TESV Ideas and Suggestions #132

Post » Wed Sep 01, 2010 10:23 pm

This.

I loved Morrowind's "dungeons" because they were so...expected. What I mean by that is one would enter a Dwemer ruin and the loot would be all the things one would expect. Dwemer tubes, cogs, silverware, plates, armor, weapons, and coins. The enemies were mostly old dwemer constructs, attacking you because it's their duty, and tortured Dwemer spirits, attacking out of misplace fury at their death.

Tombs had skeletons or other undead doing their duty of protecting their family's tomb as charged by their code of honor. Items were offerings of jewels or ingredients and family relics of weapons, armor, and trinkets.

Oblivion? It's dungeons felt empty. Their loot made no sense. Steel weapons in an Aylied ruin? Steel Armor? Where are my Elven weapons? My Elven armor? Aylied currency? They felt like they were made for the exclusive reason of loot.

And the caves? Oh jeez, those were horrible. I miss the awesome formations that Morrowind had, like that one cave with the huge waterfall (where you could find a daedric pauldron) that had a skeleton at the bottom surrounded by potions and books and such, as if a traveler had accidentally stumbled off of the waterfall and fell to his death, his packs contents flying all around the cavern. Lots of caves were mixed in their interior, going from a winding cavern into a buried Dwemer or Daedric ruin. The sense of discovery was simply epic.



QF[censored]T!!!!



I miss the old skeleton of fallen adventurers, with old notes wich they wrote in their last ours before death, with their items avilable for looting.

And the whole "theme" style dungeons were just amazing, I have never EVER felt a such exploration feeling in other games than Morrowind. (Althogh Fallout 3 kinda reminds me of it)
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Bek Rideout
 
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Post » Wed Sep 01, 2010 8:03 pm

I dunno. I guess it's personnal preference.
Maybe they just weren't well-presented?
I have a small Oblivion after-taste after playing it for a few days.
But I do remember Morrowind's "dungeons" fairly well. Smuggler caves and such. It just seems so unappealing to go "loot" something.
I dunnoez...
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Marina Leigh
 
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Post » Wed Sep 01, 2010 12:05 pm

I agree TES:V should have less dungeons than oblivion. The problem with oblvions' dungeons was not really how many there were but how small the map was which crammed all the caves/dungeons/forts so close it felt really unnatural with absolutely no good lore reason why if you stood at a high vantage point you could see about 10 alleid ruins and like 5 forts (caves were a little harder to spot). So in essence I think the game should keep dungeons, it seems to me to be and essential part of the genre and well they're just part of the elderscrolls...
but we should have less put on a much larger map, (so you don't bump into them ALL the time) They also need to feel as if they're meant to be there, with lots of unique books and objects.
Ahh... and caves and whatnot should be non-respawning
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Jason White
 
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Post » Wed Sep 01, 2010 4:42 pm

I agree TES:V should have less dungeons than oblivion. The problem with oblvions' dungeons was not really how many there were but how small the map was which crammed all the caves/dungeons/forts so close it felt really unnatural with absolutely no good lore reason why if you stood at a high vantage point you could see about 10 alleid ruins and like 5 forts (caves were a little harder to spot). So in essence I think the game should keep dungeons, it seems to me to be and essential part of the genre and well they're just part of the elderscrolls...
but we should have less put on a much larger map, (so you don't bump into them ALL the time) They also need to feel as if they're meant to be there, with lots of unique books and objects.
Ahh... and caves and whatnot should be non-respawning


While I agree in essence with the point you're making I can't help but feel it would make for a much worse game.... And the ES series is after all just a series of games... No matter how much we care for them. Less dungeons in the world that don't respawn after time? While that would make sense in real life in game terms it could be quite drab. If you're playing a guy who wonders around often then you may end up with not much to do exploration wise a hundred plus hours into the adventure.

I do however hope for more unique dungeons. Remember that one in Oblivion where you had to hit a couple of switches in order and found yourself attacked by undead pirates? You could then go down an old shaft leading to a wreck of an old pirate ship. More along these lines would be very welcome, beth.
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Amber Ably
 
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Post » Wed Sep 01, 2010 10:30 am

I would like to be able to purchase or build a ship and a house that is customizable. Maybe even getting to the point where if you're wealthy enough you can have farm and hire farmhands to make money or a castle and hire guards and whatnot. I would also like to see a money limit or at least make it so the government makes a limited amount every now and then instead of having it randomly show up all the time. Id like to see an economy so while the rich get richer the poor get poorer or vice versa. and how about a family. It always amazes me how these races have been around for so long and they don't procreate.
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Leilene Nessel
 
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Post » Wed Sep 01, 2010 11:40 am

It just seems so unappealing to go "loot" something.

I'm trying to imagine TES without this activity, and it makes me physically ill.
So what are you looking for, beyond slipping poison in someone's cup of tea? Fatigue loss while shopping too much?
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Erich Lendermon
 
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Post » Wed Sep 01, 2010 1:28 pm

While I agree in essence with the point you're making I can't help but feel it would make for a much worse game.... And the ES series is after all just a series of games... No matter how much we care for them. Less dungeons in the world that don't respawn after time? While that would make sense in real life in game terms it could be quite drab. If you're playing a guy who wonders around often then you may end up with not much to do exploration wise a hundred plus hours into the adventure.

I do however hope for more unique dungeons. Remember that one in Oblivion where you had to hit a couple of switches in order and found yourself attacked by undead pirates? You could then go down an old shaft leading to a wreck of an old pirate ship. More along these lines would be very welcome, beth.

I don't know how I feel about respawning. I don't think non-respawning dungeons are the fullest way to go, but I do think that dungeons should take a significant amount of time to respawn (like an in-game month), and/or scripted conditions should exist to determine whether or not a dungeon will get repopulated, when it will get repopulated, and who/what it will get repopulated with.

And there really does need to be a culling in the amount of dungeons they try to accomplish. 192 dungeons spread over less than 16 square miles of worldmap translates to walking/riding in a direction for a minute or two and then finding a dungeon. Or leaving a dungeon, traveling over a nearby hill, and finding another dungeon. They're just too packed together. It didn't help that Cyrodiil had an all-roads-lead-to-the-center world design, meaning there were absolutely no real geographic obstacles to really break up the bulk of the land, but I still feel that 192 is waaay too much. I would much prefer cutting that number nearly in half, to about 100 or so dungeons, and then using the excess time and resources to double the uniqueness and size and scope of those 100 dungeons. As well as not scapegoating dungeons as the only exploratory feature by really focusing on giving the world-map hand-touched goodies and perhaps what could be classified as above-ground dungeons.

In a way, reducing the number of dungeons would make exploration more interesting and perhaps even increase the longevity of exploration, because now the points of interest are fewer and further between, meaning longer hauls to discover things. And, coupled with the removal of the Places-of-Interest nearby-location compass system, as well as a conscious effort to give players hints or landmarks to find most dungeons (such as natural formations or man-made things like old roads, etc), that would make exploration far more rewarding and lasting for me.
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Robert Devlin
 
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Post » Wed Sep 01, 2010 5:27 pm

I still think they should be "non respawning" in the way we know it. However it should still be changed containers and stuff won't "magically" refill after 3 days. Oh no, Something or someone would actually need to put something in that container or take something out. Dungeons should not be in there own cell but part of a fluid world where it is possible for some lost dear to accidentally amble into that empty looking cave to avoid a storm or have "that who gambled away all his money and has large debts to pay" run and hide in cave/dungeon/sewer etc till the heat dies down.
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Shae Munro
 
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Post » Wed Sep 01, 2010 4:50 pm

I'm trying to imagine TES without this activity, and it makes me physically ill.
So what are you looking for, beyond slipping poison in someone's cup of tea? Fatigue loss while shopping too much?


I dunno. More, non-combat related activities? Like shopping?
Seriously though, I've never enjoyed dungeons. At all.
It seems so OOC for me. Dunno why.
Well, I've enjoyed Morrowind without playing through them... (never did the main quest though...)
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SiLa
 
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Post » Wed Sep 01, 2010 1:12 pm

i still dont get why every fort in oblivion was a ruin... what happened to them? dwemer come alive and blow them up with mortars?

and what about this inventory thing? you can magically hold 500 items but you dont even have a backpack? great, so i can go to school holding pencils, my homework, my mathbook, and my other crap without needing a backpack? i can hold 15 daedric claymores in my inventory but it wont showup on my body or in a backpack? hmm, ive said backpack a lot, maybe i should move on....

i sort of like gears of war's "down but not out" system. they could implement that in tesv, so that way you dont always only have one chance.... of course, the down but not out shouldnt happen all the time, maybe like a 25% chance. (if you ever played gears of war youd know that down but not out is when you take so much damage you get knocked down and had to crawl to an ally for some help otherwise youd bleed to death)

and for the main quest, id like to have an ally to take off that whole "only YOU, YOU, YOU! can save us" feeling. whod would want to save the world on their own? id like some help every now and then (partner could be customizable, perhaps?)
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Victoria Bartel
 
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Post » Wed Sep 01, 2010 4:25 pm

I would only like partners if they were "party members", a la KotOR.
As in, deep characters with alot of dialogue that don't serve as pawns.
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remi lasisi
 
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Post » Wed Sep 01, 2010 11:25 am

Meh. It's been almost 2 months since I last threw this around.
Not much added, but hey. Give me moar thoughts to tack onto it.


Ideas and Improvements Regarding Large Cities in TESV:
New stuff in red.1f. Taverns/Inns as dispersed amongst cities should be a bit different in nature, both stylistically and in naming. Tavern, for example, would be a better suited name to a liquor-serving bar that also happens to have some food for sale and maybe a room or two or three if needed (perhaps reserved for those too intoxicated for their own good). Inn, on the other hand, implies an establishment with a dozen or two rooms that just happens to serve some refreshments and maybe a meal. Bed-and-breakfast would of course mean a place with a small number of rooms and a plethora of food and a publican that goes out of their way to provide service. There should be strides to differentiate between these different styles of room-renting, and those styles should be enforced by the type of patrons to that establishment, the dialogue and services provided by the publicans, the actual size and capacity of the buildings themselves, etc, etc. Also, for all taverns and inns, the player should have the option to book a room for an extended period of time, potentially receiving a discount for a longer booking period (so to cut down on the need to repurchase the same room every single night even though you plan on staying there for a month). The player should be able to choose between open rooms, perhaps paying more for a more spacious room with better storage. Also, the player should not be the only one renting rooms. Random NPCs, potentially on the same setup as random encounters, should also book rooms at inns/taverns, and they should bear the hallmarks of travelers. Perhaps they are not native to the province, and they are a source of extra-provincial rumors. Perhaps they are on a trade-route within the province, and they rest at inns along every stop in their journey. Finally, there should be the off-chance that the tavern/inn might be full that night, if enough random NPCs or scheduled NPCs happen to be staying there at once. [/color]


:thumbsup: sorry for making such a long quote. maybe i shouldnt have, but for those who havent read it theres some good stuff in there. hopefully beth is similar minded on some of the things in this post. One bit was about inns and stuff. i def. think you should be able to rent them for a long time. if you rent one out then you could store stuff in it, and if you forgot about the stuff, then the owner would put it in a bag at the front for u or something. in Mw guilds were helpful in tht way cause you could put your things in a room, and when you finished at tht guild location, then you could pack your stuff up and make a new set up in a dif guild, in a dif town. (i edited cause the post was way too long. so now you have the bit about wht im talking about.)
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Nuno Castro
 
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Post » Thu Sep 02, 2010 12:44 am

i wish the swords in oblivion would actually look like real swords, must of them just were cartoony, not to mention shivering isles's order swords and dawnfang, they looked like flimsy plastic dollar-tree toys

also, whenever i look at my character in my inventory screen, his sword always has a bend in it, near the top... wtf? piece of junk sword

lastly, i wish combat was more realistic in oblivion, i dont see why something can automatically take 50 arrows to the head or 20 bashes to the skull by a warhammer, and longsword combat could be better to. as i have said many times, longswords didnt cut through heavy armor (most likely because they were so flimsy), they dented heavy armor. they would just keep denting the enemys armor with slashes until the enemy gets knocked onto his back, with the stab to either the heart or the stomach doing the real damage, so id like that in oblivion, swords didnt do damage in oblivion, but rather have like a desintigrate armor 5 points and fatigue 10 points or something, and then when the enemy is fully fatigued, you have the option to help them back up (could be a yield to get an enemy to stop attacking you and feel scared of you and make them say "no no no dont kill me please dont kill me" and they drop to their knees and beg for for mercy :bowdown: EDIT: if they attacked you or they were a bandit you could take them to jail?) --- or finish them with a stab

EDIT 2: this doesnt really fit with my combat ideas but whatever.... ok, what about mixing potions and posions?

lets say you have one potion of restore fatigue (10 points over 2 seconds)
and one potion of restore health (10 points over 2 seconds)

and if you mix them youd get this

2 potions of restore whatever you want to call it, with
Restore Health 5 points over 1 second
Restore Fatigue 5 points over 1 second

now with poisons, you could do the same thing, just with damage/drain health/fatigue/magicka
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Nick Jase Mason
 
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Post » Thu Sep 02, 2010 12:37 am

EDIT 2: this doesnt really fit with my combat ideas but whatever.... ok, what about mixing potions and posions?

lets say you have one potion of restore fatigue (10 points over 2 seconds)
and one potion of restore health (10 points over 2 seconds)

and if you mix them youd get this

2 potions of restore whatever you want to call it, with
Restore Health 5 points over 1 second
Restore Fatigue 5 points over 1 second

now with poisons, you could do the same thing, just with damage/drain health/fatigue/magicka


Awesome idea, but wouldn't that slightly bloat save files, what with the million variations?
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Jade Barnes-Mackey
 
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Post » Wed Sep 01, 2010 8:56 pm

Awesome idea, but wouldn't that slightly bloat save files, what with the million variations?


The construction of the variations would occur in a single piece of code containing the algorithm. The result of that algorithm would just return a potion object that could already exist in the game. In other words, you can already make a potion that restores 5 points of both fatigue and health in 1 second. No reason a single piece of code can't just generate potion objects that could already be scripted using the same class of objects.
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Yonah
 
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Post » Wed Sep 01, 2010 3:17 pm

i dont get how you can only drink four potions at a time but you can eat an infinite amount of watermellons at a time. there should be a limit on how much you can eat or drink Examples:

1/2 watermellon

6 bottles of skooma (because theyre so small)

4 potions

0 minotaur horns (dont see how theyre edible)

1 bottle of beer

15 or so graqes
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Alada Vaginah
 
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Post » Wed Sep 01, 2010 5:32 pm

1/2 watermellon

1 bottle of beer

15 or so graqes


Are you trying to starve me? I've eaten at least an entire watermellon at once, seeds included, and had room for more. Watermellon isn't very filling. I'm ashamed to admit that I can drink a few more beers than that. I could eat an entire bunch of graqes if I didn't refrain and there's surely more than 15 on a bunch.

I'm mostly just teasing you. But really. 1 beer?
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Robert Garcia
 
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Post » Wed Sep 01, 2010 12:36 pm

Are you trying to starve me? I've eaten at least an entire watermellon at once, seeds included, and had room for more. Watermellon isn't very filling. I'm ashamed to admit that I can drink a few more beers than that. I could eat an entire bunch of graqes if I didn't refrain and there's surely more than 15 on a bunch.

I'm mostly just teasing you. But really. 1 beer?

i meant at a time, meaning you could drink a beer, wait a second, and then do it again, i didnt mean once a day
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patricia kris
 
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Post » Wed Sep 01, 2010 10:21 am

i dont get how you can only drink four potions at a time but you can eat an infinite amount of watermellons at a time. there should be a limit on how much you can eat or drink Examples:

1/2 watermellon

6 bottles of skooma (because theyre so small)

4 potions

0 minotaur horns (dont see how theyre edible)

1 bottle of beer

15 or so graqes



I don't want there to be any limits on how much a player can drink/eat. However in saying that the player should be a little careful as somethings may not mix well together in his stomach and may have adverse effects.
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Camden Unglesbee
 
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Post » Wed Sep 01, 2010 12:23 pm

0 minotaur horns (dont see how theyre edible)

I think you grind it into powder using a mortar & pestle, and mix into something, like a potion or a stew. Make pretend...
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M!KkI
 
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Post » Wed Sep 01, 2010 11:54 am

I think you grind it into powder using a mortar & pestle, and mix into something, like a potion or a stew. Make pretend...

but the icon shows up as a minotaur horn...
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Neliel Kudoh
 
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Post » Wed Sep 01, 2010 10:28 am

It's more convenient to carry around the horn as a whole, until you need it.
Thus, it was a horn before you chose to eat it.
I don't know, man!
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Cameron Garrod
 
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Post » Wed Sep 01, 2010 6:00 pm

Well, this is a quick question that may be slightly impractical, but why is it that all alchemy ingredients have the same magnitude of effect?

To better explain, why would, lets say, a single [cheese wedge] be just as effective as a single [fire salts] at creating a [fire shield] potion?
Wouldn't it make more sense for [fire salts] to make more effective [fire shield] potions than [cheese wedges]?

I hope that in TESV, it would be nice if either
A) ingredient dosage is added (e.g. 3 cheese wedges = 1 fire salts at creating a fire shield potion)
or
B ) You can still use only one [cheese wedge] to create a [fire shield] potion, but compared to one made with [fire salts], it would be weaker.

This can possibly even be made mod-ingredient friendly by creating some sort of counter that ups the ability of certain effects depending on how
many similar effects the ingredient shares. If this is done, it would be nice for it to be able to be overridden by those able so they can add in their
own custom values.
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claire ley
 
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Post » Wed Sep 01, 2010 7:22 pm

Wouldn't it make more sense for [fire salts] to make more effective [fire shield] potions than [cheese wedges]?


You got something against cheese wedges, fella? I'll have you know that cheese makes the main character's pet mouse spit fire in Dragon Quest VIII.
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Amiee Kent
 
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Post » Thu Sep 02, 2010 12:29 am

:thumbsup: sorry for making such a long quote. maybe i shouldnt have, but for those who havent read it theres some good stuff in there. hopefully beth is similar minded on some of the things in this post. One bit was about inns and stuff. i def. think you should be able to rent them for a long time. if you rent one out then you could store stuff in it, and if you forgot about the stuff, then the owner would put it in a bag at the front for u or something. in Mw guilds were helpful in tht way cause you could put your things in a room, and when you finished at tht guild location, then you could pack your stuff up and make a new set up in a dif guild, in a dif town. (i edited cause the post was way too long. so now you have the bit about wht im talking about.)


I agree we should rent this way.
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Chris Johnston
 
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