, and make maps that you in turn can sell.

the other idea is jobs. people like and dont like this idea. in oblivion we had the oppurtunity to back a buisness and earn a bit of profit from doing so. why not expand that a little further? say I support or due to a high repair skill have the option to start my own smithy, if i didnt want to be tied down to the anvil all day per say, then Id hire a guy to fill that role. id go through a couple applicants and choose the guy who has the better skill. and in return impart some of my knowledge of the skill to them.
that gives me free time to explore the land, do quests etc etc. and to improve on the quality of the goods, id go invest in a mine, that would supply my smithy with raw materials.

one other thing Id like to see is the ability to plant and harvest. some houses have plenty of open yard space, it would be nice to actually use part of the yard space as a garden and "grow" my own herbs so i dont have to wamder across the continent looking for ingredients.

It would also be nice if the game had a better, built in system for placing items in your house, without having to rely upon a 3rd party mod. to be able to buy display cases and trophy mounts and place them were you want in the house as well, or outside in your yard. (something similar to how Lord of the rings online player housing for placing items but with more of a free form sandbox approach)

another idea is to play up the racial intolerance in the world of elder scrolls. from reading what lore there was there was all this contempt between dark elves and orcs and bretons and such, and one thing the imperial city needed was a slums area that was divided between different races. and you were treated differently for being in the orc side of town. this could introduce new lines of quests that isnt all about the hack and slash, repairing racial dammages done from years past. working as a diplomate for the empire or current ruling body.
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Agnieszka Bak
 
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Post » Thu May 26, 2011 9:00 pm

There are alot of opinions about the fast travel here, first I think its important that it already is just an option, you dont need to fast travel if you dont want too. secondly, time lapses during fast travel the same amount as if you actually walked the roads yourself. I really dont understand all the anger to the fast travel system. you have to visit the location before you fast travel there, so in essence your forced to go there in the first place. the only thing i didnt like about it, was that when you started the game you immediatly had a map availiable to you showing every major city and town. this is making a general assumption that a: your born in the area. and b: you have a high degree of education and had access to maps to learn the layout of the land. It would be nice to see cartographers in the game, walk up to one, and pay him for a copy of his map. or better yet, just get out and explore the land yourself, hire some armed help, and make maps that you in turn can sell.

the other idea is jobs. people like and dont like this idea. in oblivion we had the oppurtunity to back a buisness and earn a bit of profit from doing so. why not expand that a little further? say I support or due to a high repair skill have the option to start my own smithy, if i didnt want to be tied down to the anvil all day per say, then Id hire a guy to fill that role. id go through a couple applicants and choose the guy who has the better skill. and in return impart some of my knowledge of the skill to them.
that gives me free time to explore the land, do quests etc etc. and to improve on the quality of the goods, id go invest in a mine, that would supply my smithy with raw materials.

one other thing Id like to see is the ability to plant and harvest. some houses have plenty of open yard space, it would be nice to actually use part of the yard space as a garden and "grow" my own herbs so i dont have to wamder across the continent looking for ingredients.

It would also be nice if the game had a better, built in system for placing items in your house, without having to rely upon a 3rd party mod. to be able to buy display cases and trophy mounts and place them were you want in the house as well, or outside in your yard. (something similar to how Lord of the rings online player housing for placing items but with more of a free form sandbox approach)

another idea is to play up the racial intolerance in the world of elder scrolls. from reading what lore there was there was all this contempt between dark elves and orcs and bretons and such, and one thing the imperial city needed was a slums area that was divided between different races. and you were treated differently for being in the orc side of town. this could introduce new lines of quests that isnt all about the hack and slash, repairing racial dammages done from years past. working as a diplomate for the empire or current ruling body.
some good ideas in there

also, click the link in my signature that says fishy stick, then your initiation will be complete
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Elisabete Gaspar
 
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Post » Fri May 27, 2011 11:00 am

i would like it if we could visit all the daedric planes....not parts...in their entirety or as much as possible. even as an expansion this would be nice.

combat system needs complete overhaul as does spell system...maybe they need to hire the dude who made the awesome Midas Magic mod.

more population would be nice.

kids (mostly so i can be an orc and kick them across the land or somethin...)
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Oscar Vazquez
 
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Post » Fri May 27, 2011 5:00 am

You can still go to someone and just get a tip, however you do NOT get a new level that way you just get a leveling speed bonus, you still have to go out and earn it. When you go sparring with someone you actively level as you pretty much use your speed bonus directly.

So basically from everytihng that just gives you advice like a book or getting tips from someone you just get a leveling speed bonus but you still have to do something to level up.
When you go into a ACTUAL training round you do gain extra levels becuase you directly use what you learn.


I had some ideas about leveling that were kind of like these.

First, I think you should have to at least 'read' through all of the pages of a book before gaining a skill increase. That means that you must flip through all of the pages until the end of the book in order to get the increase, as opposed to just cracking open the book and getting the increase right away. Additionally, it shouldn't be so obvious which books give you increases. In Morrowind (and Oblivion), I could usually guess which books gave skill increases because they were always one of the more expensive books. However, I do like the idea of only getting skill increase bonuses from books instead of an actual skill increase, too.

I completely agree that you should be able to train your skills with a (paid) instructor for skill increases. Like Daniel said, your character should have to actually spar with an NPC, or shoot arrows at a target, or throw fireballs at a dummy, or perform any number of other tasks you wish in order to boost your skill level. I think this kind of system would be tedious enough that people would be disinclined to try to abuse the system, yet gratifying in a way because you would feel like you actually earned the skill increase. Also, rather than the annoying five-skill-increases-per-rank cap that they implemented in Oblivion, I think they should just restrict it to four or eight hour periods per day (assuming the aforementioned system and NPCs having schedules).
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Chloe :)
 
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Post » Thu May 26, 2011 11:45 pm

no, it svcked. bad. very bad. why did beth put cairn bolete and wisp stalk in the tutorial, i dont know, they were impossible to pick. what ive picked the most of was flax ambrosia lichor and some other thing... dunno what it was. i wish it was more like the sims. you go over to the tree, you see your guy picking the fruit, a window shows up saying what you got, and then the fruits dissappears from the tree. oh yeah, and you shouldnt only get 1 ingredient from a plant. you get the flax seeds, but what about the leaves and the stem? youve taken the boar meat, but what about the hide?


Personally, I thought harvesting was improved from Morrowind to Oblivion, though it could be even better. I agree about 'harvesting' from animals, though. When I kill and animal, I should be able to get anything that might be usable as an alchemical ingredient, plus the meat and hide.
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tiffany Royal
 
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Post » Fri May 27, 2011 5:15 am

when using your fist's you can knock out a Npc ( so to rob them )
instead of killing them


Great idea :goodjob:
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Misty lt
 
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Post » Fri May 27, 2011 9:45 am

Werewolf Hunters

I hate to say it...but jobs... Fable 2 had them, and I thought it was great being able to make swords, chop wood, even serve beers, to make a quick gold (or few thousand in the upper ranks) in a few minutes.


I'd like to see jobs implemented in the next ES as well. But, I thought the way that it was implemented in Fable 2 was kind of silly. The amount of money you make, the quality of the items you make, and how many you are able to produce in a day, should all be dependent on your skills.
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T. tacks Rims
 
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Post » Fri May 27, 2011 9:47 am

I think we should have "apprenticeships", like if I wanted to become a smith/e I could be an apprentice to a smith and he would teach me how to do it. For the very elite there may even be a fee such as to be a very high and powerful mages' apprentice although generally the character gets paid a small amount.

EDIT: Damn my Leprechaun picture was removed, Good thing I got a copy on my hardrive ;)
Never fear he shall return soon.
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meghan lock
 
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Post » Fri May 27, 2011 4:21 am

I wished there would be a backup of all the past issues of this thread somewhere. :(
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kitten maciver
 
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Post » Fri May 27, 2011 12:58 am

There are alot of opinions about the fast travel here, first I think its important that it already is just an option, you dont need to fast travel if you dont want too. secondly, time lapses during fast travel the same amount as if you actually walked the roads yourself. I really dont understand all the anger to the fast travel system. you have to visit the location before you fast travel there, so in essence your forced to go there in the first place. ...


I think the main reason why a lot of us Morrowhiners don't like the FT in Oblivion is because, unlike Morrowind, there was no other option available if you wished to get somewhere quickly. Someone else once said that fast-travel in Oblivion isn't optional in the "Should I eat steak, chicken, or seafood" sense, but rather, it is optional in the "Should I eat or not" sense. This anology seems to fit Oblivion's FT pretty well. Also, the FT in Oblivion didn't really simulate walking. If you walk anywhere in Oblivion, you almost always encountered conflict. This never happened when you used the FT 'option'. So, other than costing you time (which had no effect on the game or your character at all), there were no real costs or consequences to using FT. Unless you really wanted to RP throughout the entire game, how could you not use Oblivion's FT at some point? If Beth had implemeted FT in Oblivion like they did in Daggerfall, I think there would be fewer complaints, and a lot less vitriol.
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Claire Mclaughlin
 
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Post » Fri May 27, 2011 6:46 am

A FASTREPLY about FASTTRAVEL

1. Discoverable map - yes you should be able to buy a map, but its just a map - can you trust its accuracy? Has every little nook and cranny been mapped and marked and commented? Unlikely. You should be able to mark area's on your map that are of interest to you and have a compass available - without the Quest markers - ie. you become responsible for your setting your own quest markers.

2. Fast Travel between major towns - YES PLEASE - this could be in the form of a coach, or landstrider - however there should be "random encounters while travelling", so you're on the coach and suddenly a band of marauders or thieves or brigands even tries to attack (this also opens a new guild / job opportunities - riding shotgun on coaches).

3. Fast Travel off the beaten track - perhaps you have heard of some place that you want to get to fast - your local tavern should have trackers and wildsmen just waiting to relieve you of your gold to get you "close" to where you want to go, but not all the way. Once again there could be random encouters - and there's always the chance the guy could just dissappear into the woods leaving you stranded.

4. Mark & Recall - why they ever dropped this is beyond me, however it could be brought back. There could even be a chance that instead of ending up where you were planning on going you could enter a oblivion. Side effects from mark and recall - disorientation, blurry screen (think Farcry 2) and the inability to cast immediately.

thats it in brief
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Thomas LEON
 
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Post » Fri May 27, 2011 2:18 am

I don't want to be able to be the master of everything at the same time. I should only be the master of one guild at any one time. If I want to become the master in another guild I should have to relinquish my position in my current guild.

I also think that bounty system should be changed. Let's say I'm wanted for crimes in Imperial City. I'd like to be able to start a new life somewhere else and build up good relations there and not have the guards immediately arrest me even though they shouldn't have any idea who I am or what I've done.
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Laura Hicks
 
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Post » Fri May 27, 2011 4:21 am

Unless you really wanted to RP throughout the entire game, how could you not use Oblivion's FT at some point? If Beth had implemeted FT in Oblivion like they did in Daggerfall, I think there would be fewer complaints, and a lot less vitriol.


I RP in my Oblivion game, possibly thanks to being slightly OCD. I alwways have to be at an inn or one of my houses by nightfall (especially with the darker nights mod) and I can NEVER allow myself to use the fast travel system. Because it doesn't make sense. You miss out on so much when you fast travel, and all because you're lazy. If there was an alternate fast-travel system where you had to pay someone for transport, perhaps a caravan ride, or mages guild teleportation services, then it would make sense. You'd fork over some money, and the journey could be skipped since it is conceivable that nothing would happen. Caravans can have guards to dissuade bandit attacks, and so an uninterrupted journey is very likely.

My biggest problem with the fast travel system is that despite Bethesda saying "it's an option, you don't have to use it." they're obviously lying. They built their questlines around the system needing to be used. Take the fighters guild quest line for example. There are times when you're a given a contract in Chorrol, that requires you to complete a job in some faraway place like Bravil or Leyawiin. Why would this happen!? There are fighters guild chapters in every city in Cyrodiil, so surely jobs in the Leyawiin area would be given to the Leyawiin fighters guild instead of the Chorrol fighters guild!

In short, I wouldn't mind if there was fast travel in TESV, provided it wasn't necessary for getting around. Running from Chorrol to Leywaiin and back over and over when it didn't make any sense to do so... that was just frustrating. So long as they don't make these mistakes again, then I can happily ignore fast travel as a role-player.
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Taylor Bakos
 
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Post » Thu May 26, 2011 11:15 pm

You know you've played too muc... a lot of TES games when you miss the Detect Life spell when you go hunting.

While at it, it occurred to me how much the terrain should effect your sneaking abilities. It's just impossible to move silenty on frozen moss. It crunches!
Another bad one is snow, when it's really cold. But there is also soft snow that doesnt make sound.
But on wet or moist moss you can walk how ever you want without making a sound.
Swamp however: every time you pull your feet from it, SLURP!
Solid rock, with soft leather boots: silent. With metal boots: loud.
And so on. Make it so Beth :I
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Janette Segura
 
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Post » Fri May 27, 2011 2:35 am

My biggest problem with the fast travel system is that despite Bethesda saying "it's an option, you don't have to use it." they're obviously lying. They built their questlines around the system needing to be used. Take the fighters guild quest line for example. There are times when you're a given a contract in Chorrol, that requires you to complete a job in some faraway place like Bravil or Leyawiin. Why would this happen!? There are fighters guild chapters in every city in Cyrodiil, so surely jobs in the Leyawiin area would be given to the Leyawiin fighters guild instead of the Chorrol fighters guild!

In short, I wouldn't mind if there was fast travel in TESV, provided it wasn't necessary for getting around. Running from Chorrol to Leywaiin and back over and over when it didn't make any sense to do so... that was just frustrating. So long as they don't make these mistakes again, then I can happily ignore fast travel as a role-player.


QFT

You shouldnt be able to travel all around the province instantly at any time. Thats not roll playing.

I remeber in old rpgs, when getting to a new city is actually a really exciting thing, somthing that you need to prepare to because of the dangoruse wilderness. Think of "The Lord of The Rings". Getting from the hobbit village to the elf forrest was a journy where everything could happen in your travel.
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Heather Stewart
 
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Post » Fri May 27, 2011 10:08 am

Just an idea i thought i should toss in here, what if you had individual armor for females and men, each with their own perks which might suit the gender more, e.g. female iron armor would be lighter than the normal armor, but has a lower armor rating, male iron armor, would be heavier, but has a higher armor rating, it's just that i find it strange how iron greaves, which are 'real' greaves provide the same stats as that poofy female skirt iron greaves
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Maria Leon
 
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Post » Thu May 26, 2011 8:07 pm

I find it stranger that "greaves", which are really supposed to be "shin guards", are worn over the upper legs and groin in this game. The upper legs should be protected by "cuisses".
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SamanthaLove
 
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Post » Fri May 27, 2011 6:53 am

if your character has darks skin or wears dark clothes you should get a sneaking bonus, because it would be easier to see a glowing white imperial with steel armor at night rather than a dark skinned khajiit/argonian/redguard wearing madness armor at night
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oliver klosoff
 
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Post » Fri May 27, 2011 6:04 am

if your character has darks skin or wears dark clothes you should get a sneaking bonus, because it would be easier to see a glowing white imperial with steel armor at night rather than a dark skinned khajiit/argonian/redguard wearing madness armor at night


Well it really depends on how you look at it, if you are sneaking in a forest then an orc would have the best bonus, because, well they are green! Nords could hide quite well in the snow because of their paler skin, so it is not necessarily darker = sneakier
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victoria johnstone
 
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