TESV Ideas and Suggestions #133

Post » Fri May 27, 2011 11:53 am

The main problem i see in the werewolf clan/cooperation with others idea, is that they are literally beasts in their wereform, all they think about is food and they race at the scent of blood, is there anyway that a were's humane form can control it's were form? What about with that were amulet? If there is anyway at all, then we have solved the crucial problem in this puzzle.
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WYatt REed
 
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Post » Fri May 27, 2011 7:27 am

Yeah, I forgot about the expansion issue. However, the introduction of Solstheim, which is apparently reminiscent of Skyrim is how I based my opinions on their possible levels of interaction. I don't know much about lore, so I could be wrong in 100 different ways. I'm just sayin that Skyrim is pretty far north, and darned cold. For personal comforts alone I'd imagine that vampires would be far away from that.
Without higher intellect, I'd imagine the wolves as animals without thought outside of survival.
I'm no writer, nor do I write these games for Bethesda - I'm only speculating. A possible daedric motivation could be something as simple as a disagreement between Hircine, and whatever that god's name is that helps Molag Bal cure your MW vampirism (I don't remember.) I don't know, man. I'm just sayin.
Organized wars and raids between vampires and werewolves would be the furthest from boring. It's not like you're killing rats or collecting ingredients.
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Anna Watts
 
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Post » Fri May 27, 2011 2:54 pm

Or maybe there just is no puzzle at all. Just let the werewolves be werewolves and do their thing, which is feeding on humans and the like. Vampires though, they could form clans, which I personally would like to see in TESV. But why does the werewolves necessarily have to interact with the vamps at all?
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SUck MYdIck
 
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Post » Fri May 27, 2011 1:07 am

Yeah, I forgot about the expansion issue. However, the introduction of Solstheim, which is apparently reminiscent of Skyrim is how I based my opinions on their possible levels of interaction. I don't know much about lore, so I could be wrong in 100 different ways. I'm just sayin that Skyrim is pretty far north, and darned cold. For personal comforts alone I'd imagine that vampires would be far away from that.

Au contraire:
It's arguable that the very first specimen of vampire originated from Skyrim: http://www.imperial-library.info/obbooks/lairvileopusculuslamae.shtml
And http://www.imperial-library.info/obbooks/immortal_blood.shtml describes eastern Skyrim vampiric clans that use immensely cold conditions to feed on their victims. The Volkihar are one of the things I'm looking forward to regarding Skyrim. ;)

Without higher intellect, I'd imagine the wolves as animals without thought outside of survival.
I'm no writer, nor do I write these games for Bethesda - I'm only speculating. A possible daedric motivation could be something as simple as a disagreement between Hircine, and whatever that god's name is that helps Molag Bal cure your MW vampirism (I don't remember.) I don't know, man. I'm just sayin.

Yeah, that is a possibility; Vaermina and Hircine could be having somewhat of a rocky relationship and are using their respective mortal servants to duke it out. Though it doesn't change my mind on versus.

Organized wars and raids between vampires and werewolves would be the furthest from boring. It's not like you're killing rats or collecting ingredients.

Well, BATW is subjective, of course. I find it very boring, because I find the idea of taking two things that are supposed to be bad ass and pitting them against each other to be boring. :shrug: I never did like anything VS related. Hated AVP and AVP:R. It just doesn't appeal to me as a decent plot hook.
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jessica breen
 
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Post » Fri May 27, 2011 8:16 am

Well, see, there you go - I didn't know anything about that lore you just spouted. I was just making amateur assumptions.
My argument isn't that these two groups necessarily have to collide - I'm just saying wouldn't it be cool (which some say is not), wouldn't it be fun if this was in V. Because if it is, and you find yourself(ves) enjoying this quest line, well there you go.
The AVP movies were far from what they should have been - please don't pass judgment on everything AVP on that alone. You know how book/comic inspired movies usually turn out. Far, far away from the actual mark. The comics, graphic novels, and novels were action packed.
But a guild of werewolf hunters, and a guild of vampire hunters would be cool.
If you were a vampire whilst being a member of a werewolf hunting guild...
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Toby Green
 
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Post » Fri May 27, 2011 1:44 am

Why not have the fighters guild as vampire/werewolf hunters? Instead of the usual rat hunters!
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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 2:41 am

I say keep werewolves on Solstheim.

The vampire clans of Skyrim are also more beastial than in other provences. Despite one clan's preference for magic and cities cut in frozen lakes, there's nothing to say Skyrim's vampires have any sense of culture or live by anything but instinct. The clan names appear to be given to these "vampires" by hunters, and are not a group name for the sake of social networking. If that's the case, I hope all romantic delusions of vampire factions are put to death with extreme prejudice. Repulsive children of the nightmare and corruption gods are my sole expectation.
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 3:39 am

Less generic creatures. We need to have creatures that scare you in ruins, because you're not expecting them, instead of overusing them and having them in every dungeon in Cyrodiil.
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LuCY sCoTT
 
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Post » Fri May 27, 2011 6:19 am

I actually would like to see the 'start in a dungeon' method of chargen tossed.

Yes, it's a staple of the series, but so was having the events of past games only ever mentioned in books, or vaguely mention in conversation until Oblivion. From this point forward everything you do will be because of the events of Oblivion. No matter how many years later the game takes place, the world has been irrevocably changed; not just something that happened in a distant land and since it was prevented, it has no effect on anyone.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 1:10 pm

I actually would like to see the 'start in a dungeon' method of chargen tossed.

Yes, it's a staple of the series, but so was having the events of past games only ever mentioned in books, or vaguely mention in conversation until Oblivion. From this point forward everything you do will be because of the events of Oblivion. No matter how many years later the game takes place, the world has been irrevocably changed; not just something that happened in a distant land and since it was prevented, it has no effect on anyone.

Or at least offer some variations. Maybe the chargen could vary, if the game offered several starting positions.
Or we could start the next one outside of the penal system.
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Eibe Novy
 
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Post » Fri May 27, 2011 12:11 pm

TES V really, really, really needs a better rulesystem.

As a minimal solution, I want control over which skills I do level, and which I dont. Just give me one on/off switch for every skill.

That would already make the rulesystem much, much, much more enjoyable, because at least I had now control and dont have to think about leveling optimally all the time.


I want morrowinds equipment system :/... im talking bout wearing shirts under armor and armor under robes, different armor types on each arm... I was quite disapointed when it was removed from tes 4 and hoping to see a return in tes 5 :)

I vote for a 5 magic item limit.

Otherwise you can play christmas tree adventuer, if you want. Wear 16 rings and 6 cloaks if you need to.

But not more than 5 magic items, weapons and shields wont count (neither does anything else thats holded with the hands, such as scrolls).

This way one can play a mage in realistic equipment - robe, cloak, amulet, 2 rings, staff - and be effective as anyone else, without having a disadvantage against the usual christmas tree adventurer that has filled each and every slot.
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Susan
 
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Post » Fri May 27, 2011 2:45 am

TES V really, really, really needs a better rulesystem.

As a minimal solution, I want control over which skills I do level, and which I dont. Just give me one on/off switch for every skill.

That would already make the rulesystem much, much, much more enjoyable, because at least I had now control and dont have to think about leveling optimally all the time.



I vote for a 5 magic item limit.

Otherwise you can play christmas tree adventuer, if you want. Wear 16 rings and 6 cloaks if you need to.

But not more than 5 magic items, weapons and shields wont count (neither does anything else thats holded with the hands, such as scrolls).

This way one can play a mage in realistic equipment - robe, cloak, amulet, 2 rings, staff - and be effective as anyone else, without having a disadvantage against the usual christmas tree adventurer that has filled each and every slot.

No magic item limits, i once made a character on Morrowind who's only skill was enchant, I named the class The Trinketeer and he relied solely on his magical trinkets for all his needs. He did become ridiculously powerful but so has every character past level 20.
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Victoria Bartel
 
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Post » Fri May 27, 2011 2:23 am

TES V really, really, really needs a better rulesystem.

As a minimal solution, I want control over which skills I do level, and which I dont. Just give me one on/off switch for every skill.

That would already make the rulesystem much, much, much more enjoyable, because at least I had now control and dont have to think about leveling optimally all the time.



I vote for a 5 magic item limit.

Otherwise you can play christmas tree adventuer, if you want. Wear 16 rings and 6 cloaks if you need to.

But not more than 5 magic items, weapons and shields wont count (neither does anything else thats holded with the hands, such as scrolls).

This way one can play a mage in realistic equipment - robe, cloak, amulet, 2 rings, staff - and be effective as anyone else, without having a disadvantage against the usual christmas tree adventurer that has filled each and every slot.


The whole point of TES is to have a free world with little to no rules. And only allowing 5 magical item is stupid and very limiting.
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Rachael Williams
 
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Post » Fri May 27, 2011 3:12 pm

Well for starters I think if they added gun powder in because gun powder was available very early. Also it be cool if you had a quest where you became a famous revolutionary. Like say there would be some area seperate from what every country you are playing in where it is a small country. So in this country there will be a king. The king himself is not a bad person but he is old and then when this quest really starts up he dies. His son takes power and it really goes to his head. crazy laws will be made and there will be propaganda. So if a guard hears you talkings treason you will go to jail. Also crime sentences here will be much worst than normal. Also sometime in this quest this crazy king should send a warrant for your arrest and you have to disguise you face. SO basically you overthrow this king by getting people on your side. I mean this idea needs more elaboration and I just wrote this quickly and didn't think much.

p.s. you know maybe when you create your character maybe you should be ble to edit "physical features" you know I'm just saying...
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Chris Jones
 
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Post » Fri May 27, 2011 2:14 am

also if they added something like 2-4 player co-op and you had to stay close to each other. I mean you need to figure out an interesting way to do this but maybe it could work.
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SWagg KId
 
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Post » Fri May 27, 2011 1:04 am

i would the ability to mix races when creating character. pick how much blood of a certain race i have in my character. radials could be balanced by scaling them down by% in relations to the % of the blood of that race that i have in my character.

like if imperials have charm 30 points as a racial and nords have 50% frost resistance then a half imperial half nord would have charm 15 points and 25% frost resistance. if he was like 1/3 imperial would have 10 points charm. you get the idea.

theres not many that i know of but theres a few references of at least some half breeds in es lore. also not every race should be able to interbreed with every other. for example a half argonian half khajiit would make no sense at all. but there could be different types of khajiits and argonians we could be able to pick from just so its not unfair.
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Yvonne
 
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Post » Fri May 27, 2011 1:08 am

In regard to crossbreeding: http://www.imperial-library.info/mwbooks/notesracial.shtml ES reproductive rules - The offspring is for all intents and purposes the mother's race. Are there exceptions? Sure. Jagar Tharn is one. But that book is Bethesda's way of saying "You're not getting hybrids, so don't ask." Cross-breeding can be done effectively over widespread pairings over a giant string of generations (Bretons, Aldmer interbreeding with Nedes for a loooong time), but for a single pairing, you're your mother's race with the tiniest trace of your father's traits.

Besides, adding hybrids would just water down the character-creation process even further. It's hard enough to make 10 stock races look fairly unique via their facial/hair meshes, textures, and their adjusted facegen slider ranges. Adding hybrid races would multiply the possibilities to (10x10) 100 different combinations, exponentially raising the work and meaning less unique attention to each possibility overall.

In regard to Khajiit and Argoninan subraces: The commitment of resources for those would only make sense in a game that took place in either Elsweyr or Black Marsh.
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Avril Louise
 
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Post » Fri May 27, 2011 6:15 am

also they need a better drug trade and the ability to become a drug lord. Also an active legal system like there will be investigations if there are murders. Also if you become a serial killer you will be remember for that and you might even have a name depending on who you kill, how you do it, if there are patterns. Because what the fun in killing people if there is never any risk. In Oblivion I was a master at the home invasion thing and killed many people in their home but no one cares. Also maybe if they had some sort of way to get put on trial I would have a blast with that. Obviously personality will help you on trial more or less speechcraft will. You should have a lawyer and formulate defenses that can save your life or reduce your sentence. Also you need to be able to disguise your character I mean if say you were a serial killer you might want to conceal yourself because if someone takes a look at you, you might get caught. Also thats brings me to another idea is someone see you walking out of a house in the middle of the night with like your sword stained in blood they will tell someone. I mean these might be complicated but if they could incorperate some of these things it would be so awesome.
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Dorian Cozens
 
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Post » Fri May 27, 2011 6:43 am

In regard to crossbreeding: http://www.imperial-library.info/mwbooks/notesracial.shtml ES reproductive rules - The offspring is for all intents and purposes the mother's race. Are there exceptions? Sure. Jagar Tharn is one. But that book is Bethesda's way of saying "You're not getting hybrids, so don't ask." Cross-breeding can be done effectively over widespread pairings over a giant string of generations (Bretons, Aldmer interbreeding with Nedes for a loooong time), but for a single pairing, you're your mother's race with the tiniest trace of your father's traits.

Besides, adding hybrids would just water down the character-creation process even further. It's hard enough to make 10 stock races look fairly unique via their facial/hair meshes, textures, and their adjusted facegen slider ranges. Adding hybrid races would multiply the possibilities to (10x10) 100 different combinations, exponentially raising the work and meaning less unique attention to each possibility overall.

In regard to Khajiit and Argoninan subraces: The commitment of resources for those would only make sense in a game that took place in either Elsweyr or Black Marsh.
pointing to some crap in lore is pretty pointless. its not like beth said "hey this is in the lore so lets not have any crossbreads" it was more like "having crossbreads would be complicated so lets add this crap in the lore". beth can change it whenever they want. theyve already done so many times.

and also it would not nearly be as much as 10x10 if it was more like only man races could only interbreed with man races and evles only with elves.
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Bigze Stacks
 
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Post » Fri May 27, 2011 9:29 am

The whole point of TES is to have a free world with little to no rules. And only allowing 5 magical item is stupid and very limiting.

Thats an all purpose knockout argument.

I already specified why I would want to have a limit in magical items.

Now specify why you think its a bad idea to fight the christmas tree adventurer.
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Adam Kriner
 
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Post » Fri May 27, 2011 3:38 pm

In regard to crossbreeding: http://www.imperial-library.info/mwbooks/notesracial.shtml ES reproductive rules - The offspring is for all intents and purposes the mother's race. Are there exceptions? Sure. Jagar Tharn is one. But that book is Bethesda's way of saying "You're not getting hybrids, so don't ask." Cross-breeding can be done effectively over widespread pairings over a giant string of generations (Bretons, Aldmer interbreeding with Nedes for a loooong time), but for a single pairing, you're your mother's race with the tiniest trace of your father's traits.

Besides, adding hybrids would just water down the character-creation process even further. It's hard enough to make 10 stock races look fairly unique via their facial/hair meshes, textures, and their adjusted facegen slider ranges. Adding hybrid races would multiply the possibilities to (10x10) 100 different combinations, exponentially raising the work and meaning less unique attention to each possibility overall.

In regard to Khajiit and Argoninan subraces: The commitment of resources for those would only make sense in a game that took place in either Elsweyr or Black Marsh.

There was that one NPC in Oblivion, who was a sort of khajiit halfbreed. I forget his name. Anyway, if there's enough decent shading and coloring techniques in the chargen sliders, you can just make pretend you're whatever you wanted to be. As long as the rest of the body can color to match the face shades.
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OJY
 
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Post » Fri May 27, 2011 9:47 am

some crap in lore

Aaaaaand the conversation ends. If you're going to suggest ignoring what's already been set out as the ground rules and encourage further lore butchering, then there's not much more to say, resource demands aside.

And on those resource demands, even if you want to segregate up the pairing:
(5x5) + (4x4) + 2 == 43 pairings, assuming potential interbreeding of [Altmer, Dunmer, Bosmer, Orsimer, Breton (Half-elf mongrels)] and [Redguard, Nord, Imperial, and Breton (half-human mongrels)], plus Khajiit and Argonians. However, Khajiit stem from the http://www.imperial-library.info/mwbooks/clanmother.shtml as the elves, much the same as the Orcs do. So if you account for that, the formula looks like this:
(6x6) + (4x4) + 1 == 53 pairings, with interbreeding of [Altmer, Dunmer, Bosmer, Orsimer, Khajiit, Breton] and [Redguard, Nord, Imperial, Breton] plus Argonians.

Either way, you're going to have massive dilution to the quality of all the races. Which is not OK. You want hybrid races? Do what DagothJeff notes, adjust the face shape and tone values for one of the stock races and roleplay. The racials aren't going to need adjusting thanks to the already-defined methods of different-paired reproduction which you show such contempt for.
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Bereket Fekadu
 
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Post » Fri May 27, 2011 1:08 am

also they need a better drug trade and the ability to become a drug lord. Also an active legal system like there will be investigations if there are murders. Also if you become a serial killer you will be remember for that and you might even have a name depending on who you kill, how you do it, if there are patterns. Because what the fun in killing people if there is never any risk. In Oblivion I was a master at the home invasion thing and killed many people in their home but no one cares. Also maybe if they had some sort of way to get put on trial I would have a blast with that. Obviously personality will help you on trial more or less speechcraft will. You should have a lawyer and formulate defenses that can save your life or reduce your sentence. Also you need to be able to disguise your character I mean if say you were a serial killer you might want to conceal yourself because if someone takes a look at you, you might get caught. Also thats brings me to another idea is someone see you walking out of a house in the middle of the night with like your sword stained in blood they will tell someone. I mean these might be complicated but if they could incorperate some of these things it would be so awesome.


Yes, that would be epic! Great ideas.

Overall, that's all I want from TESV. Just layer on more complexity to the stuff in Oblivion. Oblivion's NPC are cool, but after a while it gets stale because they do essentially the same things. There needs to be much more reaction to my actions as a player. The NPCs should live a more a complex life than following their simple schedule. I remember watching a video where when they were developing Oblivion, early on the NPCs would do stuff like go around town and buy all the weapons, leaving none for the player. :) That's not ideal, but I would rather have that happen than NPCs just doing nothing really noticeable. In that situation, if you go to the weapons trader, he would tell you "Oh, so and so bought all my stock.... I wonder what he's up to". Maybe he's starting a band of thieves, maybe he's going into a business himself, maybe he's a weapons collector, who knows. And then you could go track him down.
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CArlos BArrera
 
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Post » Fri May 27, 2011 1:58 pm

another thing I would love to see is that they would make the combat system faster. I though it was slow and I think sometimes you can score better hit like if you hit them in the head witha mace that can do a lot. Also you should be able to knock people out to, which can also mean getting physically restrained (for example you might get restrainded by gaurds or maybe even deranged cultists) Then you should have ways of assassinating people. Like the classic slit throat or you could change up the game and use a pickaxe on their skull. Also don't destroy lore or else it could make it crappy.
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Phillip Hamilton
 
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Post » Fri May 27, 2011 12:32 am

Thats an all purpose knockout argument.

I already specified why I would want to have a limit in magical items.

Now specify why you think its a bad idea to fight the christmas tree adventurer.

I like the idea of an artifact limitation in your inventory. I also think returning to the limited use of Daedric artifacts from Daggerfall should return, as in once the damage points are spent, the artifact should return to it's lord. Repairing them could only be done by those skilled in enchantment.
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megan gleeson
 
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