TESV Ideas and Suggestions #134

Post » Fri May 27, 2011 4:17 pm

I actually did that ages ago.

Conjured Magika Arrows 1.1
http://www.tesnexus.com/downloads/file.php?id=17421

I play it on PS3 :S
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Kaylee Campbell
 
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Post » Fri May 27, 2011 11:25 am

No not more races, that bad!
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quinnnn
 
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Post » Fri May 27, 2011 12:52 pm

The problem with just asking for "more" is that there is no genius in "more." Bethesda isn't going to hit anything great by giving more of the same.
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Quick Draw
 
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Post » Fri May 27, 2011 6:52 pm

I'm not gonna ask for like Assassin's creed-level crowd dynamics or animations,

If you won't, I will :P I want to see grumbling beggars with crippled backs and walking sticks, Young kids playing hide 'n seek and Maids/servents hanging out the washing to dry.


When I kill a sheep, I should be able to harvest meat, fur, teeth, bones, everything. Same goes for all other animals and creatures. If I kill a Troll, all I can take is his fat? That's lame. I want troll fur, troll meat, all that stuff.

Also, If I go out and kill a really rare creature, I should be able to take a part of it to have like a trophy(Similar to the fable trophy system)

Yeah, Agreed maybe a harvest skill? or perhaps skinning? but I would want a use and value for all my new found keepsakes :)
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Rebecca Dosch
 
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Post » Fri May 27, 2011 6:07 pm

No GPS system it cheapens the game for me. Also have a male high elf instead of a bosmer that everyone wants to kill as they are the stuck up race.
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Bird
 
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Post » Fri May 27, 2011 6:19 am

When I kill a sheep, I should be able to harvest meat, fur, teeth, bones, everything. Same goes for all other animals and creatures. If I kill a Troll, all I can take is his fat? That's lame. I want troll fur, troll meat, all that stuff.


Also, If I go out and kill a really rare creature, I should be able to take a part of it to have like a trophy(Similar to the fable trophy system)


Thought i'd post something related to this, ever noticed that minotaurs have two horns, yet you only harvest one, or that clannfears have four sets of claws, yet you only harvest one?! Have some more realistic ingredient numbers.
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Ryan Lutz
 
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Post » Fri May 27, 2011 12:35 pm

Thought i'd post something related to this, ever noticed that minotaurs have two horns, yet you only harvest one, or that clannfears have four sets of claws, yet you only harvest one?! Have some more realistic ingredient numbers.

That's just common gaming logic. It's the same in WoW and other games. The problem is that if you looted like 16 or 20 or whatever number of claws a clannfear has, you would have enough for a whole crapload of potions after killing just one of them. It would just be too easy. There is a solution to that problem ofc. If Beth made it so that you need multiple amounts of the same ingredient to make a potion it would all be balanced again. kinda.
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Adam Kriner
 
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Post » Fri May 27, 2011 5:04 pm

I'd like quests to be less obvious.

In Oblivion it felt like they were just telling you what to do (for the most part) which made everything way too easy and took the fun out of quests that had potential to be very fun. Obviously not all of them were like this but the great majority were and it really annoyed me because I wanted to work out a lot of the stuff. The green marker is a real pain too. I want to actually look for the objective not have it pointed out to me by some unknown force.

I'd also just like the game to be more 'dense'. A lot of places seem to have no purpose or excitement. I mean Leyawin was an awesome city for sure. There were some pretty incredible discoveries made in the castle there that's for certain. Places like Cheydinhal and Bravil just felt a bit bland.
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Dawn Porter
 
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Post » Fri May 27, 2011 3:52 pm

...as they are the stuck up race.

Why so much stereotyping?
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 2:43 pm

That's just common gaming logic. It's the same in WoW and other games. The problem is that if you looted like 16 or 20 or whatever number of claws a clannfear has, you would have enough for a whole crapload of potions after killing just one of them. It would just be too easy. There is a solution to that problem ofc. If Beth made it so that you need multiple amounts of the same ingredient to make a potion it would all be balanced again. kinda.


or it could just be very difficult and or rare to encounter magical creatures.
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kiss my weasel
 
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Post » Fri May 27, 2011 7:28 am

or it could just be very difficult and or rare to encounter magical creatures.


This is TES, we like magical creatures...
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Dean Brown
 
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Post » Fri May 27, 2011 4:02 am

One thing that was attempted but not quite reached in Oblivion was environmental details, mainly NPCs interacting with the game world.

You did see people sit down to eat, actually do some training, read books or rake the carpet, but it really didn't make the world to alive.
You never saw people fishing, move carts around, carry and deliver stuff. Most of the time people DID just stand around. Even if they did something it never looked like the ACTUALLY did it, it was more like the just did a mime.

What I'd like to see is:
-People actually go fishing and in the process catch some fish, not just with a fishing rod but some actually hunting with spears or nets.
-Some going around and "hunt" mudcrabs for food, not with sword but with small hammers that can punch through their shells.
-When people harvest actually collecting whatever grows on their fields, or when they plow actually leave furrows on their fields.
-Shop owners actually receiving new shipments and people actually going in and out of stores.
...
And of course a lot more.

But it's not just on jobs, there are holidays in the world but why does nobody celebrate them. Sure there would be some festivities going on or you'd see preparations for them. Like people gathering food and setting up decorations and on the day people actually celebrating, possibly dancing or having fires or the like.
Or wearing something ceremonial on certain dates, following rituals and the like.


I know, all that actually isn't necessary to the game but it would make the game world feel a LOT more realistic. Just imagine walking along the side of a lake and seeing small fisher boats tossing out nets to catch fish, shepherds actually moving their flocks around and sheering them or sometimes slaughter one for the meat and farmers actually moving about their fields instad of just standing in one spot and raking it all day.
Would make it feel less like they're just background actors but actual people to interact with.
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Becky Cox
 
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Post » Fri May 27, 2011 2:15 pm

As a side-note, maybe they shouldn't have a blank-out whenever you go to prison, i'd like to see some prison interaction, i'm not sure if this is lore-correct, but maybe have prisoners talk to each other, make them do back-breaking labor, etc. Make it feel more like a real prison.

Oh and you shouldn't go to prison for every single crime, why am i going to prison for moving something worth only 1 gold?!
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m Gardner
 
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Post » Fri May 27, 2011 6:25 pm

I agree with the post above me. I think classes should include what they do for money and how they get food. every day an NPC spends having not eaten, their health and fatigue go down a bit. the classes would be:

Food Farmer: Produces and harvests his own plants, such as wheat, corn, etc.; as well as cattle pigs etc.f there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Cash Crops: Harvests and produces cash-crops, like wine or tabaco. a traveling merchant would regularly trade him his crop for money and food. And if they can afford it, they will buy a luxury.
Hunter: most NPC's hunt, and is is the default if something messes up their original script. This would involve tracking down an animal they can easily kill, and killing them. the amount of meat produced is 3x what it would be for the player. If there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Merchant: has the amount f money they are willing to trade, as well as savings in the back. other NPC's go to traders regularly when they have spare cash and need something, so their cash fluctuates. at the end of every day; if the trader has made money then they put the extra in their savings. if they lost money, they replenish their supply.
Traveling merchants: Tie in the the farmers. they have no savings, as they buy in massive amounts. They go from farm stead to farmstead buying and selling food and cash-crops, as well as some luxuries. Their loop starts and ends in a major city, so that they can sell all but food with the merchants their, as well as re-stock.
Rich people: They have massive amounts of money, like millions and millions, hidden in a cell that the player cannot enter. They draw upon that cash through scripts when they go shopping, and they buy not only food, but many luxuries.
Working man: They do their job at a loss of fatigue, or (in the case of the fighter's guild) health. However, they get payed in cash depending on what job(s) they have, and will go buy food from a merchant, and if they can afford it, luxuries.
Beggars: They will sell information to thieves guild members, and if other NPC's have more than 5x what they are asking for, they will get charity. Every $1,000 the player gives to charity is worth 1 fame point, as an incentive to do so. They mostly have low responsibility, and if they see something lying in the street will most likely take it. They only buy food, and store all their money. If any beggar has 5,000+ gold, they will move into the closest abandoned farmstead, and become a Food Farmer. If they don't have enough gold for food they will either join the thieves guild or church depending on their responsibility.
Vampires: Don't eat food. however, they will break into houses and feed on other NPC's. Before feeding, they will cast a non-hostile version of Paralyze on their target, to assure that they don't awake with fangs in their neck.
Inn Keeper: a specialized merchant. most will only sell beer, wine, and bread and will only buy from Traveling Merchants. Every Inn NPC pays 5 gold to them every night for sleep, even if there are more customers than beds.

Things common to all classes:
Scavenge; If somebody sees something lying around, they will most likely pick it up. If the item is owned (by the player or another NPC) then they might, depending on the object's value and their responsibility. High responsibility NPC's will pick up Player-owned objects and return them for a monetary reward.
Hunt; If they see a wild animal that they know they can easily best, they will kill it. if they see a non-fighting wild plant, they will harvest it.
Friendship; If a poor NPC has a disposition of 90+ with a Rich NPC, they will most likely get a loan. The loan will be payed of in ten months with no interest, unless the Rich NPC falls on hard times or gets a 70- Disposition towards the other one. In those cases, there will be 5% interest. All types of merchants
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Lexy Corpsey
 
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Post » Fri May 27, 2011 2:41 pm

Make AI smart enough to jump/climb over obstacles during combat.
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Lynette Wilson
 
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Post » Fri May 27, 2011 7:23 am

Guns, Cars, Cellphones, and instead of the folklorish enviornment make it takeplace in 1980s LA.


Just kidding


but seriously this has probably been said a million times before, but id like a much bigger area, maybe having the entire province of Tamriel like the first two TESs. It seems that the newer Elder Scrolls games try to take a smaller province and make the most out of it that they can, thats cool and all, but id like a huge enviornment.

Also more weapons would be awesome, not that there werent enough weapons in the last one, im just a svcker for games with a [censored]-ton of weapons. maybe some weapons that didnt make it into TES IV like Spears, staffs, slingshots, Flails etc.

Also one thing that stood out about Morrowind was the fact that you could join the imperial guard, i thought that was real cool, put that in the next game.
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CHangohh BOyy
 
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Post » Fri May 27, 2011 9:36 am

but seriously this has probably been said a million times before, but id like a much bigger area, maybe having the entire province of Tamriel like the first two TESs. It seems that the newer Elder Scrolls games try to take a smaller province and make the most out of it that they can, thats cool and all, but id like a huge enviornment.

Well, an even bigger world than Oblivion would be much less detailed. I think it'd be best to have an Oblivion sized landscape, and put a bit more variety and such into it. Mods can make the landscapes more detailed. It would also be cool if there was a program to randomly generate caves, so Bethesda wouldn't need to spend time putting together the pieces when it can be done for them.

  • If possible, it'd be cool to have a sound distortion system, where you can't hear people speaking on the other side of the rock wall crystal clear. It should echo. If this is possible, it'd make everything better.

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jess hughes
 
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Post » Fri May 27, 2011 7:29 am

but seriously this has probably been said a million times before, but id like a much bigger area, maybe having the entire province of Tamriel like the first two TESs. It seems that the newer Elder Scrolls games try to take a smaller province and make the most out of it that they can, thats cool and all, but id like a huge enviornment.

Well, first off, only TES: Arena had all of Tamriel. TES:II Dagerfall was centered in the Iliac Bay region only. And second off, in order for them to reasonably get all of Tamriel crammed into a game within one or two average development cycles, they'll either have to 1) generate almost everything (and I do mean almost EVERYTHING) at random. That includes dungeons, landscapes, positions of roads, NPCs, quests, architecture and layout of cities, types of stores, loot, etc, etc. Everything except for the tiny percent they actually hand-place for the MQ. And while that may sound nice, it ends up making the game as a whole completely unbelievable and ruins the effect. You begin to wonder what drug the builder of all of these dungeons or cities or roads was on when they started building. You begin to wonder "why" anything in the world is placed the way it is, where the sensibility of anything is. You'll wonder if there's anything truly unique in the game other than the tiny slivered portion of hand-edited things. Small-scale-focused hand-placement of things actually allows you to dig up "why's," actually allows there to be large-scale uniqueness and diversity in the world, and allows for far more depth of creativity within one area, as opposed to lukewarm ideas spread all across the map.

Option 2) is where they include all the provinces, but they scale them all down even further to where it's a 7 or 8 hour walk from one side of the continent to the other.

Besides, releasing all the provinces at once ruins their current marketing setup where they release a game for a province. What will they do once they've revealed all of Tamriel in one title? (and, no, Arena doesn't count)




On the subject of caves, I'm really looking forward to seeing the continuation of what Bethesda did in FO3 with caves as compared to Oblivion. I really really REALLY want to see a return to caves utilizing all 3 dimensions like they did in Morrowind. I know getting rid of levitation kinda had something to do with that (cough, cough, give us back levitation), but I grew really tired of seeing the limits of the cave tilesets. They reeked too much of "corridor, bigger corridor, junction, ramp, bigger ramp, room, bigger room, huge chamber room." There was no REAL vertical thinking. Yeah, they had trenches or pits, but the dungeons as wholes were built almost completely laterally, with a defined floor, ceiling and walls at all times. There was no real sense of spelunking, no real sense of directional confusion or axial and rotational blurring of the lines. Nowhere did the caves just shoot up or down and attempt to leave behind the lateral thinking. And nowhere did they attempt to abandon that sense of tileset "structure" and give me a bloody CAVE! FO3's caves are magnificent; though they don't perfect that vertical sense that I miss from Morrowind, they do give me the sensation that I'm spelunking and not exploring a stereotypical regular dungeon tileset that has been redone to resemble underground.
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herrade
 
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Post » Fri May 27, 2011 9:45 am

On the subject of caves, I'm really looking forward to seeing the continuation of what Bethesda did in FO3 with caves as compared to Oblivion. I really really REALLY want to see a return to caves utilizing all 3 dimensions like they did in Morrowind. I know getting rid of levitation kinda had something to do with that (cough, cough, give us back levitation), but I grew really tired of seeing the limits of the cave tilesets. They reeked too much of "corridor, bigger corridor, junction, ramp, bigger ramp, room, bigger room, huge chamber room." There was no REAL vertical thinking. Yeah, they had trenches or pits, but the dungeons as wholes were built almost completely laterally, with a defined floor, ceiling and walls at all times. There was no real sense of spelunking, no real sense of directional confusion or axial and rotational blurring of the lines. Nowhere did the caves just shoot up or down and attempt to leave behind the lateral thinking. And nowhere did they attempt to abandon that sense of tileset "structure" and give me a bloody CAVE! FO3's caves are magnificent; though they don't perfect that vertical sense that I miss from Morrowind, they do give me the sensation that I'm spelunking and not exploring a stereotypical regular dungeon tileset that has been redone to resemble underground.

:thumbsup:

I definitely hated the cave tileset in Oblivion. They didn't feel like caves.
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Katie Pollard
 
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Post » Fri May 27, 2011 1:03 pm

To the cave discussion, woudnt it be awsome if the game caves were handplaced like in oblivion, but with a random interior generator? Like the oblivion gates, you knew the locations where they would be, but you never knew woch desing that would be on the other side. That could be made with caves and ruins too, just instead of 16 cave designs like oblivion, there should be like 40 or so.
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 6:36 am

I agree with the post above me. I think classes should include what they do for money and how they get food. every day an NPC spends having not eaten, their health and fatigue go down a bit. the classes would be:

Food Farmer: Produces and harvests his own plants, such as wheat, corn, etc.; as well as cattle pigs etc.f there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Cash Crops: Harvests and produces cash-crops, like wine or tabaco. a traveling merchant would regularly trade him his crop for money and food. And if they can afford it, they will buy a luxury.
Hunter: most NPC's hunt, and is is the default if something messes up their original script. This would involve tracking down an animal they can easily kill, and killing them. the amount of meat produced is 3x what it would be for the player. If there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Merchant: has the amount f money they are willing to trade, as well as savings in the back. other NPC's go to traders regularly when they have spare cash and need something, so their cash fluctuates. at the end of every day; if the trader has made money then they put the extra in their savings. if they lost money, they replenish their supply.
Traveling merchants: Tie in the the farmers. they have no savings, as they buy in massive amounts. They go from farm stead to farmstead buying and selling food and cash-crops, as well as some luxuries. Their loop starts and ends in a major city, so that they can sell all but food with the merchants their, as well as re-stock.
Rich people: They have massive amounts of money, like millions and millions, hidden in a cell that the player cannot enter. They draw upon that cash through scripts when they go shopping, and they buy not only food, but many luxuries.
Working man: They do their job at a loss of fatigue, or (in the case of the fighter's guild) health. However, they get payed in cash depending on what job(s) they have, and will go buy food from a merchant, and if they can afford it, luxuries.
Beggars: They will sell information to thieves guild members, and if other NPC's have more than 5x what they are asking for, they will get charity. Every $1,000 the player gives to charity is worth 1 fame point, as an incentive to do so. They mostly have low responsibility, and if they see something lying in the street will most likely take it. They only buy food, and store all their money. If any beggar has 5,000+ gold, they will move into the closest abandoned farmstead, and become a Food Farmer. If they don't have enough gold for food they will either join the thieves guild or church depending on their responsibility.
Vampires: Don't eat food. however, they will break into houses and feed on other NPC's. Before feeding, they will cast a non-hostile version of Paralyze on their target, to assure that they don't awake with fangs in their neck.
Inn Keeper: a specialized merchant. most will only sell beer, wine, and bread and will only buy from Traveling Merchants. Every Inn NPC pays 5 gold to them every night for sleep, even if there are more customers than beds.

Things common to all classes:
Scavenge; If somebody sees something lying around, they will most likely pick it up. If the item is owned (by the player or another NPC) then they might, depending on the object's value and their responsibility. High responsibility NPC's will pick up Player-owned objects and return them for a monetary reward.
Hunt; If they see a wild animal that they know they can easily best, they will kill it. if they see a non-fighting wild plant, they will harvest it.
Friendship; If a poor NPC has a disposition of 90+ with a Rich NPC, they will most likely get a loan. The loan will be payed of in ten months with no interest, unless the Rich NPC falls on hard times or gets a 70- Disposition towards the other one. In those cases, there will be 5% interest. All types of merchants

i like all these ideas, it would be awesome if there was a advanced economy in the next TES (and maybe a way to crash it :evil: ) It would be cool if you could try your hand as a farmer instead of just the "Lone Adventurer" thing that they seem to go for. Like i said it would also be cool if you could join the Imperial Guard (like in Morrowind) and perform evictions and stuff like that
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quinnnn
 
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Post » Fri May 27, 2011 1:43 pm

Touching on what previous psots have said about Guilds. "Evil" or "Bad" Guilds shouldnt jsut be limited to an assasin guild who worships sithis. There should actualy be "Bad Guy" Guilds, like actually being a necromancer and doing quests for them or the Mythic Dawn and bring about the destruction of Tamriel. I Should be able to play as a troll or an animal, "But then how would I get quests if everyone is trying to kill me?" well when a nPC is attacked by bandits on the road or a caravan is attacked, maybe you (Troll) Could kill all the bandits and leave the caravan alone, maybe giving a wink to the NPC, then running off. Do that a few times and maybe people will start to recognise you and become more freindly to you, and maybe talk to you, and give you quests, maybe after you've become well known people let you come near the citys, some NPCs would be freindly to you and offer you food for helping them, other NPCs could look at you in disgust and be violent towards you, maybe even attack you (You are a troll after all). Theres lots of role play possibilitys in a TES game, other than just the generic hero. Perhaps a lonely troll could become the hero of kvatch and become the Champion of Cirodiil.
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 9:52 am

No "bad" guilds. "Bad" is a bad word to use. See http://www.gamesas.com/bgsforums/index.php?showtopic=1048173&view=findpost&p=15250875 http://www.gamesas.com/bgsforums/index.php?showtopic=1048173&view=findpost&p=15250912 for why.

And you lost me at "playable troll."
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kyle pinchen
 
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Post » Fri May 27, 2011 3:17 pm

Going from city to city seemed kind of bland in Oblivion. It would be cool if it actually took you a whole game day or two to get to your destination. In the meen-time, you have to start a fire, setup camp, and go forage or hunt for some food that you'll actually need to eat or else your fatigue will go down faster, or recharge slower, the next day in a figth. Also have it so that you actually need sleep, and not just 1 hour, so that your character is ready to go the next day to continue the journey as appose to having no sleep where your character's hits wouldn't land as often. So that your fighting is less co-ordinated, especially if your level in that skill isn't very high yet. Or if your athletics skill is very high, then maybe you can get away with little rest more easily, but eventually you'd still have to rest up.
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Arnold Wet
 
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Post » Fri May 27, 2011 6:17 pm

I had a long post in one of the older suggestion threads but after a long (and I mean LONG) session of Oblivion and refining my thoughts I've decided to make a new one.

TL, DR alert: Very long and unorganized rant incoming, written under the influence of alcohol, from someone whose first language isn't English. You've been warned!

Skills, Stats, and Leveling:

Removed and simplified skills like spear, medium armor or unarmored definitely need to come back. Axes and maces need to be separated. More variety please. "Blade" and "Blunt" belongs to beat em ups and Korean F2P MMO's. Unimpressive. I expect much more than that from a top quality Bethesda RPG.

In many of my playthroughs, leveling (which is a big motivation in all CRPG's) feels like a burden instead of a reward. Avoiding certain skills and overusing others, calculating multipliers, putting a weight on spell cast key, "Damn my Strength multiplier is 4" You get the idea. In theory, leveling system of TES is way, way better than RPG's with generic XP system, and I really love it, but it also has a lot of room for improvement. While some skills are balanced, many others advance too fast or too slow. There's no way to level Restoration via regular means in Oblivion. I can barely increase it to 40-50 without powerleveling it. Advancement speed of skills needs to be rebalanced and powerleveling needs to be discouraged.

Imperial Legion Guard: What are you doing citizen?
Kannibal: Nothing, I'm hopping on the stairs like a madman because there's a cool roll animation after 50 Acrobatics.

Items:

Like I said above, please bring back spears, crossbows and the like. More uniques, perhaps several colors for each armor/weapon type, higher magnitudes for enchanting and spellmaking so that we can make potent items. Enchanting with multiple effects. Maybe we can choose between 2 or 3 rewards after completing a quest, depending on our playstyle?

level Scaling:

I'm sure you like the idea of a world evolving around the PC so that (s)he never feels too weak or too strong, but it should happen. We should occasionally feel too strong or too weak. Mere thugs and bandits wearing equipment worth a small fortune doesn't make sense at all. Why does everyone start using glass daggers just because I advanced to a certain level? Sure, they should become available, but low level equipment should also remain. High level items like Glass and Daedric should be very rare instead of becoming flavor of the month among every NPC.

Dialogues:

I know I'm not the only one who thinks having all dialogue voiced in Oblivion greatly lowered their quality and quantity. It caused Bethesda to shorten the dialogues, and many characters weren't believable because too few voice actors were used for too many characters. My suggestion is to voice only main quest dialogues, big side quests, guild quests, generic citizen/vendor/guard remarks etc and reducing the majority of dialogues to plain text.

No easy way to say it so I'll just say it: Speech minigame is horrible and it doesn't fit the immersion (i.e. admiring someone and intimidating him five seconds later, from beggars to counts). Speechcraft can have sub-skills like Intimidate or Seduce. NPC's can have different reactions to intimidation, bragging, or seduction.

Traveling:

Instead of being able to fast travel to all towns from day one, we should only be able to fast travel to self-discovered locations, or maybe 3 or so major cities. There can be additional means like portals, silt striders, and especially Mark & Recall. Horses should run faster. Instead of horses with a predetermined color for every speed -which forced many people to choose black horses- there should be all colors of horses in every price range, as their price increases with speed.

In my opinion, Oblivion's easy mode fast travel system discouraged many players to discover the greatly designed locations outside cities.

AI:

There should be more realistic reactions to our actions, especially crimes. I want to be able to disappear again after being detected by enemies. I don't want to be caught by a guard who saw my crime on his crystal ball 50 kilometers away. There should be a big difference between killing and petty crimes, like stealing a cheap piece of junk or trespassing.

Imperial Legion Guard: STOP! YOU ACCIDENTALLY LOOTED A SPOON AND YOU'LL ROT IN PRISON!
Kannibal: Bummer. Give me the cell next to that mass murderer who cooked and ate his family.

Quests:

Main quest shouldn't be linear. Main quest shouldn't be linear. Main quest shouldn't be linear. It ruins everything to RP an evil character and than be forced to complete the main quest like a hero. Ditto for guild quests. I would love to be able to join
Spoiler
Blackwood Company or Mythic Dawn
. Or there can be clashes between the big 4 guilds which force us to choose one of them and permanently turn against another e.g. Fighters Guild has a contract to get rid of a Dark Brotherhood branch, while Dark Brotherhood has a contract to assasinate Fighters Guild's leader. You are an initiate in both, you have to abandon one and choose the other. That kind of thing.

I'll probably post mroe when I'm sober.
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kirsty joanne hines
 
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