TESV Ideas and Suggestions #134

Post » Fri May 27, 2011 2:54 pm

A spell that makes you able to duplicate stuff depending on the stuffs price and rareness. Maybe it's not a really good idea but for archers it's nice for arrows.

Ehh, we don't even have fletchery yet. But, if people in Tamriel even wipe their butts with magic, as it sometimes seem to be the case, sure.


When I kill a sheep, I should be able to harvest meat, fur, teeth, bones, everything

Sure. But it should take a lot of time to first gut, then skin, and then cut the meat of a bigger animal. So, if you're on a quest, you would not stop to spend a whole night skinning a pack of wolves that happened to jump on your sword.
Same with alchemy: brewing a potion should take hours -> less abusing, more planning.
Repairing items/weapons should take time too. Everything should. But atm it doesnt.
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 7:24 am

I have hope Bethesda not commit this same mistakes in TES V as in Oblivion...

1) More diffrent voices (NPC).

2) No fast travel (it's very unrealistic).

3) Better and more atmospheric graphical concept.

4) More dynamic fight system (with better animations).

5) More differentiated locations (Ayleid ruins, Oblivions, caverns are too repeatable).

6) Better story and quest system.

7) Let Bethesda use
amazing TES lore!


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Eilidh Brian
 
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Post » Fri May 27, 2011 1:13 pm

I have hope Bethesda not commit this same mistakes in TES V as in Oblivion...

2) No fast travel (it's very unrealistic).



The problem here is you've seen an unrealistic fast travel system. This does NOT logically lead to an affirmation that ALL/ANY fast travel system is very unrealistic.
My umbrage is that Oblivions fast travel system was too jarring. There was no feeling of a travel at all, no feeling that there was an actual passage of time. I'm sure Absinthe would also agree when I state if you want to see a very DECENT fast travel system, look to Daggerfall. Was it PERFECT? no. Is there room for some AWESOME tweaks to that system?
....I'll let Absinthe answer that with one of his copy-pastes ;)
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christelle047
 
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Post » Fri May 27, 2011 4:49 pm

I think what the next elderscrolls game needs is a greater sense of passing of time. You don't always need to see every second of the day, and it might be good for the game to keep track of how much time has passed in order for certain special events to take place regardless of what the character has done.

In order to make passing time easier, it would be better if certain tasks required a lot of time to do. What if you needed to wait a month in one area before an imaginary mountain pass could open up for you to travel with a caravan? Requiring your character to wait a certain amount of time before traveling would be an easy way for the game to implement seasons.

The flip side of this is that the game world wouldn't necessarily be continuous. The illusion of continuity could be very easily given by having special events occur on travel between locations. Also, the discontinuity wouldn't necessarily be a bad thing, and could help the developers add greater diversity between regions without sacrificing realistic long-distance visuals.

Passing time would also be a good way for intermediate character modification: scars, facial hair, hair style changes, tatoos, etc, and also be a decent way for your character to develop to a certain "level" at a certain profession without you necessarily holding the reins. Basically, instead of being a special apprentice at the mages guild to whom adventures seem to gravitate, the character could instead CHOOSE to spend x months as the run-of-the-mill apprentice who eventually advances to journeyman/evoker/conjurer, at which point they would be free to do whatever it is they want. (you obviously couldn't 'choose' to complete the main quest this way).

On a side note, it would be very cool if guilds had different horizontal "tiers" of ranks. For instance, a magician might be a different kind of mage from an evoker or conjurer. Having different layers of tiers could help create a rich field of diversity within specializations (for instance, certain ranks in the mages guild might require specific combinations of other ranks, sort of like in FF). Incorporating ideas from other games sounds like cheating, but this particular idea I think was relatively well thought out.


EDIT: about the idea of traveling between different separated regions, you would have plenty of stuff to do in one region within the time it would take to leave. Also, quests might have looser deadlines so you wouldn't have to worry about getting somewhere in 1 day when it would take 3 months to get there.
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Skrapp Stephens
 
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Post » Fri May 27, 2011 2:38 pm

The problem here is you've seen an unrealistic fast travel system. This does NOT logically lead to an affirmation that ALL/ANY fast travel system is very unrealistic.
My umbrage is that Oblivions fast travel system was too jarring. There was no feeling of a travel at all, no feeling that there was an actual passage of time. I'm sure Absinthe would also agree when I state if you want to see a very DECENT fast travel system, look to Daggerfall. Was it PERFECT? no. Is there room for some AWESOME tweaks to that system?
....I'll let Absinthe answer that with one of his copy-pastes ;)


Of course, I thought about fast travel system from Oblivion. If fast travel will be in real time, for example at ship or in carriage, this will good idea.
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kristy dunn
 
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Post » Fri May 27, 2011 3:24 pm

Similarly to Fallout 3, have a small childhood starter phase, and a karma system. Also Choices and Consequences, like the mod. A bigger map, but more ways to get around.

Bring back Morrowind's silt strider and boat system, but also keep fast travel. If not silt striders (if it is set in Skyrim I doubt they could survive the cold) then use horse and cart, or something.

Perhaps the ability to create your own guild/group? I always wanted to create a marauder group in Oblivion, or a vampire cult.

Design your own armour could work too.

Also Daedra worship should have consequences; if you get caught then priests would attack you, or vice versa.
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joseluis perez
 
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Post » Fri May 27, 2011 10:55 am

Similarly to Fallout 3, have a small childhood starter phase, and a karma system. Also Choices and Consequences, like the mod. A bigger map, but more ways to get around.


Sorry bud, the first ain't gonna happen. It never has. You're always a prisoner of the Empire to start, and from there you fill your own past with your imagination.

I dislike Karma. It would mean that assassins are always evil, and warriors are always good. That's what I liked about the Morag Tong. They were a guild of righteous government sanctioned murders that served more of a socio-political purpose. In short, they were checks and balances at the tip of a sword. Not good, not evil; just necessary.
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brian adkins
 
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Post » Fri May 27, 2011 6:35 am

Similarly to Fallout 3, have a small childhood starter phase,

Why start out as a child?

and a karma system. Also Choices and Consequences, like the mod.

Karma was a horrible idea. It forces you to paint everything black or white - if the homeowner died from a random creature fight, are you really stealing if you loot his empty home?

A bigger map, but more ways to get around.

Sounds good.

Bring back Morrowind's silt strider and boat system, but also keep fast travel. If not silt striders (if it is set in Skyrim I doubt they could survive the cold) then use horse and cart, or something.

The more options for travel, the better. I'd hate to see a so-called "better" sequel game have only one method of travel.

Perhaps the ability to create your own guild/group? I always wanted to create a marauder group in Oblivion, or a vampire cult.

Yeah, as long as you got the cash and fame for anyone to care...

Design your own armour could work too.

Pay a hefty fee to a master armorer to do it, or do it yourself, if you're a master armorer.

Also Daedra worship should have consequences; if you get caught then priests would attack you, or vice versa.

How do you worship? Most places of worship are exclusive hangout spots for those of that faith. I think the chances of "getting caught" would be pretty slim.
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sarah taylor
 
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Post » Fri May 27, 2011 9:55 am

I never liked it when I find a unique weapon or make my own that I get really partial to, only to get disarmed and then have my weapon flying to who knows where, from a mage that just cast an area affect spell on me. Then I have the worst luck trying to find the one of a kind weapon once again.

So I got thinking, in TES V, obviously fix that freaken bug where weapon and shield fall through the floor, then when your character gets disarmed and you can't find the weapon after eventually giving up, without reloading previous save. Make it so that your lost weapon shows up at a merchants shop somewhere for sale, having been found by another NPC adventurer/ traveller and sold to the local market. Or even have a lost and found in TES. Of course you'd have to buy the exact value of your weapon, or something like that, to get it back as a penalty for losing it in the first place, or in a way paying for the lost and found service.
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zoe
 
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Post » Fri May 27, 2011 4:13 pm

I just thought of something. What about a stress system for certain NPCs? Low stress will mean they are their usual selves, high stress implies that they'd be angry or depressed, and full stress would make them go insane. Being broke will increase the stress level of shop-keepers, as will being stolen from. Being betrayed by a person that they have high disposition will also increase stress. Highly stressed NPCs will have lower overall stats (until they snap, at which point they become homicidal or useless. Insane shopkeepers would stop selling stuff.). Thus, if you stress a shopkeeper out, he'll be more easy to rip off. Bribery will reduce a little stress, but not much. Giving a gift, completing a quest for an NPC or just generally treating them nicely will lower stress. Thus, you'll want to keep your allies stress-free and your enemies stressed. Perhaps collective stress-levels in towns could be called morale? A town with completely depleted morale will slowly disintegrate and be filled with raving lunatics. This could be quite, quite interesting. Also, stress would lower to a certain point over time, meaning that a person would usually come back from being insane. There'd be certain NPCs that might not recover, however. I'm not sure how you'd compute that. Maybe if they'd been highly stressed for extremely long periods of time? Hell, there could even be a quest revolving around trying to drive someone insane. Willpower and endurance would make it harder to stress/drive someone insane. The PC couldn't be stressed, however, as that'd be the player's choice.
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Cartoon
 
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Post » Fri May 27, 2011 6:30 am

How about a handful of "good looking" presets in the Chargen? Maybe toss in some of the commonly acknowledged hottest celebrity faces, as well as custom ones. Because I really svck at making a decent-looking face.
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Steve Fallon
 
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Post » Fri May 27, 2011 1:22 pm

^Yeah, not many people are it seems. I know I'm probably in the minority, but I actually really dislike like all the sliders during character creation. You finally get Bar A to where you want it, you go on to Bar B and move it and then Bar A starts moving again too. I just really hate moving around all the character's facial features in small increments. I feel like I'm more or less just making subtle variations on the same face. I would prefer it be much simpler like in Mass Effect where you choose from a selection of eyes, noses, mouths, etc... And of course have some good-looking presets.
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Victoria Bartel
 
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Post » Fri May 27, 2011 3:20 am

I'd really like to adjust my age and height . Why do I have to be a grown up to save Skyrim ? More ranged weapons like throwing knifes , stars and maybe javelins . More melee weapons pike , staffs , spears and etc.
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Shiarra Curtis
 
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Post » Fri May 27, 2011 2:32 pm

^Yeah, not many people are it seems. I know I'm probably in the minority, but I actually really dislike like all the sliders during character creation. You finally get Bar A to where you want it, you go on to Bar B and move it and then Bar A starts moving again too. I just really hate moving around all the character's facial features in small increments. I feel like I'm more or less just making subtle variations on the same face. I would prefer it be much simpler like in Mass Effect where you choose from a selection of eyes, noses, mouths, etc... And of course have some good-looking presets.

Why not have the best of both worlds? 2 steps, the 1st being a coarse adjustment.....building the basic look/'template' that you want to work off, then save that flesh-canvas as your base for step 2: the slider/fine adjustment. I think that would make getting the look you WANT a LOT easier...

EDIT: Oh, there's a definite need for a bodytype/physique selector as well. Super-duper-elaborate heads always pinned onto the SAME body just ain't gonna cut it Beth... :D
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luis dejesus
 
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Post » Fri May 27, 2011 3:04 pm

Ehh, we don't even have fletchery yet. But, if people in Tamriel even wipe their butts with magic, as it sometimes seem to be the case, sure.



Sure. But it should take a lot of time to first gut, then skin, and then cut the meat of a bigger animal. So, if you're on a quest, you would not stop to spend a whole night skinning a pack of wolves that happened to jump on your sword.
Same with alchemy: brewing a potion should take hours -> less abusing, more planning.
Repairing items/weapons should take time too. Everything should. But atm it doesnt.


Focus on the important stuff like fleshing out the world/lore/AI/technology and not pointless 'time sinks'.
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Maria Leon
 
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Post » Fri May 27, 2011 4:23 am

....I'll let Absinthe answer that with one of his copy-pastes ;)

Sorry but my kontrol button, along with the ones between X and B hawe been worn out. I kan see the table through my laptop.
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Nomee
 
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Post » Fri May 27, 2011 5:50 am

Similarly to Fallout 3, have a small childhood starter phase, and a karma system.

Sorry, but I cannot agree with these. TES have a way of remove such karma system. Its all on the player's moral, not with the scenery of black and white. As for the "Start as a child intro", it would make sense for it to happen in a Vault of Fallout, but TES have a way of starting the toon as anonymous as possible, not adding past or family or even history of the toon. This is all on the player. The player create the toon's history. I would like it it stay that way.

Sorry bud, the first ain't gonna happen. It never has. You're always a prisoner of the Empire to start, and from there you fill your own past with your imagination.

Daggerfall said hi. Despite what ya think, prisoner intro was not the main intro. If anything, I would like an open intro, like that of Daggerfall or this mod i.e http://www.tesnexus.com/downloads/file.php?id=11495. These intro can create many possible intro and with minimal amount of being force into the Main Quest right away.

And if its not a bother, PLEASE add a way to let the PC players know what cause CTDs or what indicates the error instead of using the trial and error to figure out why the game just CTD.
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{Richies Mommy}
 
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Post » Fri May 27, 2011 6:41 am

Karma doesn't represent anything that is found in real life, while dispositions in different social groups/factions/single NPCs is just what it is.

Bethesda has to get away from the boring old good-evil crud, like many game makers already have.
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Bethany Short
 
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Post » Fri May 27, 2011 10:04 am

One of the cool parts of "Portal" was when you used that missile launching turret to blow stuff up. Instead of having your own gun, you needed to use portals to redirect the turret's fire to hit obstacles or enemies. What if magic was changed to be sort of like this, so that you'd be able to essentially manipulate the world into doing things for you.
(for instance, if dumb creatures are made to be neutral after being "fed," then you might be able to "feed" a potentially difficult to slay monster by relocating a bandit or something.)
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RUby DIaz
 
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Post » Fri May 27, 2011 5:07 am

More spells. For archery and magic, I think your skill should effect how accurate your projectiles are. Also a more elaborate sneak system.
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butterfly
 
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Post » Fri May 27, 2011 3:21 am

Keep improving the storytelling Bethesda. Especially for guild questlines. I'm playing through the Mage's Guild in Oblivion right now, and I must say it's dreadfully cliche, short, and uninspired. Another huge thing that should be improved with guilds, is that NPCs should also be doing quests and such, not just you. At least give the illusion that other NPCs are doing quests, and doing business with the guild. Give NPCs schedules when they "receive" a quest. Make them go out of the guildhall and the city, and somewhere far away for a while, then have them come back. Give them dialogue such as, "I can't be bothered right now, I have an important mission I must fulfill" or something like that. Do whatever you can to make guilds feel like guilds where you aren't the only one doing anything. Give more dialogue for NPCs to speak with other NPCs about guild business. It always bothered me when the person giving me a quest would tell me, "I must speak with the council and do further research" and then they stand there the entire time. They don't actually go and talk about the important things, they just stand there. Give them dialogue for the important things they need to do. And when they're not talking, allow them to research, by giving them reading, writing, and thinking animations, etc.


  • Give havok properties to more objects, such as shelves, containers, and chairs (although, NPCs should not be able to sit in chairs that are not upright).
  • It'd be really cool to see flammable objects catch on fire. It doesn't have to be a huge thing, but if you cast a fire spell on a flammable object, or you toss the object into a fire, there should be a fire effect attached to that object. Then turn the object's texture more charred looking. It shouldn't be that hard to implement. Of course give a timer to how long the fire effect lasts. The same thing should apply to a frost spell. Whatever you target with a frost spell, it should turn icy for a bit. Perhaps even be slippery if you cast it on the ground.


  • Give dialogue and animations to NPCs for different spontaneous actions that occur, such as the player character turning invisible, or randomly casting a spell in the middle of the city.
  • Allow NPCs to manipulate more things, such as switches in dungeons for example. It's bothersome in Oblivion when you close a gate with a switch on an NPC and they can't even throw the switch to open the gate again.


  • Add more spells, such as "Detect Item" or "Detect Enchantment". And of course, add leviation. And if there are certain areas that levitation should not be used to get to a higher level, simply prevent a levitation spell from being cast.
  • Make ESV more class-centric. There should be restrictions on what your class does not define. For example, if you have no magic skills, you simply should not start with any spells, and should have to train in order to be able to cast a spell. As another example, if alchemy is not a chosen skill, then you should not be able to create potions.

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Jennifer Munroe
 
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Post » Fri May 27, 2011 2:03 pm

A lot of the spell regulations could easily be put into effect simply by rearranging how certain elements of magic work. If Mysticism has an element of it which allows casters to set up sets of "rules" for which spells can be cast and what the repercussions for casting certain spells are, then cities might have their own sets of rules against certain types of magic. Depending on where you are, casting a levitation spell on yourself might have consequences ranging from immediate painful death to a simple voice saying 'you are not allowed to cast that here'.
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xemmybx
 
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Post » Fri May 27, 2011 6:35 am

...How about no magic limitations?
Yay.
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loste juliana
 
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Post » Fri May 27, 2011 4:06 pm

...How about no magic limitations?
Yay.

Yeah, I disliked that in Oblivion. I suppose the magic system in Morrowind may have been somewhat overpowered, but so was Oblivion (ironically) even with the limitations. I hope in TES 5 Beth doesn't use these kinds of limitations to compensate for lazy AI. The very notion to put a handicap in a game to give it a gameplay spin, really bugs me. We should be able to enchant armor and stuff with restore fatigue and health. Not to take it out just to make up for lazy AI programming. I hope Beth brings back some of the freedoms we had in Morrowind and then adjust the AI accordingly to make use of those freedoms just as well as any player could.
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Celestine Stardust
 
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Post » Fri May 27, 2011 6:50 am

Theres one word that comes into mind!

MORE!!!

I speak for everybody that plays TES, We want more quest,more skills,more locations/more items/more races MORE EVERYTHING!!!!

Bring back Morrowind things such as Spears/unarmored/Medium armor - The only thing i wouldnt have is Enchant because you should be smart which is why it should be in mages guild to use.

I agree with Mr. Tissue Box about the Magic restrictions, you should only be allowed to start with spells if you have that school as a major skill!

Make guild members able to do quest!Not just walk around a guild hall all day waitin for you to solve their problems!

Make Some people have secrets in their lives like Eugal Belette, Maybe a town-person has a secret skooma addiction and leaves the city or sneaks into some abandoned house and does skooma or maybe has a secret cave that has necromancer things or skooma or somthing!!!

Make factions for almost EVERYTHING i mean like if your a Vampire then other Vampires should know you are one and leave you alone maybe talk to you like you do with Vicente Valtieri or talk to Necromancers if you Roleplay as one

Make more guilds such as

Necromancer guild-Introducted halfway in the mages guild questline you become invited by the king of worms himself before he vanishes back to his lair
Vampires guild- Kinda how it was in morrowind where there were factions

Etc.

Create more types of Everything

New monsters

Add more effects for spells liek being able to damage the envirment!


In morrowind you could have empty vials maybe you could make use of those such as taking those vials to a watersource liek lake or sick or fountain and filling them up with water so you could equip it like a posion but it would make you able to extinquish fires like tourchs makeing you noticable but extinquishing a fire would make the Npc in the place more aware searching things and stuff.

Add down-affects like as shown right above adding water to a arrow would make the arrow more heavy making you have to aim higher to fire it where you want to aim it!

Let other people have enchantments like night eye or somthing!

Im out of ideas lol thanks for reading
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Rach B
 
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