TESV Ideas and Suggestions #133

Post » Fri May 27, 2011 2:06 pm

One of those things I like in Morrowind was, that when you walked out in the wilderness, you felt like everything could happen. Like that time I waent donw a telvanni tower and found that old cup wich was woth 10.000 gold or so, and when I tryet to pick it up, it told me that if I drank of this old holy cop, I could increase my strongest attributes and lower the weakest attributes, or I could just pick it and add to inventory. Or what about that time an old drunk nord tole me about a cave with an old buried warrior with lots of tresure. Or if sleeping outside, you could get attack by creautures. Stuff like that were missing in oblivion, the was never really any "unwritten" quest to do. What I mean is, that in the next Tes game, there should be many other things that could happen to the player than quests.


Anyone agree?........
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Damned_Queen
 
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Post » Fri May 27, 2011 12:46 pm

How about this: Either (A) make it impossible for NPCs to attack each other, or (B) remove their ability to attack unless first attacked by the player. (B) svcks. (A) isn't a bad idea, but hopefully you get what I'm trying to say. Personally, I think a little realism is needed. I think whoever said it earlier had a good idea, that NPCs shouldn't be required for quests, that there should be an alternative to completing it. There should be an alternative, yes. I'd like to see more outcomes for quests, dependent upon how you completed it, and who you completed it with. That would be nice.

Both A & B svck, equally.
There should always be more alternatives to quest completion, more specifically the main quest itself. Whether we want them to be essential or not, many NPC's are going to be needed alive for some quests. NPC A wants you to take object x to NPC B. Of course A & B should be spared acts of random violence by the character, because you'd assume they're necessary - especially for the reward from NPC A.
It seemed like Oblivion tried to fix some of these special NPC deaths by making them unconscious only. This completely destroyed the experience. Most of the time, common sense should prevail - that voice in your head telling you that you shouldn't have killed that NPC is most likely right. But for the sake of roleplaying, and hopefully wielding concrete knowledge that you in fact don't need that NPC anymore, you should be able to declare war on 100% of the named population. These freedoms are important to make the experience feel more open.
Making it impossible for NPC's to attack each other not only doesn't make any sense, it would ruin the experience.
If the NPC is generally hostile, or just doesn't like you, he/she should be able to attack you unprovoked. What's wrong with that?
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 3:29 am

If you were concerned about cutting off potential quests, then you shouldn't have been killing in the first place, should you? It should be part of the event of murder to consider the potential implications of that murder. And if consequences arise out of it, then so be it. Does a murderer in real life get a quest popup to notify them that their intended victim might be of use to them later on in life?


Well, the first step towards a more coherent AI system is to give guards the ability to take NPCs to jail. That way, petty theft doesn't get punished by death, and punishment by death doesn't lead to factional revolt against impossible odds.

The second is to incorporate some form of desire versus consequences scale for actions, with numeric thresholds determined by AI personality settings to decide when certain actions are taken and certain actions aren't. For example, City-Swimmer gets caught stealing bread. The nearby patrolling legionnaire attempts to take her in. City-Swimmer numerically evaluates her chances of survival by resisting arrest (guard's skills and attributes versus her own), the accuracy of which is determined by some skill/attribute based perception algorithm. Then, City-Swimmer's evaluation is compared to City-Swimmer's aggression rating. If her aggression is high enough to offset the the chances of survival (assuming the chances of survival were evaluated as low), then City-Swimmer could resist arrest and attack. The legionnaire would then pummel City-Swimmer. However, this doesn't have to mean death. The further the percent of City-Swimmer's health drops, the closer that percentage comes to overriding City-Swimmer's high aggression setting. And when it gets low enough, City-Swimmer will yield. The legionnaire will then evaluate whether or not to accept that yield based on his responsibility setting, which, for a guard, would be pretty high (meaning he'd let her live and cart her off to jail). That's the huge gaping problem with our current AI setup. It's all or nothing, and no room for in between or dynamic decision-making based on constantly-changing outside factors. But the outside factors aren't too terribly difficult to add in.

This would apply to a multitude of situations, as well. For example, Bethesda cited the residents of Bravil's skooma den as a good example of why they toned down RAI. The skooma addicts were given a desire for skooma. And there is a skooma merchant just across the way. However, the addicts have no money for skooma, yet their desire is their sole focus, so they promptly would go kill the skooma merchant to satisfy their given desire. All or nothing; fulfill at all costs. With the system above, the skooma addicts would evaluate the consequences for murder (perhaps by developers pre-assigning specific actions and parameters with numeric values to indicate severity of consequences). Then, the numeric strength of their desire for skooma would be weighed against that numeric evaluation of consequence, as well as responsibility settings. If their desire wasn't strong enough to outweigh the consequences, then they'd refrain from murder yet still retain the desire for skooma.

That's the basic form. If we added in the possibility of desire increasing as the amount of time passes that it goes unfulfilled, things would get more interesting. Not to say that all skooma addicts would reach the point of desire where murder would be justified for them, but some would (dependent upon AI personality settings) Further, if we added other options to achieve the goal of skooma, that would increase the interesting factor. Skooma addicts need money to fulfill cravings? Then allow for NPCs to find scripted freelance work around town, odd jobs and what not. Whether those jobs are the more traditional and legal sort, or the slightly questionable sort, depends on the NPC and the AI conditions for hiring. The job itself, visually, wouldn't be more complex in nature than having two or three lines of dialogue, and a few "go here" AI directions. Everything else would be happening behind the scenes. And with their newfound money, the skooma addicts could feed their habit and sink themselves back into poverty, thus necessitating the repeat of the process.


Some great stuff in here. Thank you for the post.

I don't suppose such technology has been made available yet has it? Its been a number of years now since Oblivion came out and there have been a multitude of games published since then. Anybody seen anything remotely similar in comparison?
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Roy Harris
 
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Post » Fri May 27, 2011 1:25 am

One thing that I would like to see incorporated into the next TES game would be the ability to bypass locked doors and chests without the use of the Security skill. It can be quite frustrating, especially from a roleplaying standpoint, to play as a combat oriented character, and faced with the obstacle of locked doors and gates that cannot be overcome by any other means than a lockpick or an equivalent spell. Of course, neither do I wish to see the Security skill completely lose its place within the game, nor do I feel it has to.

Perhaps, Bethesda could implement a system where characters with a particularly high strength, say, 75 or higher, are able to physically force open some doors and chests. This would add a potential roleplaying element as well, because a high strength would equate to more than simply high melee damage or carrying capacity. However, to keep Security as a viable skill, there would be certain chests and doors that could not be opened without using a lockpick, and perhaps more importantly, the consideration of stealth. The act of physically forcing a door open could result in a great deal of noise, attracting additional enemies than one normally would, even through combat. Lockipicking said door, of course, would not have this unpleasant effect. An entire host of traps could also be put in place, that would not be triggered by a stealthy approach, but would be set off by forcing a lock.

I suggest this idea, because I have always found it irritating to have a character that is supposedly as strong as a mortal can be, and yet find myself hindered by a lock on a weather beaten, wooden door. I feel this would allow for greater flexibility in class design as well, as opposed to forcing warriors to either take up Security or find magical means of opening locked doors. It would also maintain Security as a desirable skill for stealth based characters, for the various advantages associated with that skill.

In conclusion: I love to smash me up some doors.

Thank you for your consideration.
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Steph
 
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Post » Fri May 27, 2011 9:05 am

Both A & B svck, equally.
There should always be more alternatives to quest completion, more specifically the main quest itself. Whether we want them to be essential or not, many NPC's are going to be needed alive for some quests. NPC A wants you to take object x to NPC B. Of course A & B should be spared acts of random violence by the character, because you'd assume they're necessary - especially for the reward from NPC A.
It seemed like Oblivion tried to fix some of these special NPC deaths by making them unconscious only. This completely destroyed the experience. Most of the time, common sense should prevail - that voice in your head telling you that you shouldn't have killed that NPC is most likely right. But for the sake of roleplaying, and hopefully wielding concrete knowledge that you in fact don't need that NPC anymore, you should be able to declare war on 100% of the named population. These freedoms are important to make the experience feel more open.
Making it impossible for NPC's to attack each other not only doesn't make any sense, it would ruin the experience.
If the NPC is generally hostile, or just doesn't like you, he/she should be able to attack you unprovoked. What's wrong with that?


Well, I agree that they both svck, but you missed my point. And you took out of context what I said. If an NPC has a high hostility level, they might attack YOU, but restrict them from doing so to other NPCs. I said they should be restricted from attacking NPCs, not the player. If YOU piss them off, you'll have to deal with them. But leaving a hostile NPC to randomly attack other NPCs should not even be considered. This could reduce the random deaths.

Nuff said.
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barbara belmonte
 
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Post » Fri May 27, 2011 3:41 am

How about this: Either (A) make it impossible for NPCs to attack each other, or (B) remove their ability to attack unless first attacked by the player. (B) svcks. (A) isn't a bad idea, but hopefully you get what I'm trying to say. Personally, I think a little realism is needed. I think whoever said it earlier had a good idea, that NPCs shouldn't be required for quests, that there should be an alternative to completing it. There should be an alternative, yes. I'd like to see more outcomes for quests, dependent upon how you completed it, and who you completed it with. That would be nice.
Or ( C) make it so the player can kill essential NPCs (with an "OMG you doomed the world/mage guild/temple/etc" message), but other NPCs can only knock them unconscious.
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 1:03 am

Or ( C) make it so the player can kill essential NPCs (with an "OMG you doomed the world/mage guild/temple/etc" message), but other NPCs can only knock them unconscious.


That could work. Definitely. It is funny to watch NPCs battle it out sometimes. Even if there never is a victor. One time, I had Martin and Savlian battle it out in The Chapel of Kvatch. It was pretty funny.
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Hella Beast
 
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Post » Fri May 27, 2011 10:46 am

four words. pikes and tower shields.
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Kelsey Hall
 
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Post » Fri May 27, 2011 5:13 am

One thing that I would like to see incorporated into the next TES game would be the ability to bypass locked doors and chests without the use of the Security skill. It can be quite frustrating, especially from a roleplaying standpoint, to play as a combat oriented character, and faced with the obstacle of locked doors and gates that cannot be overcome by any other means than a lockpick or an equivalent spell. Of course, neither do I wish to see the Security skill completely lose its place within the game, nor do I feel it has to.
...
In conclusion: I love to smash me up some doors.

Or even better:
In TES5 you should have following options if you need to get a lock open, or enter a locked place:

Security: lockpicking and disarming traps
Weapon skills: bashing open chests etc, preferrably with blunt weapons to avoid damage on blades
Hand-to-Hand: kicking in doors
Alchemy: using acid to silently destroy locks
Alteration: casting open (and lock!) spells
Destruction: well... destroying the damn doors!
Pickpocket: getting your hands on the keys NPCs have on them
Speechcraft: lie or debate to get in places, like private homes in the middle of the night (knock first!)

don't you think?
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Ymani Hood
 
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Post » Fri May 27, 2011 12:50 am

Well it isnt real life, its a game and im sure most ppl would agree that it would very annoying to have to start a whole new character for 1 quest. You could be on the last part of the MQ and u cant complete it because the guy is dead. Personally i dont have a problem with essential NPCs dying. Realism is important but sometimes its better not to make things exactly like real life.

But if they are immortal it ruins the concept of saving then rampaging and killing everyone
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Krystina Proietti
 
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Post » Fri May 27, 2011 7:19 am

One thing that I would like to see incorporated into the next TES game would be the ability to bypass locked doors and chests without the use of the Security skill. It can be quite frustrating, especially from a roleplaying standpoint, to play as a combat oriented character, and faced with the obstacle of locked doors and gates that cannot be overcome by any other means than a lockpick or an equivalent spell. Of course, neither do I wish to see the Security skill completely lose its place within the game, nor do I feel it has to.

Perhaps, Bethesda could implement a system where characters with a particularly high strength, say, 75 or higher, are able to physically force open some doors and chests. This would add a potential roleplaying element as well, because a high strength would equate to more than simply high melee damage or carrying capacity. However, to keep Security as a viable skill, there would be certain chests and doors that could not be opened without using a lockpick, and perhaps more importantly, the consideration of stealth. The act of physically forcing a door open could result in a great deal of noise, attracting additional enemies than one normally would, even through combat. Lockipicking said door, of course, would not have this unpleasant effect. An entire host of traps could also be put in place, that would not be triggered by a stealthy approach, but would be set off by forcing a lock.

I suggest this idea, because I have always found it irritating to have a character that is supposedly as strong as a mortal can be, and yet find myself hindered by a lock on a weather beaten, wooden door. I feel this would allow for greater flexibility in class design as well, as opposed to forcing warriors to either take up Security or find magical means of opening locked doors. It would also maintain Security as a desirable skill for stealth based characters, for the various advantages associated with that skill.

In conclusion: I love to smash me up some doors.

Thank you for your consideration.


Yeah, they let you bash open locked doors in Daggerfall (unless it was magically held). I don't know why they took this out of Morrowind/Oblivion.
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Robert
 
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Post » Fri May 27, 2011 9:54 am

Yeah, they let you bash open locked doors in Daggerfall (unless it was magically held). I don't know why they took this out of Morrowind/Oblivion.

to piss you off when you run out of lock picks at the 3rd floor of a mega dungeon
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lauraa
 
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Post » Fri May 27, 2011 7:11 am

You know what a really good idea for Elder Scrolls V would be ?

ANNOUNCE IT !

*sigh*


And about this "essential NPC discussion": Essential NPCs should never attack you by themselves. Otherwise, you should freely be able to kill them. Then its 100% your fault if you screw up the main quest.



P.s.: Oh, and PLEASE no more strict leveling of monsters. Its extremely boring, and lacks any feeling of progress, if the monsters always have your own level. Make some newbie areas with easy mobs, then some midrange areas which always have harder mobs, then some highlevel areas. And dont suddenly make certain mobs completely extinct - just because the player leveled.

And avoid anything cliff-racer-like at all cost.
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Louise Lowe
 
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Post » Fri May 27, 2011 2:38 am

Just had an idea on how apparel should work, concerning different slots. It's actually quite complex, so here we go...

Head
- Helmet/Hat. This is a given, obviously. Once again, though, there will be full-faced helmet variants that beast races cannot wear.
- Neck. This is a slot where necklaces, capes, and scarves could fit. I've heard that Daggerfall had cloaks and such in it (maybe?) But for certain, Morrowind and Oblivion had very popular mods in them that inserted instances of cloaks and other such capes for our characters. It would be awesome if they actually appear in vanilla TESV, and with new and updated graphics engines, they could most likely be physics-sensitive!
Torso
- Bottom-layer torso. This slot is for any piece of tighter-fitting clothing or armor; one could fit a white shirt here and theoretically wear a variety of other things over it. Also interesting is that one can also wear some armor types on the bottom layer, such as chainmail, thus allowing them to wear more standard looking clothing above that.
- Mid-layer torso. For the usual adventurer, this is the layer that's going to be showing off to the outside world; items such as vests, loose shirts, jerkins, and armor go here.
- Top-layer torso. This is a slot reserved for the loosest of all clothing items. Robes and armor can fit here, but there is often little reason to be wearing a shirt beneath your armor. Theoretically, any piece of clothing or armor from a higher layer can fit on a lower layer, given that the previous layer is empty. Otherwise, the standard wearing order described here goes.
Shoulders
- Pauldrons. Seriously, separate pauldrons made a much higher degree of customization possible. Like in Morrowind, I think Pauldrons and gauntlets should be asymmetrical; there have been plenty of examples where Asymmetrical armor can work visually. Because of this change, most cuirasses won't take up any space on the shoulders, save for some light armors where it might not make sense to have pauldrons... In this case, armors like leather and chainmail.
Hands
- Gauntlets/Gloves. Changes here are discussed above.
- 4 slots for rings. 4 is a decent number; allows for plenty of enchantments, but isn't so much that it's ridiculous.
Legs
- Bottom-layer legs. Same deal as the torso. Tights, chainmail, it could fit here.
- Mid-layer legs. Wear standard pants, shorts/hose (so as to show off your fancy tights), or armor here.
- Upper-layer legs. Theoretically, a robe or full dress would cover up this slot when it's equipped on the upper-layer torso. However, in the case that it's free, a skirt, kilt, or loincloth can fit here.
Feet
- Boots/shoes. Once again, beast races should be cut off from being able to use shoes or boots. This disadvantage can perhaps be offset by granting beast races slightly higher scores in strength or endurance, or perhaps light armor, to offset the fact they can't wear armor in certain slots.

All I gots for now.
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Nany Smith
 
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Post » Fri May 27, 2011 6:08 am

As to armor layers, almost all armor (ESPECIALLY chainmail) depended on a quilted layer of padding underneath (a gambeson) to prevent the links, rivets, stitching, or whatever from digging into the skin when struck. It also prevented chafing, otherwise you'd be rubbed raw in minutes. Clothing under the armor I would expect, and was disappointed when it was taken out of Oblivion; armor under the armor should be considered a part of the armor itself, even if it's applied in two layers.

There could be special beast leggings, and any footwear in the game should be "convertable" by an armorer between man/mer style and beast type, for a price.
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Vickytoria Vasquez
 
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Post » Fri May 27, 2011 9:48 am

Well, I agree that they both svck, but you missed my point. And you took out of context what I said. If an NPC has a high hostility level, they might attack YOU, but restrict them from doing so to other NPCs. I said they should be restricted from attacking NPCs, not the player. If YOU piss them off, you'll have to deal with them. But leaving a hostile NPC to randomly attack other NPCs should not even be considered. This could reduce the random deaths.

Nuff said.

Okay, sorry about that.
I agree with avoiding needless random NPC deaths, first of all. It wasn't an issue in MW, are you referring to Ob & FO3? I wanted to put ketchup on my FO disc and eat it after losing a wandering merchant.
However, if the NPC is accompanying you by choice, quest, Command spell, or other influence, and will readily defend you/assist you, he/she is game. Guards of course need to defend settlement borders from creatures (or whatever creatures you lure in.) The fact that they have no name and will respawn anyway means they can die all they want to (I've never seen a guard die performing his duties under normal circumstances, just sayin.)
Yes, random deaths are stupid, when they have no meaning. I'm just not used to experiencing them, because I don't stray too far from Morrowind.
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KRistina Karlsson
 
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Post » Fri May 27, 2011 11:19 am

In regards to player "realism," I think that experience ought to come in the form of ability or skill rather than mere might or "hit points." The more experienced a character is, the more he or she knows or the better he or she is at doing something in particular. For instance, instead of having all warriors grow into simple tanks, it would be more interesting gameplay-wise to have some warriors develop into tanks, and others grow into different categories (i.e. Barbarian, Rogue, Spellsword, Swashbuckler, Berzerker, etc). This could be done by having a number of unique gameplay elements which characters could develop independently to add diversity to combat.

Instead of the current mindless hacking, there could be a combination of fast-strategy and pre-determined strategy play into combat to make it seem both more fluid and more engaging than current combat is.

One simple aspect of combat could be your character's ability to fight in armor. The more armor a player can wear, the better he or she will be protected (and this goes for all weapons including arrows and certain destruction spells). There could be certain "perks" or "techniques" to be learned from experience (i.e. learned from encountering enemies who know a technique which you can replicate with your abilities). Such techniques may require time to learn, but would make interaction with the world more direct and less abstract. The ability to wear armor effectively would create an effect identical to "hit points," but related to the strength of armor rather than to any intrinsic character trait.

Another aspect of combat could be pre-programmed sequences which your character automatically does in the face of enemy attacks. Such preprogrammed sequences could involve parries, dodges, "fast" magic or enchantment, or anything else which might be useful against certain attacks.

Such preprogrammed sequences might be things like "if enemy thrusts, parry down and trip." It would take time to "train" these sequences to a point where they will be successful most of the time, and even more time to build enough of them to make some very lengthy duels with experienced npcs (with enough experience, it may be possible for a fight to be completely determined by pre-programmed fast-responses). This is why it is also important to have a real-time component, allowing you to interrupt a sequence of events if you don't like where it is going or if you want to switch tracks.

In addition to this there'd be more traditional "fallout 3" style perks which could be learned, perhaps allowing your character to enter berskerker states which reintroduce the notion of "hit points." There could also be various learnable "combos" for standard sword-fighting as a middleground between the two different techniques. In either case, the idea is that practice will increase the chance of something working. However, there is also a significant amount of human control involved which essentially would give the game real-time combat.
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Francesca
 
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Post » Fri May 27, 2011 3:52 pm

Response to post above - I like the idea of perks, but instead of fallout style perks, you should be given perks that are connected to those skills that you are focusing on. By that I mean, when you lvl up, you should only get new abilities related to those skills that you have raised.
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Penny Courture
 
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Post » Fri May 27, 2011 6:21 am

I don't EVER want to see fake lights in a game again.

Also Oblivions' combat system was good but I don't want arrows to do any damage UNLESS they actually puncture armour or cause physical damage such as shooting an unarmoured leg. Fighting should show visible signs of damage on the armour. Arrows should glance off armour if shot at from a very low angle (this is very obvious physics) and SHOULD NOT still stick in the enemy. We desperately need the addition of longbows and shortbows both should be made of wood AS WELL as the standard other bows.
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Alan Whiston
 
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Post » Fri May 27, 2011 1:03 pm

I just wish you would return to your Classic RPG style. Much like Morrowind and Daggerfall. I would love it if you went back to text instead of voice acting, because its more immersive. In Oblivion, I hated the scaled leveling system. There was no feel of fear of getting hurt. Oblivion was my least favorite of the series. Good game, but I just wish it were GREAT like Daggerfall and Morrowind.

I just wish you would go back to your original and true-to-form RPG style, it was better, harder, and you actually felt the need to stay alive and out of the cold. To carry backup weapons and cheap scrolls for desperate measures. Limping back to town, to find an inn. Only to be awoken by a thief in mid-sleep (stats not recovered much), stealing your stuff, then he tries to kill you. Bearing with the stats you have, trying to use your last potions to stay alive during the attack. Thats what I want to see! The lands were more dangerous in Morrowind, and that is a BIG plus side in an RPG.

And ESPECIALLY, keep the Hit and Miss "Dice Roll" with the game, just like Morrowind, and Daggerfall, where your fatigue really mattered if you could block and hit and dodge effectively. Definately the best way to keep you on your toes.

We can only hope that the next game will be like this, and if not, then I fear that the Elder Scrolls wont be highly enjoyed by the Classic and Hard-Core RPG fans out there.
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Genocidal Cry
 
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Post » Fri May 27, 2011 5:39 am

I just wish you would return to your Classic RPG style. Much like Morrowind and Daggerfall. I would love it if you went back to text instead of voice acting, because its more immersive. In Oblivion, I hated the scaled leveling system. There was no feel of fear of getting hurt. Oblivion was my least favorite of the series. Good game, but I just wish it were GREAT like Daggerfall and Morrowind.

I just wish you would go back to your original and true-to-form RPG style, it was better, harder, and you actually felt the need to stay alive and out of the cold. To carry backup weapons and cheap scrolls for desperate measures. Limping back to town, to find an inn. Only to be awoken by a thief in mid-sleep (stats not recovered much), stealing your stuff, then he tries to kill you. Bearing with the stats you have, trying to use your last potions to stay alive during the attack. Thats what I want to see! The lands were more dangerous in Morrowind, and that is a BIG plus side in an RPG.

And ESPECIALLY, keep the Hit and Miss "Dice Roll" with the game, just like Morrowind, and Daggerfall, where your fatigue really mattered if you could block and hit and dodge effectively. Definately the best way to keep you on your toes.

We can only hope that the next game will be like this, and if not, then I fear that the Elder Scrolls wont be highly enjoyed by the Classic and Hard-Core RPG fans out there.


Wow most of what was said in this post is the opposite of what I want. If it turned out like this I would have my doubts about whether to buy it. :shakehead:
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Maria Garcia
 
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Post » Fri May 27, 2011 5:37 am

Wow most of what was said in this post is the opposite of what I want. If it turned out like this I would have my doubts about whether to buy it. :shakehead:

Really? I agree with almost all the concepts in that post. I mean, text dialogue aside, the root of the complaint (I'm assuming) is that voice dialogue is so accursedly limited. People can't say your name, people can only have a scant handful of actual dialogue topics, people seem more like billboard cardboard-cutout voiceboxes with that small number of topics, etc, etc. Morrowind had 20 times the size of the dialogue system that Oblivion had. While I really appreciated Oblivion giving every NPC a unique line of dialogue, I value the overall scheme of things Morrowind's dialogue system represented: NPCs who actually could be asked about a huge variety of things; NPCs who actually had something to say about their world.

And what's wrong with getting rid of or seriously fixing Oblivion's scaling and leveling system? That's the one thing in Oblivion that is almost universally accepted as a flaw.

Also, what's wrong with making the wilderness between places more.. well... wild? I agree with him fully; I totally miss having to carry a backup weapon, to make my rounds to merchants before setting out from a city to purchase just-in-case scrolls or potions, to actually have to plan for a dangerous trip because the trip would actually be dangerous. Oblivion had no true challenge in its landscape, no areas that you just didn't trek into upon starting out. In never required you to plan ahead or worry about what might really happen out on the road. Those are epically serious detractors, in my eyes. It makes the world seem so much less real and believable if you can be expected to handle everything without much forethought outside the safety-zones that are cities and their immediate surroundings.

And while I don't want a return of the Morrowind's nonsensical swing-and-miss visuals, I do want a return of its dice-roll mechanics. Contrary to popular belief, Oblivion had dice-roll mechanics too. Those Combat AI packages that determine what an opponent does at a given moment operate on random number generation just as Morrowind does. The difference is that Oblivion's Combat AI packages don't rely on any skill/attribute/derived-attribute in the slightest to factor into the outcome. If we were to combine Morrowind's dice-roll mechanics as the behind-the-scenes gearworks, coupled with Oblivion's real-time AI packages to give the player a sensible visual appearance of what's going on with the dice-rolls, then we'd have damned near the perfect system. Skills that actually matter significantly, and combat that actually looks like combat.
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Marine Arrègle
 
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Post » Fri May 27, 2011 8:29 am

Really? I agree with almost all the concepts in that post. I mean, text dialogue aside, the root of the complaint (I'm assuming) is that voice dialogue is so accursedly limited. People can't say your name, people can only have a scant handful of actual dialogue topics, people seem more like billboard cardboard-cutout voiceboxes with that small number of topics, etc, etc. Morrowind had 20 times the size of the dialogue system that Oblivion had. While I really appreciated Oblivion giving every NPC a unique line of dialogue, I value the overall scheme of things Morrowind's dialogue system represented: NPCs who actually could be asked about a huge variety of things; NPCs who actually had something to say about their world.


This is my biggest problems with oblivion, in morrowind you could talk to different NPCs and actually feel as if they had lives, they were... vibrant and the choices you made actually reflected in your life and theirs.

In oblivion I could kill an entire town without seeing the NPCs as anything more than robots for my own pleasure, most NPCs had the same generic dialogue 99% of the other NPCs had, they even had the same voices!
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Lavender Brown
 
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Post » Fri May 27, 2011 1:56 pm

Yeah, I'm actually an advocate for returning to text-dialogue, too. Just because I understand that it's

A: A HUGE undertaking to voiceact every single line in a game. Noble effort, and for the most of the part, it turned out very well in Oblivion.
B: As you pointed out, being able to do things in writing would make NPC dialogue a lot more interesting; you could, once again, figure out the tiny details about every persons' life, and ask them all about very specific topics.

Really, it's a lot more economical, I think, to revert to text. The only games I can think of that had full voice acting for every possible line of dialogue are Left 4 Dead, The half life series (both of which are actually FPS's and are extremely linear), Dungeon Siege (And in that game, it was linear, and you practically were unable to converse with any local inhabitants), and GTA (In which it's hard to actively and meaningfully converse with anyone, save for the, once again, highly linear main plot.)

Thus, it would be logical to opt for something like Morrowind, where passing by NPC's and such would generate voice-acted dialogue, but actual conversation is mute, and all text-based. Of course, that would not blend well with the whole "zoom in on face/medium close shot" thing that Oblivion was going for. In the case of socialization in TESV, I think it'd be fair to suggest that something similar to... Say, Twilight Princess is done, where the camera will uptake a dynamic, over-shoulder shot for the NPC; the NPC is shown to actively move and gestulate, realistically to the situation he's in, and dialogue shows up in the box below. Perhaps generic greetings can be used when initiating conversations (A la Neverwinter Nights), and for the utmost important details of the game (Definitely the main quest, and maybe even perhaps the main guild quests), full-voice acting can be utilized selectively.
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Angelina Mayo
 
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Post » Fri May 27, 2011 3:13 am

Wow most of what was said in this post is the opposite of what I want. If it turned out like this I would have my doubts about whether to buy it. :shakehead:


I apologise guys I didn't explain it enough. It was the "dice roll"/"hit and miss" combat system, and geting rid of voice dialogue. The solution is not getting rid of it, it's getting it perfected. Bethesda should develop a voice synthesyzer software similar to microsoft speech which can be adjusted to get unique voices and would cut down costs hugely. This would also allow modders to create dialogue to go with quests.

EDIT: Hell if it was good enough they could even sell it as middleware, I'm sure many other companies have this same dilema, although clearly not on the same level as Bethesda.

Oh and I completely agree with your non level with the player point. :)
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jadie kell
 
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