TESV Ideas and Suggestions #133

Post » Fri May 27, 2011 5:35 am

Welcome to TES V Ideas and Suggestions # 133

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition:


http://www.gamesas.com/bgsforums/index.php?showtopic=975695
http://www.gamesas.com/bgsforums/index.php?showtopic=977724
http://www.gamesas.com/bgsforums/index.php?showtopic=978706
http://www.gamesas.com/bgsforums/index.php?showtopic=980442
http://www.gamesas.com/bgsforums/index.php?showtopic=982094
http://www.gamesas.com/bgsforums/index.php?showtopic=984030
http://www.gamesas.com/bgsforums/index.php?showtopic=986314
http://www.gamesas.com/bgsforums/index.php?showtopic=988887
http://www.gamesas.com/bgsforums/index.php?showtopic=993886
http://www.gamesas.com/bgsforums/index.php?showtopic=995978
http://www.gamesas.com/bgsforums/index.php?showtopic=998552
http://www.gamesas.com/bgsforums/index.php?showtopic=1000774
http://www.gamesas.com/bgsforums/index.php?showtopic=1003380
http://www.gamesas.com/bgsforums/index.php?showtopic=1006476
http://www.gamesas.com/bgsforums/index.php?showtopic=1009979
http://www.gamesas.com/bgsforums/index.php?showtopic=1013455
http://www.gamesas.com/bgsforums/index.php?showtopic=1016514
http://www.gamesas.com/bgsforums/index.php?showtopic=1019615
http://www.gamesas.com/bgsforums/index.php?showtopic=1020944
http://www.gamesas.com/bgsforums/index.php?showtopic=1022343
http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
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Robert Garcia
 
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Post » Fri May 27, 2011 9:38 am

I think they should let us pilot boats, such as canoes and longboats . Maybe even an icecutter for icy shores. Speaking of which, M'aiq should be rowing in his canoe this time around.
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ruCkii
 
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Post » Fri May 27, 2011 3:11 pm

I think they should let us pilot boats, such as canoes and longboats . Maybe even an icecutter for icy shores. Speaking of which, M'aiq should be rowing in his canoe this time around.


This will only be happenig if oblivion fast travel style was removed (no bashing) because that otherwise it would be a waste of resources
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kasia
 
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Post » Fri May 27, 2011 12:20 am

It would still be nice to control a boat or in that case a trading caravan.
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Benito Martinez
 
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Post » Fri May 27, 2011 12:34 pm

i think there should be a spell that works as a spell that stops your enemies in a dramatic way. Like a curse. This spell would allow the player too torture his enemies. Or just have fun. What the npc would do is he/she would get hit by the curse but then would on her knees and say please no stop it kill me. or just scream. If a creature was hit by the spell then it would scream out loud and fall. Even a evil laugh would be nice extra too the character.Even the curse could be sent continuously in a stream of energy.

Also wands should be introduced into the game. like wands should act as focusers for the mage. But also the wand should be able too have its own magic. It should be able too regenenerate energy. It could have the ability to knock back or knock down an enemy when you tap the attack button. A stream of magic would come out that had one or multiple effects. Also wands should be able to block attacks and spells. But also when your blocking you could release magic that would push back your enemies. also when the wand is in block position it should act as a torch by leading the way.

Also bethesda more clothing designs should be introduced and would each be in different colors. Also veils and cloaks of many colors should be introduced too the game. also on top of my veil or hood i would like to add a crown or etc. I would love to have the same rbes that dumbledore wore in hp1 and hp6. I would also love to have the robes that syl and thadon had.

Also there should be buyable and empty lots in ESV. That would allow for customization of property, security, services, there should be the ability to add fences to the property, and design.

Also these properties can be used for commerce like put a shop there or an inn. And every week or month you would earn money. Also you could support your buisness by hiring a express boy/girl. Who would go on horseback to town to town spreading the word of your new establishment.

There should be a banking system.
When the character wants too make another staff wand or any other weapon.. There should be a screen that pops up and lets you add your name in gold, put designs. make your weapon surrounded by flame. They could add crystals and etc. it should also be shown to you in a screen where you could make your customizations and etc. then you would know what your getting then it would be delivered to you or your residence for free or a fee. For furniture thet you order it should be customized and you should pick where it goes.

Also characters should be allowed to have stocks. And characters should be able too buy empty lots in all the cities. and turn them into houses inns or shops. For the shops the character should be able too hire workers too sell items. the character should be able too buy ownable mines and extract the minerals from the mine and send it too your shops. Also the goods can be sent by caravan too your stores. Then they could turn them into whatever and you get money. also the workers should be essential

for the inns you would get a permit and build however on your lot. then you would open your buisness to the public by sending messengers to send good news about your inns or shops.

Also for the guilds i think one go through special quests meetings paperwork and leveling before you could become the next level.

Also there should be pets like a lion or dog or etc.

There should be pools of substantiation where you could make creatures like pheonixes or daedra.

The arcane university should be as big as a small town. Also it should have a giant greenhouse with most of the worlds ingredients.

Also players should be allowed to design there house. By choosing everything or by starting with a already made design. You could add a fence or huge gate. Add a guard dog or daedra. Or add regular guards. Add your own services. You could have a house in the woods. Add what you want including floor and etc. now this is for empty lots.

shape shapeshifting should be allowed also possessing beings but not spirits.

Also for the buisness just for fun a player could own his own strip club or prosttute house Where you would hire your dancers. Or prosttutes. You could build it to your customizations. and for fun you could have any race any gender. now it could be either gay or straight. Just for civil purposes.

sixual content should be allowed in the game.
Well on my idea about the properties. I think that it would be nice to buy empty lots and change them into inn,houses,shops and even a prosttute house.

In these properties you would custromize it by a design thats already done and you would decide on everything else.

For the inns as i said earlier you would hire a inn keeper and a maid. You would pay them once and thats it because they have a place too stay and something to eat. You would also get all of your money sent to your bank account. For the design you have already decided how many rooms you want in your house. The workers would be essential. Also you would get someone too spread the news about your buisness.

For the prosttute houses you would design it and you would get your money sent to your bank account. The prosttutes would be all of the races and each gender. You would either have it gay or straight it's by what you choose.The game has too be gay friendly for sales. Also you would have the prosttutes pay you there tips. You would also decide how many rooms you would have in the rooms.

For the house.
Players should be allowed to design there house. By choosing everything or by starting with a already made design. You could add a fence or huge gate. Add a guard dog or daedra. Or add regular guards. Add your own services. You could have a house in the woods. Add what you want including floor and etc. now this is for empty lots.

for the shops,
Also characters should be allowed to have stocks. And characters should be able too buy empty lots in all the cities. and turn them into houses inns or shops. For the shops the character should be able too hire workers too sell items. the character should be able too buy ownable mines and extract the minerals from the mine and send it too your shops. Also the goods can be sent by caravan too your stores. Then they could turn them into whatever and you get money. also the workers should be essential.





Also for a item. There should be a special cloak that when warn has light or shadows coming from it. But when you double jump it allows the wearer to be engulfed in shadow or light and fly. While you fly darkness or light comes from you in a stream. Also u have the ability to to do spells. But when you touch the ground you are normal, also when your attcked you fall to the ground.

A spell ive been thinking of is a spell that makes surroung walls of fire appear. but you need a wand. Then any threat near you will be attacked by streams of fire coming from the walls. But you musty try to hold it for as long as possible. Like in hp6.

Also they should have giant daedra or monsters roaming the forest. or some place.

also some shapeshifting would be nice please.

please do look at these ideas.
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Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Fri May 27, 2011 5:05 am

Jobs

Normal civillian jobs...

Cooking, blacksmithing, sewing, etc.

Guild Leadership

I want to demote/promote, recruit/kick, and I want to go on raids with the guild...

Magic


Magic is vastly far more powerful than combat in the upper ranks...

Give it a chance to fail, even blow up in your face.
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Fri May 27, 2011 12:08 pm

I think they should let us pilot boats, such as canoes and longboats . Maybe even an icecutter for icy shores. Speaking of which, M'aiq should be rowing in his canoe this time around.


I really like this idea. I would also like to see more points of interest/awesome stuff that aren't quest related. I also think it would be really cool to have a "ghost ship" that is kinda horror related...
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Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri May 27, 2011 11:27 am

Roleplaying

I want to have the option at 100 alchemy to make a plague...
I want to become a monarch or lord...
I want to wear pants on female characters and skirts on male characters...
I want to use disguises...
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Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri May 27, 2011 1:08 pm

I liked what Azura was saying about owning businesses and houses. Basically it would be nice to create an economy within the game. This would be cool even with a multiplayer aspect. Each player could have the opportunity to create his own place in the TES society.

So I say, have the ability to allow up to five friends into a game world that every player plays in, in addition to the single player world. Each world is identical at first, same missions and people, but as the players develop the multiplayer world it changes drastically from the original one. The decisions the players make influence the world. If some of the players decide to raid a village and kills the inhabitants, they receive bounties and can get hunted down by guards or npc bounty hunters. New adventurer npc's should be able to travel into the country through border towns or port cities. This would create a way to recruit workers or replenish dungeons.

The world should also change seasons. It would just add a nice bit of realism into the game.

Your character should be able to do a lot more actions. For instance, I would like to be able to climb up surfaces, like walls, cliffs, trees, houses, etc. Just having something similar to assassins creed's climbing system would be nice.

If you are wearing a mask, hood, or helmet that makes it difficult to see your face, guards can't identify you properly so you can get away with crimes a little better.

MORE CLOTHING/ARMOR TYPES!!! I don't know why Bethesda/ZeniMax dumbed down the clothing and armor choices as well as the ability to wear separate pieces of clothing and armor.

I don't know what else to add...
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Cedric Pearson
 
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Joined: Fri Sep 28, 2007 9:39 pm

Post » Fri May 27, 2011 6:28 am

I'd like to talk about Destruction and Alteration (before I forget), since I have some thoughts:

To start, spells should have both the "area around caster" range from Daggerfall (which was mysteriously absent in Morrowind/Oblivion), and a "streaming" effect for continuous damage in a fan-shaped area (like for breath attacks). Not only that, but spellmaker (and by obvious extension, TESCS) should give spells custom visual effects (so not all fireballs look the exact same)....or if not that then better visual effects at higher magnitudes (like bluish-white hot fireballs at very high magnitudes, or a geometric bubble for higher-end Shield spells). Now for effects:

Destruction

Fire damage: Aside from the need to have better representation in terms of visual effects, there are two improvements that are needed in my opinion. For starters, fire spells should set things on fire. Obviously, there needs to be limitations so would-be arsonists can't burn Winterhold to the ground, but come on, you're throwing fireballs. The second thing is the explosive effects of AoE fireballs: above a certain threshold, the explosion should create a shockwave that will either knockdown or at least push away some targets. This sort-of happens with Havok physics in Oblivion, but there's no impressive shockwave effect or lasting environmental impact. :)

Cold damage: The use of an icy fog in Oblivion was a nice touch, so I hope that is brought back in TES5. However, ice spells should be able to create frost decals and, more importantly, form ice layers on water that can act as a platform (until it melts).

Shock damage: The lightning effects in Oblivion were nice, though I think there should be more forking and a brighter flash at higher magnitudes. And like fireballs, there needs to be shockwaves from heavy AoE lightning spells.

Poison damage: I liked the usage of alchemical poison in Oblivion, so that should be brought back. The actual Poison spells in Morrowind were not as impressive; costly and useless against many creatures. If they do bring it back as a Destruction spell effect, it should be a noxious mist (like spiddal sticks) comparable to frost, or a caustic liquid. I'm not really expecting it to show up in TES5.

Sonic damage: I am expecting this to appear, though. Given the Skyrim lore on Thu'um, adding sonic damage seems like a good idea. Naturally, it should involve lots more shockwaves, and probably would be more expensive than shock spells.

Damage (whatever): These effects should have flexible visual effects, or at least something more interesting than those boring globs of....whatever it was in the other games. Unlike elemental spell effects, there shouldn't be any extra environmental effects.

Drain (whatever): These effects however should be in mist form (again like Spiddal Sticks). Perhaps color coded by what gets drained.

Alteration

Levitation: If they bring these back, there should be better flight mechanics for using it.

Burden: In addition to increase encumberance and fatigue loss rate, it should make targets more easily knocked down.

Shield: Higher magnitudes should mean a more spectacular visual effect, like a bubble.

Wind: Basically creates a force of wind or shockwave, but without direct damage. Used for pushing away enemies or clearing debris. Could also be used in whirlwind form.

Water: Creates a stream of water to douse flames (to counter the aforementioned arson) or invoke a surprise wet t-shirt contest. Create puddles, make floors slippery, etc.

Climb: Allows one to gracefully climb steep walls, regardless of skills.
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jesse villaneda
 
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Post » Fri May 27, 2011 3:57 am

ohh yeah, I wouldn't mind having the Morrowind enchanting system back again. Yes it could be a little ridiculous at how much enchanting could be done, it was still a fun way to develop your character.

stealth system should be fixed! I can sit there 100 percent chameleon and sneak attack and sneak attack and sneak attack... till I finally kill something. Make stealth kills available if you sneak up on someone/thing. Also at low levels these stealth kills would be useless on heavily armored foes. Also arrows need to be one hit kill if it hits you in the head or vice versa, unless you are wearing a helmet. I play as a stealth character all the time but I'm saying this for the greater good.

MAKE CHAMELEON ENCHANTMENTS HARDER TO ATTAIN!!! Nothing kills the game worse than someone who is totally invisible that just runs through and kills everything. Maybe allow npc's who have life detect to use that spell/enchantment to find the invisible character.

It would be better if the stealth character had to use skill and cunning to take down foes. Like keep the sneak button, but maybe stealth should be more about how you blend in to the surroundings. If I'm sneaking through an alley and someone catches me all crouched down, I look very suspicious, but if I am sneaking and all I look like is someone walking through the alley then it's less suspicious. Also Say if you are in the woods wearing shiny loud plate mail then you can't be as stealthy as someone in a green cloak and leather armor. Or if you manage to kill a guard then you can roleplay as a guard to sneak into the castle unseen. Looking the part is half the battlle, if you are dressed in imperial legion armor and try to join the thieves guild they shouldn't want to talk to you. Or vice versa if you are doing missions for the guards and you have to infiltrate the thieves guild then you have to dress like a thief. Or if you need to get into a party, if you dress nicely you get in.

weapon diversity needs to be brought back! I miss not being able to use my wakizashi's and tanto's, my crossbow, my shurikens. In Morrowind there were so many different types of weapons. Also if some new weapons could be added in it would be nice, like something for hand to hand users. Punching daggars or spiked gauntlets would be a nice addition. I'm not sure if anyone really uses hand to hand anymore as a primary skill, but this would spice things up.
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lauren cleaves
 
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Post » Fri May 27, 2011 2:11 pm

I haven't posted this in a while, so:

The Magic Ideas Post


A Paradigm Shift:

In the previous games, the magic skills tended to be defined by what they could do; Destruction was for attack spells, Restoration for healing spells, and Conjuration for summoning things. I'd like to see the definitions of the magic skills shift a bit from 'what they can do', to 'how they do it'. Under this new definition, Destruction wouldn't just be the attack skill, it would be magic for manipulating energy (heat, electricity, etc), Restoration is the direct effecting of living things, not just healing, and Conjuration is the magic of Oblivion, so the undead-affecting spells ought to go. The old set of abilities are largely still present under this new definition of the skills, but defining them this way allows the skills to branch out in interesting and unexpected new ways.

The Magicka-Health Disparity:

One of the things that really needs to be fixed for the next game. The disparity I'm talking about is that your magicka pool is purely dependent on stats, while health is determined by both stats and level. This often led to situations in Oblivion at higher levels where there was such a huge difference between your magicka and the enemy's health that you'd have to empty your magicka pool at them multiple times to kill them. The next game needs to be consistent in how health and magicka are determined.

Spellcasting and Armor:

I want to see this return in the next game, although I'd like to see it be more severe. There are two ways I could see it working in the next game: one would be to make armor increase the magicka cost of spells; the other way would be for armor to increase spell failure (assuming spell failure shows up in the next game). How much armor affects spellcasting ought to depend on two factors: first, the type and quantity of armor being worn, and second, how much skill the character has in the relevant spell skill. But even with a high spell skill, it should still be a bad idea to try and cast a spell while running around in full plate. *Also, the rate of magicka regeneration could be partially determined by the amount of armor you're wearing.

Magicka Regeneration:

Keep this. Dear God, keep this. Playing through Morrowind, the lack of regeneration (combined with the relative rarity of decent magicka potions) was by far the most annoying thing to put up with.

Spell Failure:

I'm neutral on the whole idea of spell failure, but I wanted to explore some ways of doing it. One way to do it would be Morrowind's method, where you could try and cast any spell, but with a chance of failure that goes down as your skill goes up. Then there's Oblivion's method, where there's no spell failure, but spell use is gated by your skill level. I'd like to also propose a third method, that hits a kind of middle ground between the two. In this method, your spell skill level would gate your access to new spell types, but spells that are upgrades of lower skill spells could be cast with a chance of spell failure. As an example, lets say your character has a novice skill level in Alteration, and want to cast an Open Lock spell. Since the lowest level Open Lock is a novice-level spell, you could also try to cast even a mastery-level Open Lock, but with a hefty chance of spell failure. However, the lowest level of Levitation is a journeyman level, so you would not be able to cast it at all until you become a journeyman in Alteration. This system would allow you to still try and use spells that are too powerful for you, but it also keeps the significance of reaching a new skill level by letting you only use new spells when you reach that skill level.

Spell Tomes:

Oblivion introduced these in a DLC. It played like an unimportant little tack-on (mostly because it was one), but the idea was a good one. So, I wanted to come up with a way to more fully integrate spell tomes into the next game. I have two ideas on how to do this: a less extreme one, and a more extreme one, so I'll present both here:

-The Less Extreme Idea: spell tomes function the same way they did in Oblivion, but rather than being a rare piece of dungeon loot, they become the cornerstone of learning magic. Spell merchants now sell these books, rather than teaching the spell directly (this also means that, as long as you hold on to the book, you could learn the spell, delete it, and then re-learn it from the same book, if you have a reason to). Spell tomes also become much more common loot off of mage enemies, and out of mage-themed dungeons (necromancer and conjuror lairs); boss mage NPCs would be guaranteed to carry at least one spell tome on them. Certain major mage characters (in Oblivion, this would include Arch-Mage Traven, Mankar Camaron, and Mannimarco, among others) will have special spell tomes that contain multiple powerful spells.

-The More Extreme Idea: all the stuff in the above paragraph applies, except for one thing: in this version, spell tomes wouldn't teach spells; in fact, nothing would teach spells. Spell tomes would instead act like spell scrolls with infinite charges; so as long as you have the book in your inventory, you can cast the spell, but if you remove it, you can't cast anything. I think this serves three good purposes: first, it further plays up the whole 'mages are scholars' thing, which always existed in TES, but without a lot of explanation as to why, since magic was never really shown as requiring a lot of book learnin'. Second, it gives mages more reason to care about their equipment, which was lacking compared to warriors and rogues. And third, it provides an easy way to disarm a mage when the game calls for it (I mean really, why would guards even bother with throwing a powerful mage into jail? Open Lock + Invisibility = easy escape).

In this idea, there would also be scribes who can create custom spellbooks in which multiple spells that you have can be copied into one volume. Spells out of the unique spellbooks (such as the ones that the Arch-mage and the like ought to have) wouldn't be copy-able, to maintain the uniqueness of those spellbooks.

Enchanting:

I'm largely neutral on whether Enchanting should return as a skill, so I'm going to present ideas for doing it both as a skill and as just a service:

-No Skill: if enchanting is just a service provided, then it needs to be more widely available than it was in Oblivion. You don't need to be a member of the Mage's Guild to get things enchanted, but you will get better prices if you are. I'd also like to see the return of cast-on-use enchantments. I can understand why Bethesda chose to restrict certain enchantments to certain items, as Morrowind's enchanting could be a little intimidating, so I don't begrudge them a little simplification here and there. So I would set up enchanting like this: weapons get cast-on-strike enchantments; armor, clothing, and foci (more on them below) get constant-effect enchantments; and amulets and rings get cast-on-use enchantments. They should also bring back Morrowind's system of enchanted items slowly recharging over time, rather than requiring a soul gem or enchanter to recharge it. Lastly, it should also be possible to disenchant an item, placing the magic into an empty soul gem, and leaving the item empty, so it could be re-enchanted (likely shouldn't be an option for unique items and artifacts).

-As a Skill: All the stuff above still applies here, as well as the following. With enchanting as a skill, there should be three ways to enchant an item: first, do it yourself, with no monetary cost, but a chance of failure. Second, get an NPC enchanter to do it, with no chance of failure, but this costs money, and you can't actually use your own spells to enchant it, you have to use the spells the enchanter has access to. The third (and new) option would be to get an NPC enchanter to help you enchant the item; the cost of doing this would depend on your character's Enchant skill (higher skill = lower price), but it would remove the chance of failure, and allow you to enchant with your own repertoire of spells. Enchanting the last way also counts as training in your Enchanting skill, just as enchanting by yourself does.

Foci and Reagents:

I intend these items to basically replace the staves that were present in Oblivion. Foci and reagents have different mechanics to them, and affect different spell schools, but they both exist to improve the mage's spell casting in some way:

-Foci: foci are used to improve your spellcasting for Destruction, Restoration, Mysticism, and Enchanting (if Enchanting returns as a skill); basically all those spell schools that have lots of instant-duration spells in them. They are objects that the mage equips in place of a weapon (although some can also be used as weapons), and include things such as mage staves, wands, totems, ritual daggers, and so on (and for Enchanting, maybe an enchanted smithing hammer, or something like that). As a base, all foci reduce the magicka cost of all spells in the above schools (for Enchanting, it would increase the success rate, or reduce the monetary cost). Beyond that, some foci can have enchantments placed upon them that further improves certain spells (maybe one that increases how much healing spells heal you for, or the amount of weight a telekinesis spell can lift, and so on).

-Reagents: these improve your spellcasting for Alteration, Conjuration, Illusion, and Necromancy (again, if Necromancy appears as a skill); those spell schools that focus on spells with lengthy durations to them. Reagents are consumable items that will greatly improve the duration of the duration of a spell, if you have the reagent in your inventory when you cast the spell. Each reagent would be specific to a single type of spell (possible reagents could include a feather for slowfall spells, bonemeal for a skeleton summoning spell, a daedric rune for daedra summoning spells, and so forth).

Destruction

The magic of manipulating energy. This skill wouldn't seriously change under my ideas. It's mostly just a case of finding new ways to toss energy around. Also, providing special properties to each type of element.

Spell List:

Novice
-Fire: fire spells have a percentage chance to do additional damage over time to their target. Also, fire spells burn away minor landscape elements, like grass and small shrubbery. When cast underwater, fire spells would instead manifest as a pocket of boiling water.
-Shock: does extra damage based on the amount of metal armor worn by the target. When cast into water, it automatically increases the area of effect, as well as the damage done.
-Frost: has a chance to temporarily slow the movement of the target. When cast at water, it temporarily creates a solid block of ice that can be walked upon.
-Energy: fires a blast of pure energy. Energy has none of the special features of fire, frost, or shock, but it has a lower magicka cost. Also, resistance to energy would be much more rare than resistance to fire/frost/shock.
-All the above spell types should become more visually impressive the higher the level of the spell is.
-Touch Spell

Apprentice
-Stream Spell: a continuous stream of fire/lightning/whatever
-Imbue Weapon: temporarily enchant your weapon with the element of your choice.
-Illuminate: activates all fire-based light sources in the area of effect (campfires, candles, etc).
-Douse: deactivate all fire-based light sources in the area of effect.

Journeyman
-Projectile Spell
-Resist Element: I like this better here, rather than in Restoration.
-Weakness to Element
-Endure Climate: alters the temperature around the caster to be more comfortable (of course, this requires a game that takes into account things like climate. Skyrim would be perfect for such a system, as hypothermia should be a real risk there).

Expert
-Area of Effect Spell: fire is a fireball that explodes on impact; frost sends out a cone-shaped wave of frost; shock is a lightning bolt that chains to multiple targets; and energy is an explosion similar to the fire spell.
-Radial Spell: an explosion radiating out from the caster.
-Triggered Spell: creates a sphere of fire/frost/whatever that hovers in the place it was cast. Casting the spell a second time will cause the sphere to explode.

Master
-Lightning Strike: calls down a massive bolt of lightning from the sky. This is the most powerful attack spell that can be cast, but it requires the presence of storm clouds, and can only be cast outside.
-At Master level, Destruction spells do greatly reduced damage to non-hostile NPCs

Alteration

I see Alteration magic as being the magic that deals with changing inanimate matter: levitation works by creating a cushion of air under the caster, waterbreathing transmutes water into air, and opening locks works by altering the tumblers in the lock.

The big thing that needs to happen with Alteration is to bring back the spells cut in the transition from Morrowind to Oblivion. Another thing to consider is any elemental-style magic that based on earth, air, or water, as I think they fit well here.

Spell List:

Novice
-Open Lock
-Lock
-Strengthen Weapon/Armor: reduces the amount of damage done to the item, basically increasing its durability.
-Burden
-Feather

Apprentice
-Slowfall
-Magic Armor: the Shield spells from the previous games renamed (I have a reason for renaming)
-Elemental Armor
-Disintegrate Weapon/Armor
-Repair: repairs broken items. Only expert-level and higher spells can repair magical items, and each level of spell has a maximum amount of repairing it can do (so, an apprentice-level Repair spell can only restore an item to 25% of its total 'health').
-Water Walking

Journeyman
-Shield: this spell functions different from all other spells. Instead of mapping to the cast button, this spell maps to the block button, as though it were an actual physical shield (this, of course makes the two incompatible). When you block, it causes a disc of force to appear in front of you and block attacks (including offensive magic), while draining your magicka as long as you maintain it. If any of you have played the game Infamous, I'm basically picturing the shield ability from that game.
-Water Breathing
-Jump
-Push: hits an enemy with a blast of wind that sends them flying back and knocks them off their feet
-Root: causes the earth to rise up and trap an enemy's feet, preventing movement.

Expert
-Levitate
-Barricade: temporarily creates a low wall of earth in front of you that can act as both an obstacle and a shield.
-Trap: a spell, cast upon a patch of ground, that will cause a spike of stone to shoot up and spear anyone who crosses the effected area.

Master
-Fly: a very high-speed levitate that could be used for travel. However, taking any damage will knock you out of the spell, making it a poor choice in combat.
-Alter Weather: the most powerful alteration mages have the ability to reach the winds in the upper atmosphere and change the very weather, creating (or dispelling) fog, rain, snow, or whatever weather is appropriate for the region. This spell has a cooldown time on it, as even the most powerful mage can't repeatedly do this all willy-nilly.
-Earthquake: causes a localized earthquake that knocks everyone in the area of effect off their feet, except the caster, and anyone flying.

Restoration

I would use this as the skill for all magic that directly effects living things. Healing is the obvious part, but I would also include a new spell type: shapeshifting. After all, if you think about it, altering someone's stats could be considered a limited form of shapeshifting, so why not take it one step further?

Spell List:

Novice
-Restore Health/Fatigue
-Cure Poison
-Resist Poison/Disease

Apprentice
-Restore Stat
-Cure Disease
-Nighteye: I think this works best as a shapeshifting spell
-Swiftswim: grow webbed hands and the like to increase swimming speed

Journeyman
-Fortify Stat
-Drain Stat: I like having all stat-manipulating spells under restoration.
-Claws: turn your hands into claws, increasing hand-to-hand damage.
-Spiderclimb: increase climbing skill (yes, there should be a climbing skill).
-Shapeshift: Animal: spells to assume the form of any natural animal (wolves, lions, etc), or fictional creatures that serve as animals (nix hounds or guars).

Expert
-Absorb Stat/Skill
-Damage Stat
-Shapeshift: Monster: take the form of any non-undead, non-daedra monsters (ogres, trolls, etc.).

Master
-Even better animal and monster shapeshifting forms.

Illusion

Magic used for altering the mind, and creating false constructs of light and sound. The big thing I want to do here is create some spells that make actual illusionary images.

Spell List:

Novice
-Light
-Darkness: creates a patch of pitch blackness that suppresses all light within the area of effect. Only the caster of the effect, and people with nighteye, can see anything at all while standing in the effected area.
-Sound: causes a loud sound to burst forth wherever the spell hits, causing NPCs to go investigate.

Apprentice
-Inanimate Illusion: places an illusion on the caster, changing their appearance to a random nearby inanimate object (rock, tree, barrel, etc.), allowing the caster to avoid detection, as long as they remain immobile.
-Calm
-Frenzy
-Rally
-Demoralize
-Truesight: allows you to see through illusions.
-Chameleon

Journeyman
-Mirror Image: creates several illusionary copies of the caster. Enemies will become confused and not know which to attack.
-Blind
-Silence: prevents speaking, as well as spellcasting
-Charm

Expert
-Command
-Paralyze
-Invisibility
-Mark Person: marks an NPC. Used in conjunction with Illusionary Attire and Doppelganger spells.
-Illusionary Attire: your clothing/armor changes appearance to match that of the marked target. Doing this will make you appear to be part of whatever social group the marked person is (so copying a guard's uniform makes you appear to be a guard, a noble's finery lets you blend in at a high society event, etc).

Master
-Sunlight: a powerful spell that lets the caster create a brief blast of intense sunlight, with all its anti-vampiric properties.
-Doppelganger: you take on the full appearance of the marked target. People will treat you as if you were that person, but if the copied person sees you, you'll be revealed as a fake (and probably get in trouble with the law).

Conjuration

Magic tied to Oblivion. The big thing I want to do is cut the undead-related stuff. It doesn't fit here, I think, and would be better suited to its own separate skill.

Spell List:

Novice
-Summon Daedra: yep, just daedra.
-Bound Item
-Dismiss: un-summons your current pet. You automatically get this spell when you acquire your first Summon Daedra spell.

Apprentice
-More powerful summons

Journeyman
-Bind Daedra: traps a daedra in place, where it can neither effect, nor be effected by anything else.

Expert
-Command Daedra: the other command spells stay in Illusion, but Conjuration gets the ability to do it to daedra

Master
-Call Daedra Lord: powerful conjurors can call the Daedra Lords at their shrines, without the use of offerings, or anything of the sort.
-Planeshift: at the higher levels of mastery, Conjuration can be used to teleport the caster directly into one of the planes of Oblivion. (Obviously, this spell would only pop up if TESV has the planes of Oblivion present).
-Summon Aedra: master conjurors have the ability to reach beyond even Oblivion, and summon lesser aedric beings from Aetherius; beings such as the Jills of Akatosh.

Mysticism

Mysticism has always lacked a concrete theme. The one I would give it is being the magic all of all esoteric forces; things that, while they can be affected by mages, their full natures are only half understood by people on Nirn. This includes such things as kinetics, space, time, the soul, and even magic itself.

Spell List:

Novice
-Detect Life
-Detect Magic: just as detect life shows an aura around living things, detect magic displays an aura around all magical items, all magical parts of the landscape (such as those magic-firing crystals in Alyeid Ruins), and all characters who have magic as their primary specialization.
-Dispel Magic
-Telekinesis: lifts objects and creatures into the air. Throwing them can cause damage.
-Consume Soul: an enhancement, placed upon a person, that temporarily allows them to consume a filled soul gem to regain magicka.

Apprentice
-Soul Trap
-Telekinetic Shot: a streamlined combat telekinesis. The spell will automatically pick up a random nearby object and fire at in the direction the spell is cast.
-Mark
-Recall
-Speed/Slow Circulation: twists time to speed up or slow down the functions of the caster's body. Any effect on the caster that deals damage-over-time will take twice as long to end, doing the same amount of damage in total, but doing it slower, giving the caster more time to react to it. Any other negative effect on the caster that isn't damage-over-time will expend itself faster, so the caster won't have to deal with it as long.

Journeyman
-Telekinetic Barrier: picks up numerous nearby objects and sets them to whirling around the caster. The objects damage anyone who gets too close.
-Teleport to Location: spells designed to teleport to specific set locations, typically the Mage's Guildhalls, and other major magical locations.
-Blink: teleports the caster a short distance in the direction aimed.
-Slow Projectiles: causes all arrows and other mundane projectiles in a radius around the caster to move at a slow speed.
-Scrying: lets the caster's senses range free of his body, letting him scout ahead undetected. The spell basically lets you take control of an invisible entity, which can float around freely, and even slip past doors, but can't directly effect anything.

Expert
-Absorb Magic
-Reflect Magic
-Haste: speeds up the flow of time for the caster, making the rest of the world appear to move in slow motion.

Master
-Freeze Time: the most powerful mystics have the ability to completely freeze time for everyone and everything, but themselves. It can only be done for a few seconds at a time, and there's a cooldown before it can be done again.
-Possess: the caster sends his mind free of his body, and try to temporarily take control of another's body. This spell only succeeds against those whose willpower is less than the caster's. If successful, the mage takes control of the target, along with all their gear and physical stats, but retaining the caster's own mental stats. When the spell ends, the target regains control of itself.

Necromancy

The new skill on the block. Magic manipulating death, decay, disease, and so forth. This is where all the undead-themed spells from Conjuration gets moved to.

Spell List:

Novice
-Summon Spectral Undead: Ghosts, wraiths, etc
-Dismiss Risen: same as the Conjuration spell, only for Necromancy.
-Turn Undead

Apprentice
-Raise Corporeal Undead: Raise a corpse as some manner of corporeal undead, skeletons, zombies, and so on.
-Disease: inflict a target with any of the diseases that exist in the game.

Journeyman
-Poison: Attack spells that fire a poisonous mist at the target. Poison spells contain a damage-over-time component in addition to whatever regular damage the spell is designed to do. When a poison spell hits part of the landscape, it causes that patch of ground to blacken and wilt. When cast into water, a cloud of poison will persist in the water, doing damage to anything that swims into it.

Expert
-Command Undead
-Ethereal: makes the caster ghostlike and insubstantial. This form makes the caster difficult to see, immune to non-magical weapons, and allows him to phase through permeable barriers, such as gates and bars. This form also reduces all damage the caster does by a substantial amount.

Master
-Creating yet more powerful forms of undead.
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Steve Smith
 
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Post » Fri May 27, 2011 4:09 pm

Jobs (Mini-Games)
One feature I loved about Fable 2 was the ability to be able to work everyday jobs like Blacksmiths ect. I thought this was a great touch, and was a nice feature for Roleplaying. I then thought about how this could be incorporated into the Elder Scrolls. You see NPC's working on farms, in shops, lecturing students... why can't the player do this too?

Improved Realism
In previous Elder Scrolls games, although described as a "living-breathing city with radiant AI" etc. I never really felt this. What I'd love to see is NPC's moving in and out of houses; passing away with new people - maybe even relatives - moving in, children walking through the streets (though this has been debated to no end, they've done it with Fallout), homeless beggars actually begging instead of walking around conversing with other NPC's, maybe at night see a thief breaking and entering a shop/house etc.

Property Ownership
Though this has been mentioned before, I'd really love more options when it comes to buying property. Have properties become available/unavailable during random points in the game, meaning you may not always have the option to by the best houses, meaning you have to take advantage of when you can. Furthermore, i'd like to be able to customise the design of my property, the purpose (shop? home? rented?) etc.
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Kayleigh Williams
 
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Post » Fri May 27, 2011 4:26 pm

I hope the devs have played Mass Effect because it has at least 2 inspiring components: the dialogue and the facial expresions. Both help for building imersion in the virtual world so I can only hope Tes 5 won't do worse in 2011 than Bioware managed in 2008.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 12:02 pm

Combat

* I would like to see dismemberment. But not RIDICULOUS dismemberment as shown in Fallout 3. I mean sensible, realistic dismemberment. It would also be nice to have blood stay on swords, clothing, surfaces, walls, shields, etc. and not just disappear as shown in Oblivion. I was very disappointed with that feature as it is a lack or realism.

* Cuts, bruises, and broken limbs would be a great feature as well. Even though it is TES universe, I don't believe that if you sleep all of your wounds will be treated. In my opinion, there should be medical treatment if you have just been in a fight or have fallen off a rock. Even better would be animations to go along with this. Instead of a drab black screen intruding the game and then going back into the game where you are healed, there should be a doctor, or a surgeon there taking care of you. Maybe there should even a "bleed-it-out" system almost like what was used in Codemasters', "Operation Flashpoint: Dragon Rising". That's just a little idea.

* Clothing should rip, and tear.

* Fatigue should take an actual effect of how you fight. If you've been fighting intensely for minutes and have low fatigue, your aim of your sword should be off as well as the balance of your body. You should also stumble or trip.

Towns

* Towns should always have these: guilds, medical care buildings, places to trade, and bars/taverns.

* Beggars should not walk around all the time. They should lie down, cough, sound and act miserable, and have horribly dirty clothing. Not all beggars should be old men/women. There are such things as young homeless people. Let them spread disease and sickness.

* In taverns, fights should take place. Alcohol should take affect if too much is drank. People should have to be thrown out for being too intoxicated.

* Stores should be able to be broken into. Heck, store owners should even be able to sabotage other store owners' businesses. If you pick something up in the store (as in physical pick it up and move it around, not to put into your inventory) you should not be fined.

I'm tired right now. I will continue this post another day.
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sam
 
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Post » Fri May 27, 2011 7:00 am

I'm sure this has to have been said before, but let's not be silly here, folks. You can't have a game as edited and customizable as Oblivion and make it multiplayer. It won't work, and here's why. Let's say you're just an average gamer, and you're playing, having fun, traveling around the world. I'm a modder. I come along with my +10,000 dmg sword, my armor that makes me immune to everything, and I slay you outright. And the spell I cast annihilates the entire city. How fun is this, really? No. Can't have it both ways. And I, for one, prefer the ability to create and control, over seeing some random punk that happens to be real in my game.
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Kelsey Hall
 
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Post » Fri May 27, 2011 5:28 am

I hope they restore the glory of the Eight Divines as they were in Daggerfall; ever since Talos joined they've gone to hell. Just look at how they were depicted in Oblivion; it justifies abandoning them for Daedra worship. With the Septim Dynasty dead, hopefully Talos will go away and stop making them svck.
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Beth Belcher
 
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Post » Fri May 27, 2011 12:33 pm

I think they should let us pilot boats, such as canoes and longboats . Maybe even an icecutter for icy shores. Speaking of which, M'aiq should be rowing in his canoe this time around.


I want to have some sort of submarine. Underwater is an area that is completely unexplored.
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Izzy Coleman
 
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Joined: Tue Jun 20, 2006 3:34 am

Post » Fri May 27, 2011 4:02 pm

I too would like to see them do more stuff with boats, however, if they do focus more on them, then they will have to spend a significant amount of time on it to make sure it isn't too buggy.
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Sunny Under
 
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Post » Fri May 27, 2011 1:20 pm

Keep it single player or else !
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 6:35 am

When playing a mage character wearing robes(as often mages do)when you cast a really powerful spell, your robes should flap and blow about, and when its windy.

Also pretty much all of Miranders post about magic.
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Joe Alvarado
 
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Post » Fri May 27, 2011 2:06 pm

I hope generic NPC opponents will be like in Daggerfall; based on the premade classes with individual fighting styles (hopefully). So when you have a bandit lair, instead of boring Oblivion style bandits, you'll be encountering thieves, acrobats, nightblades, and occasionally other classes. Likewise, enemy mages shouldn't just be conjurers and necromancers; they should include battlemages, sorcerers, and, nightblades.

Speaking of acrobats, the AI needs to start using Acrobatics in combat, and stop acting like a mindless idiot when you get the high ground. It was really sad how they'd uselessly charge at the rock outcropping you're standing on, swinging futility.
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TOYA toys
 
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Post » Fri May 27, 2011 4:00 am

I hope generic NPC opponents will be like in Daggerfall; based on the premade classes with individual fighting styles (hopefully). So when you have a bandit lair, instead of boring Oblivion style bandits, you'll be encountering thieves, acrobats, nightblades, and occasionally other classes. Likewise, enemy mages shouldn't just be conjurers and necromancers; they should include battlemages, sorcerers, and, nightblades.

Speaking of acrobats, the AI needs to start using Acrobatics in combat, and stop acting like a mindless idiot when you get the high ground. It was really sad how they'd uselessly charge at the rock outcropping you're standing on, swinging futility.


Agreed. Npc should take advantage of all skills, so a enemy thieve should also jump when needed to, and also dodge your attack (with a dodge animation). And your right, I also hated that every mage in a dungeon have the same clothes and same powers. It feel like a hack & slash game, when entering a cave/dungeon.
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Gisela Amaya
 
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Post » Fri May 27, 2011 2:56 pm

I want to make the shopkeepers that i sell my loot to become rich because of me. In MW i've wieghed down shopkeepers with tons of good stuff, close to the million septim mark worth of merchandise.

This ties in with a post i saw earlier about having being able to have an effect on the economy.
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Beat freak
 
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Post » Fri May 27, 2011 3:23 am

I wouldn't mind seeing more acknowledgement of what kind of character you're playing. On my latest game I've got a Bosmer, but you wouldn't even know it without looking at his stats (well, except for how short he is). Every so often someone mentions that he's a Bosmer, but it's not a large enough factor for me to really notice. You could probably go in and change him into a female Argonian and I wouldn't notice til I heard the sounds from battle.

The best way to handle it would be to just put in more options where the NPCs acknowledge your character's race, six, and class. But, it would also be cool if you could add in peculiar racial traits that are mentioned in books. Even better if you implement it in the form of FO3-like perks. For instance, a Bosmer might be able to choose the "Green Pact" perk that makes it so they have the ability to shapeshift into an animal. The downside is that they can't eat vegetable products. If they do, they lose the ability to shapeshift for a week or something. (Of course, the shapeshift thing could be changed to some other sort of plant-related deal, since I'm not sure it's all that related to the green pact, but this is just an example).

You could also add perks that illustrate racial prejudices (like Khajit vs Bosmer) or other peculiarities about any particular race (like Khajit might become "addicted" to sweets or something).
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Ashley Hill
 
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