TESV Ideas and Suggestions #134

Post » Fri May 27, 2011 4:45 am

Welcome to TES V Ideas and Suggestions # 134

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
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
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Prisca Lacour
 
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Post » Fri May 27, 2011 10:21 am

There should definetly be skill requirements to get into guilds. I find it stupid how i can be a master of the fighters guild, archmage, master thief and listener of the dark brotherhood all in one character. For example you must have at least 3 schools of magic at apprentice level to join the mages guild and be apprentice lvl at at least one weapon skill to join the fighters guild. These should be increased as you get further up the guild, in the mages guild quest i found it ridiculous that you could reach the top without casting a single spell. So the next rank would require to increase one skill to journeyman or 2 more to apprentice lvl.
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emma sweeney
 
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Post » Fri May 27, 2011 12:26 pm

There should definetly be skill requirements to get into guilds. I find it stupid how i can be a master of the fighters guild, archmage, master thief and listener of the dark brotherhood all in one character. For example you must have at least 3 schools of magic at apprentice level to join the mages guild and be apprentice lvl at at least one weapon skill to join the fighters guild. These should be increased as you get further up the guild, in the mages guild quest i found it ridiculous that you could reach the top without casting a single spell. So the next rank would require to increase one skill to journeyman or 2 more to apprentice lvl.

I think rather than a skill requirement there should be a test of skill. I mean it's not like you get there and they say "Lemme see your character sheet... ohhhh only a 20 there, no we can't let you in unless you're a 32". Instead they should say "Hm you don't look like you could handle that, but we'll test you. If you can pass you're in".

While this does mean you CAN get into a guild even if you're actually below the requirement, you really need good "skill" and luck for that. Plus they could still say "NO" if you didn't do well enough or "cheated" (won a initiation fight but only half dead, only managed to make a certain obstacle by using magic even if it wasn't allowed, managed to steal something but almost got caught).

Of course getting in some guilds could have other requirements entirely, like if you want to get into a trades and commerce guild you need a recommendation by someone official or of higher standing and a clean criminal record.
Also there can be ways how you get into a guild with skills that actually don't match their main requirements, like getting into the warriors guild with magical abilities as a "mage fighter" or a healer.
Some could also give you a honorary membership, while this means you're in it limits what you can do, they won't give you any important contracts and you sure won't get payed as much.
Then there's the "contradicting membership" meaning you get into a guild even though you are a member of a opposing one. You could infiltrate another one as a mole for example, join them secretly (meaning you're a full member of both but they don't know you are, needs some juggling with the jobs you take so you don't reveal yourself) or, for some, even openly work as a mediator between them.
And finally you could bribe or sweet talk your way into some to get a "thumbs up" or look away when you cheat.
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Hope Greenhaw
 
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Post » Fri May 27, 2011 3:25 am

-return unarmored to the game (sure this has been brought up multiple times in past threads)

But also include it as a third option in addition to heavy & light armors quest rewards.

Actually, more non-mage oriented clothing/robes across the board would be nice since there are usually several pre-made classes that don't have armor as major skills (not counting the myriad of custom unarmored builds out there).
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REVLUTIN
 
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Post » Fri May 27, 2011 6:35 am

-return unarmored to the game (sure this has been brought up multiple times in past threads)

But also include it as a third option in addition to heavy & light armors quest rewards.

Actually, more non-mage oriented clothing/robes across the board would be nice since there are usually several pre-made classes that don't have armor as major skills (not counting the myriad of custom unarmored builds out there).



What is it that unarmored is supposed to represent in game? If it is how well you can fight without armor then it should be dodge instead of unarmored. If it is a dodge skill then there needs to be animations associated with it. i don't want to go back to a situation where you put your sword through an enemy (or vice versa) and it doesn't do any damage because they "dodged it." if it's something of an iron skin skill where you get tougher by getting hit while not wearing any armor then i find that somewhat ridiculous. Taking a sword to the arm while not wearing armor isn't going to make you any better at doing it the next time. if anything there should be a basic toughness category that applies across the board only they already have that and it's called endurance/HP.n if there is an unarmored skill and at high levels of it your protection is even half of what you get at similar levels of armor then i will be dissapointed

It seems to me that people who want an unarmored skill want to be able to have the benefits of armor without the armor which i don't approve of. enchant your clothing with shield if you want unarmored armor.

i would like for there to be plenty of difference between armor types though. if you're wearing a full plate mail then you shouldn't be able to be running around much, and if you're unarmored you should be able to be much more limber than even someone dressed in leather or fur. attack speeds should correspond to this as well. even a master of heavy armor isn't going to be able to swing a blade as fast in full plate with gauntlets and all as a man wearing nothing is, however if he get's hit with a sword he'll be in much better shape.
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Cartoon
 
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Post » Fri May 27, 2011 8:12 am

Unarmored is dodge, and a whole lot more.

From Morrowind's Manual:
Unarmored skill lets you avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor. Governing Attribute: Speed

It can be considered a martial art just as any. In fact, you practice some semblance of it in Oblivion when you block blows with your bare fists using the h2h skill. If you are quick enough, deft enough, and trained enough, you're going to at least lessen the injury to yourself. As for the issue with "blade going through object yet missing," that doesn't have to be a universal issue. Those chance-to-hit algorithms for NPCs can be expressed not by a swooshing sound but by dynamic combat AI packages that are based on skill, attribute, and derived attribute input. So NPCs with unarmored may very well dodge. But dodging's only one third of the skill. If you take a sword to the arm, you are going to get slightly better at knowing how to dodge, absorb, or deflect, because you're going to know what not to do next time. It's the exact same thing for taking hits with regular armor. You're going to learn from that hit and learn how to use the skill more effectively. And because deflection and absorbption require no dodging (and would be sufficiently complex to actually display on screen), there's no need to have it be anything other than getting hit and removing a percent of the damage based on armor rating. It's assumed that explanatory things happen in the background, just like it's assumed that the arrow sticking out of your neck after an archer's assault is not actually fatal, just like it's assumed that when a repair hammer breaks, you did something wrong to cause it. It's impossible to flesh out every little detail, but that shouldn't be the basis of removal for a whole (very interesting) style of play.
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Elle H
 
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Post » Fri May 27, 2011 12:02 pm

Apologies if I repeat something. I didn't see these in the first few threads but I could have missed them.


1. More large enemies. Some of the most fun battles in Oblivion were with the enemies/machines that were larger than a Minotaur. There's a real sense of accomplishment when you can hold your own again something that's much larger than you. Although this time around it would be cool if you could actually directly kill them (even if it takes awhile--at least make it possible).
The water areas would also be a lot more frightening to cross if you knew there was some large creature in there that would try to eat you. Larger enemies could also be thrown into arena battles (or team VS beast battles with other NPCs).

2. Bring back crossbows. While I don't want to see this series go the way of Fable and start bringing in muskets and all kinds of guns, I miss these old dwarven devices from Morrowind.

3. Improved acrobatics. I understand this can be difficult to implement in first-person games, but I think it would be awesome to see (especially in higher levels of the acrobatics skill). Even something simple like grabbing onto ledges or long jumps (ala Mirror's Edge) would add depths of gameplay normally not found in RPGs. It would make your Agility attribute mean a whole lot more than (how high you can jump and fall).
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 2:20 pm

I would really appreciate some better maps, although not so good for immersion and not necessarily required, i'd like to see some 3-dimensional maps, or maybe have the local map set in 2 or three windows, one from a sky view, one from a side view, and one from a front view, would this be difficult to implement?
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Tom
 
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Post » Fri May 27, 2011 5:08 am

I would really appreciate some better maps, although not so good for immersion and not necessarily required, i'd like to see some 3-dimensional maps, or maybe have the local map set in 2 or three windows, one from a sky view, one from a side view, and one from a front view, would this be difficult to implement?


I want a map that are actually drawn, so that not only cities. but also caves, ruins and other locations are drawn.
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Tamara Dost
 
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Post » Fri May 27, 2011 10:57 am

I would really appreciate some better maps, although not so good for immersion and not necessarily required, i'd like to see some 3-dimensional maps, or maybe have the local map set in 2 or three windows, one from a sky view, one from a side view, and one from a front view, would this be difficult to implement?

Daggerfall had 3D interior maps. I don't know how easy the exterior would be to map in 3D, though.


EDIT: Oh, and Rohugh, I must say... The new avatar... It's freaking me out. :P
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Kate Norris
 
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Post » Fri May 27, 2011 6:00 pm

It can be considered a martial art just as any. In fact, you practice some semblance of it in Oblivion when you block blows with your bare fists using the h2h skill. If you are quick enough, deft enough, and trained enough, you're going to at least lessen the injury to yourself. As for the issue with "blade going through object yet missing," that doesn't have to be a universal issue. Those chance-to-hit algorithms for NPCs can be expressed not by a swooshing sound but by dynamic combat AI packages that are based on skill, attribute, and derived attribute input. So NPCs with unarmored may very well dodge. But dodging's only one third of the skill. If you take a sword to the arm, you are going to get slightly better at knowing how to dodge, absorb, or deflect, because you're going to know what not to do next time. It's the exact same thing for taking hits with regular armor. You're going to learn from that hit and learn how to use the skill more effectively. And because deflection and absorbption require no dodging (and would be sufficiently complex to actually display on screen), there's no need to have it be anything other than getting hit and removing a percent of the damage based on armor rating. It's assumed that explanatory things happen in the background, just like it's assumed that the arrow sticking out of your neck after an archer's assault is not actually fatal, just like it's assumed that when a repair hammer breaks, you did something wrong to cause it. It's impossible to flesh out every little detail, but that shouldn't be the basis of removal for a whole (very interesting) style of play.

The way I see unarmored is that it is toughness. Almost like Bruce Lee punching sand for hours so his fists wouldn't feel anything when he busted a brick in half. It's having a tempered body to the point of being able to completely ignore some wounds, while also being skilled at dodging, deflecting, and cutting your loses if you HAVE to take a blow.
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Cody Banks
 
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Post » Fri May 27, 2011 7:30 am

I always imagined Unarmored as a means to roleplay a monk or a ninja type. And in my mind, I'm imagining 1st/2nd Ed AD&D monks & ninjas - and they were badasses. Same thing with Hand To Hand - monks.
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Joanne Crump
 
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Post » Fri May 27, 2011 9:16 am

More depth to converations like Fallout 3
More (active) guilds, maybe joining city guards? rival guilds (I'm thinking blackwood or some competion for the dark brotherhood prehaps)
Accomplishments come together, if you are the hero of the world then when you enter the arena you should get massive cheers and an announcement that names you a hero etc.
Only join one guild. Dark Brotherhood and Mages? NOPE
Better third person animation, like when you jumo in oblivion it's stiff as hell
Buy and run a shop? not investing, this would involve buying a property and managing a shop. hiring staff etc. Would make personality a worthwhile skill.
if you run the mages guild you should get major respect and unique dialogue, the same with fighters. With Dark Brotherhood you should be feared.
Killing someone in the middel of nowhere with no witnesses should NEVER give you a bounty.
Again, more reactions from NPC's regarding your character's accomplishents, bounty's, allegiances etc.

That's just a few. It is a little picky but Oblivion is one of my favourite games and I want the next to be the perfect game.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 4:34 am

I'm not gonna ask for like Assassin's creed-level crowd dynamics or animations, but I will ask that you at least try to make animations and crowds not... what they are in Arena through Oblivion.
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OTTO
 
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Post » Fri May 27, 2011 6:19 pm

Not going along with the game mechanics, but I'd like for PS3/360/whatever other system they plan on putting TESV on to have access to the console. There's too many buggy quests, and with a game as huge as TES it would really help to get through some of them, as well as add a bit of fun when you're bored.
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Niisha
 
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Post » Fri May 27, 2011 2:43 pm

Only join one guild. Dark Brotherhood and Mages? NOPE
Better third person animation, like when you jumo in oblivion it's stiff as hell
With Dark Brotherhood you should be feared.
Killing someone in the middel of nowhere with no witnesses should NEVER give you a bounty.


But if anybody new that you were a member of the brotherhood/Morag tong* (whichever is joinable in Tes V) or the Thieves guild, then you would be arrested. nobody knows you are, so how could if affect your reputation?

*this one might make sense, as it is legal.
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jodie
 
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Post » Fri May 27, 2011 2:48 am

But if anybody new that you were a member of the brotherhood/Morag tong* (whichever is joinable in Tes V) or the Thieves guild, then you would be arrested. nobody knows you are, so how could if affect your reputation?

*this one might make sense, as it is legal.

Because intense suspicion and evidential proof can arrive at the same factional exclusion, even though one of them doesn't result in legal action.

EDIT: Though I must admit that a hard cap of only one guild at a time is incredibly unrealistic and unbelievable. Even guilds that are diametrically opposed should still be dual-joinable. Take the Mages Guild and House Telvanni, for example. Complete polar opposites, hated enemies, and yet you can join both. It's just that there are severely difficult faction-related reputational consequences that come with that choice. Both the mages and the Telvanni immediately don't trust you for your duality, and the further you rise with one organization, the less the other one likes you.
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carley moss
 
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Post » Fri May 27, 2011 4:38 pm

Because intense suspicion and evidential proof can arrive at the same factional exclusion, even though one of them doesn't result in legal action.

EDIT: Though I must admit that a hard cap of only one guild at a time is incredibly unrealistic and unbelievable. Even guilds that are diametrically opposed should still be dual-joinable. Take the Mages Guild and House Telvanni, for example. Complete polar opposites, hated enemies, and yet you can join both. It's just that there are severely difficult faction-related reputational consequences that come with that choice. Both the mages and the Telvanni immediately don't trust you for your duality, and the further you rise with one organization, the less the other one likes you.

As mentioned before, you should be able to "juggle" your ememberships and even have alternate questlines for certain join/didn't join combinations.
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Kirsty Collins
 
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Post » Fri May 27, 2011 9:22 am

More depth to converations like Fallout 3

Huh? Did the add-ons actually add depth to conversations? I found them almost as bland as in TES4. Mass Effect was different matter though. That sort of depth I'm after.
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Matt Bigelow
 
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Post » Fri May 27, 2011 9:23 am

Because intense suspicion and evidential proof can arrive at the same factional exclusion, even though one of them doesn't result in legal action.

EDIT: Though I must admit that a hard cap of only one guild at a time is incredibly unrealistic and unbelievable. Even guilds that are diametrically opposed should still be dual-joinable. Take the Mages Guild and House Telvanni, for example. Complete polar opposites, hated enemies, and yet you can join both. It's just that there are severely difficult faction-related reputational consequences that come with that choice. Both the mages and the Telvanni immediately don't trust you for your duality, and the further you rise with one organization, the less the other one likes you.


I dont think you should be able to join ANY combination of guilds at a time. So if you join the mages guild and house telvanni at the same time you will have to do alot of sneaking about, make sure no one is following you when you enter the other guild. Or you could side with one guild and join the other one as a spy. But if they find out your in trouble. Maybe they will let you off as long as you leave the other guild or maybe theyll just expell you. Theres so many differnet situations they can make out of guild relations.
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Kay O'Hara
 
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Post » Fri May 27, 2011 11:17 am

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. I'm posting this because maybe someone else gets a good idea from this. Another idea I had was magic arrows, arrows you make with magic by using MP. You need a special bow for it. And ofcourse blacksmithing I posted this idea already but that was a few hundred posts ago and maybe it would be never read again so I'm posting it again. The idea of blacksmithing is not like previous game just repairing weapons but making them, on a realistic way ofcourse.
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marina
 
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Post » Fri May 27, 2011 4:26 pm

I dont think you should be able to join ANY combination of guilds at a time. So if you join the mages guild and house telvanni at the same time you will have to do alot of sneaking about, make sure no one is following you when you enter the other guild. Or you could side with one guild and join the other one as a spy. But if they find out your in trouble. Maybe they will let you off as long as you leave the other guild or maybe theyll just expell you. Theres so many differnet situations they can make out of guild relations.

This wouldn't make sense if the guilds in question really don't mind that you're a member of something else. All these joinable factions break down into separate categories, far apart from each other. If you're a member of a House, why would they care what you're up to, as long as you're not imposing on their system? (Unless they specifically state disliked factions.) Maybe you'd get less favorable actions if they knew about your interests in other factions - gain rank slower, make a few extra enemies, etc because they feel you're not investing all your free time in them, and taking them very seriously. Regarding guilds that have strong feelings about their enemy guilds' differences, I agree with you.
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stephanie eastwood
 
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Post » Fri May 27, 2011 12:30 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. I'm posting this because maybe someone else gets a good idea from this. Another idea I had was magic arrows, arrows you make with magic by using MP. You need a special bow for it. And ofcourse blacksmithing I posted this idea already but that was a few hundred posts ago and maybe it would be never read again so I'm posting it again. The idea of blacksmithing is not like previous game just repairing weapons but making them, on a realistic way ofcourse


I actually did that ages ago.

Conjured Magika Arrows 1.1
http://www.tesnexus.com/downloads/file.php?id=17421
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Tamara Primo
 
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Post » Fri May 27, 2011 6:37 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)
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Roberta Obrien
 
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Post » Fri May 27, 2011 6:34 pm

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)

Yea but just imagine all the useless items you will have or your case use that stuff for alchemy .
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Leanne Molloy
 
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