TESV Ideas and Suggestions #135

Post » Fri May 27, 2011 7:12 am

Tracking in Mount&Blade was fine. Of course, it was a satellite kind of view from a larger area where the tracking itself took place.

Low skill, you see white tracks and their direction. They are represent with arrows on the ground. While the skill increases, you can identify the people who's tracks they are, how many are they, and how fresh they are. Tracks(arrows) of large armies are bigger, and they are color coded based on how fresh they are.
So if you see red, big arrows crossing your path, you immediately know there's a large army gone that way just some hours ago. Pointing them with a mouse might tell you that they are made by 150-200 Khergit horseman.
Hunting down pirates and bandits is fun, and the tracking, pathfinding and spotting skills really are useful in the game.

Ok lets use this opportunity to hype the medical skills too, because those are totally cut from TES series for some reason.
In Mount & Blade:
Wound Treatment makes the party gain more lost hitpoints over time. Faster healing is always useful, since you can be thrown from one battle to another.
Surgery saves lives during combat. The skill gives some chance for troops to get knocked out instead of dying.
First Aid restores more hitpoints immediately, after combat, but onyl for hero characters I think.

In TES5 we really need a Medical skill, with some nice perks/subskills like those above. Medical equipment must be usable not only to yourself but NPCs too. Not everyone can cast spells, and every fighter must know how to treat wounds if they're to survive.

for me, big red arrows would annoy me to death, so id rather it stay footprints



and why dont staffs in oblivion help your magic? instead of making your magic more efficient they shoot magic of there own, and when they run out of charges, theyre useless.

perhaps you could dual wield a blade and a staff, the blade being in your MAIN HAND (should have ability to be lefty or righty) and the staff being in your off-hand (or vice versa)

EDIT: and surgery during combat didnt quite work in the middle ages (i know tes is not in the middle ages, but it is medieval themed) because the risk of geting the medic killed himself was too great. besides, back then they didnt have much for medical equiment. they probably wouldve taken the patient back to a safe place, apply some herbal ointments to the wounds, and take them back to an apothecary for further treatment. but the skill in general is a great idea
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Fri May 27, 2011 4:30 pm

I think skills need to start being more specific/small or Major and Minor skills need to start taking on a different meaning. Major skill should be large skills with such as "stealth" whilst a minor skill may be considered "skinning", or "tracking".

Some good skills that should be added:

1. Tracking
2. skinning
3. Perception (This could help with tracking, it could also affect any number of things)
4. Pickpocketing IS a different set of skills from "sneak" (believe it or not :P)
5. fishing
6. Climbing - Completely different from athletics and acrobatics
7. Swimming - should be seperate skill
8. Running (both 7 and 8 replace athletics)
9. Jumping
10. Binding and Gaging - I can't remember it's proper name,


I'll think of more as this is quite a short list
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Fri May 27, 2011 3:58 am

I think skills need to start being more specific/small or Major and Minor skills need to start taking on a different meaning. Major skill should be large skills with such as "stealth" whilst a minor skill may be considered "skinning", or "tracking".

Some good skills that should be added:

1. Tracking
2. skinning
3. Perception (This could help with tracking, it could also affect any number of things)
4. Pickpocketing IS a different set of skills from "sneak" (believe it or not :P)
5. fishing
6. Climbing - Completely different from athletics and acrobatics
7. Swimming - should be seperate skill
8. Running (both 7 and 8 replace athletics)
9. Jumping
10. Binding and Gaging - I can't remember it's proper name,


I'll think of more as this is quite a short list

Um I don't want to grind each single skill to get good at it . I have to admit most of those skill ideas are absolutely horrible. Way to specific for a skill.
Binding and gaging is hand to hand combat . Jumping , swimming , climbing and running are acrobatics . We don't need that many skills . Fishing and skinning just sounds plain boring. Pickpocketing is well for sneaking of course . In TES your suppose to be a " Hero" not commoner who skins and fishes .
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Fri May 27, 2011 2:26 am

climbing should be like how the creators of assassin's creed did it, only you could only hang on to things bigger than a 1 inch wide ledge and you should fall of in a matter of seconds
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Fri May 27, 2011 7:48 am

they should make a movie based solely on the main quests of the TES games. or at least a television series. in HD. but only on one condition





NO argonians and NO khajiits will be killed



and if you do ill sue you !!!1!1111!!!!111!!!111!!! :poke: :gun: :nothanks: :toughninja: :flamethrower: :obliviongate:
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri May 27, 2011 7:07 am

they should make a movie based solely on the main quests of the TES games. or at least a television series. in HD. but only on one condition





NO argonians and NO khajiits will be killed



and if you do ill sue you !!!1!1111!!!!111!!!111!!! :poke: :gun: :nothanks: :toughninja: :flamethrower: :obliviongate:

How is this a idea or suggestion towards a future tes game this topic was made to talk about improvements and idea's not to act immature.

Anyway I had my own idea, I always hated how two sets of steel armor or any suit of armor looked the same so what if they had several different models for each part of the armor. So an example would be a steel breatsplate that would have dents and would look rusty while another would look shiny and have several distinct patterns in it. Or you could find two steel helms one could have wings and a visor where the other could have horns and a chainmail coif visible underneath. If they could do this to every set of armor then there would be a greater amount of customization.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Fri May 27, 2011 12:14 pm

How is this a idea or suggestion towards a future tes game this topic was made to talk about improvements and idea's not to act immature.

Anyway I had my own idea, I always hated how two sets of steel armor or any suit of armor looked the same so what if they had several different models for each part of the armor. So an example would be a steel breatsplate that would have dents and would look rusty while another would look shiny and have several distinct patterns in it. Or you could find two steel helms one could have wings and a visor where the other could have horns and a chainmail coif visible underneath. If they could do this to every set of armor then there would be a greater amount of customization.


Exacly, I aldo hated that there were only 1 set of steel armor, and the same with the other armor. Oh, oblivion lacked so much variation in items.....
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri May 27, 2011 1:56 pm

Um I don't want to grind each single skill to get good at it . I have to admit most of those skill ideas are absolutely horrible. Way to specific for a skill.
Binding and gaging is hand to hand combat . Jumping , swimming , climbing and running are acrobatics . We don't need that many skills . Fishing and skinning just sounds plain boring. Pickpocketing is well for sneaking of course . In TES your suppose to be a " Hero" not commoner who skins and fishes .


The whole point of things like fishing and skinning is to add immersion and believeablitiy to the worl world so There are actually food sources instead of just sheep and because many people want alternaltive to just killing things. Stealth is better than sneak because sneak is the wrong word. Sneak doesn't help you do sneak attacks, A knowledge of weakspots and human anatomy does along with having an opportunity to execute said movements. :ninja:
No your not "meant" to be anything at all. You the player are supposed to choose how to play. I often play a thief character which is certainly not a hero.
And yes now I think of it binding and gaging does sound a bit odd...

Just remember though, theres no need to be quite so sinical. I was just trying to suggest some ideas I thought would make a welcome addition to the game. :shakehead:
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Fri May 27, 2011 12:25 pm

The whole point of things like fishing and skinning is to add immersion and believeablitiy to the worl world so There are actually food sources instead of just sheep and because many people want alternaltive to just killing things. Stealth is better than sneak because sneak is the wrong word. Sneak doesn't help you do sneak attacks, A knowledge of weakspots and human anatomy does along with having an opportunity to execute said movements. :ninja:
No your not "meant" to be anything at all. You the player are supposed to choose how to play. I often play a thief character which is certainly not a hero.
And yes now I think of it binding and gaging does sound a bit odd...

Just remember though, theres no need to be quite so sinical. I was just trying to suggest some ideas I thought would make a welcome addition to the game. :shakehead:

Sorry just some of those ideas as skills in TESV scare me . Sure I wouldn't mind a mini game or a sub skill like that in Outdoors skill if they take that from Fallout skill list.
I guess I was trying to say fishing as a skill of it's own would well scare me but if it was under many little sub skills into a main Skill like Outdoors skill that would be nice.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri May 27, 2011 5:46 am

Wow, for the past few months I have completely forgot about TES. Good thing I had this site on the favorites page or I couldn't have found it :P
Anyways, I don't think TES:V is coming any time soon, so all of these ideas are just being said for the sake to be said
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Fri May 27, 2011 9:09 am

How is this a idea or suggestion towards a future tes game this topic was made to talk about improvements and idea's not to act immature.

immaturity on a minor skill, pehaps 3/10, and no it isnt an idea or suggestion towards a future tes game, and no i dont care.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Fri May 27, 2011 2:29 am

WARNING: Long post ahead:


Inventory management and handling:
While you could of course say “Inventory, your stuff goes in there” it can and should be done a bit more complex BUT the same time easier to handle (complex doesn't have to mean complicated you know :P)


“Backpack”:

The backpack is you general inventory, things you collect automatically go in there.
It's sorted similarly as it's in the previous games into weapons, clothing/armor, misc items etc. However there should be more sorting options like not just sorting object by name but also class.

The main part that should change is how the inventory is handled, time still pauses when you access your inventory, that way you don't need a save place to just sort your inventory.
However, when you take things out of your inventory it takes a few moments. Now, so people don't think that means you have to wait for every little action you perform in your inventory, I'll try to explain a bit better:

You can freely sort anything inside your inventory, no time passes and after you exit your inventory no time is needed afterwards.
However, when you take something out of your inventory the “taking it out” and “using it” takes a few moments. For example, going to your inventory and taking out a different piece of armor, it takes some time to pull it out, take off the old armor and put on the new one.
However it should NOT take “real time”, maybe just a few seconds for all action.

Those action can both be aborted and interrupted. When you get attacked while changing you can chose to abort, at the point the last FINISHED action is still valid, the one you where currently doing is stopped.
If you get interrupted the current action is automatically aborted.
However, instead of canceled, those actions could simply go into a “pause”, so after the situation cleared you could hit a key and finish what you where doing.

The order of execution would follow:
A. The order you selected it and
B. The most “logical” order

So lets say you chose “bandage your left arm, drink a potion, put on new cuirass, put on a helmet, put on a new shirt” it will attempt to do it in that order but it will change it a bit
The order “bandage, potion” works, but it will change the order of the clothing around to make more sense, you will first put on the shirt, then the cuirass and then the helmet.

Also, when changing an article of clothing under armor, it of course has to take the old armor off first. And for many actions both of your hands need to be empty so your character will put his weapon away to change.
Some of course only need one hand empty like drinking something or just putting on a simple bandage. However those actions will often go faster if you have both hands free.

All in all this system would demand a little more strategy and preparation, you can't just put on a totally new armor in the heat of battle.
Also everything in there simply affects you by it's weight, your backpack doesn't hinder movements depending on how full it is and it doesn't make noise.

As another thing, you should be able to drop your backpack. In case you're heavily loaded or have to squeeze through a really tight spot you can simply drop it to get that needed extra bit of mobility or speed.



On body and Quick select inventories:
Since you can't just pull something out of your backpack and instantly have it ready there's the “on body” inventory. This also doubles as your quick inventory, anything you have there does not require time to “grab” it.
It does however still take time to USE an object.

While the on body inventory is faster it also has a few disadvantages, after all everything you put in there is, as the name says, carried ON your body. It makes noises and can also hinder motions.

Instead of simply weight based it's more slot based.

-Clothing:
For clothing this system would be somewhat related to how Dwarf Fortress handles it. Clothing would be classed as “under”, “over”, “armor” and “cover”:
“Under” would be articles like shirts, socks, short pants, light gloves etc., mainly light clothing.
“Over” is thicker clothing such as jackets, coats, thick pants, leather clothing, robes, shoes etc.
“Armor” is, as the name said, armoring clothes.
“Cover” is very wide clothing, like a poncho or a very wide jacket, you can wear over your armor.

In some cases you have to decide between “over” and “armor”, you can't wear leather gloves and armored gloves the same time, same with shoes and boots.
Chainmail is also a slight exception, you can wear it between “under” and “over” clothing, this would be handy for assassins who want to appear normal but have a bit of extra protection (Chainmail is not noisy as some may think).

-Weapons:

You can hold several weapons ready on your body to draw quickly, you'd always have a few standard slots like on your hips and your back. Additional belts can give you more carrying slots.

You can also store some weapons like knifes and daggers in clothing like your shirt sleeve or your boots.

Small weapons can also be put in your belt and additional bags.

-Items:
Of course you can also hold items ready on your body like potions or scrolls. Those would either be in a belt or a small bag.

Quick select menus:
Your on body inventory also doubles as you quick select menus.
Those quick select menus are set up similarly to the “suit menu” in Crysis, you hold down a button and a selection of all items in that category appears. You should be able to chose which hand to use, of course some items need both hands but you can chose the “dominating” one.
In the quick select menus time is frozen as you just “think” about your choice, drawing the item takes a moment.

-Weapons:
When holding down the “ready/put away weapon” it brings up the weapon choice, you can also chose if you want to pull your shield or not and if you want to leave one hand empty.
You can also chose your fighting style for unarmored combat.
Also all weapon on your body could be scrolled through using your mouse wheel, far better use to it than to zoom in and out I'd say.

-Magic:
Here you can chose from a selection of readied spells.

-Items:
Chose between all the other items you hold ready. You could also chose to use the item right away or just hold it.

Of course the quick keys would still be there but this system has the advantage that it's expandable, You can almost wear as many weapons ready on your body as you like and have a long like of spells prepared.
However quick key just means “quick select” not “have it instantly”, if a item you put on a quick key is in your backpack it still needs a second to take it out, or if it's a piece of clothing time to put it on.



Containers:

Containers in the game should be changed, so far every container is static, even ones that don't really make sense to be fixed in place. Instead they should be mobile in some way as long as they are not fixed.
Also containers should be breakable, maybe not shattering but destroy the lock so the lid is lose. They shouldn't just be breakable by weapons but also by force, like throwing them down a cliff.
As in Oblivion containers should not have a weight limit but maybe a size limit, you can't put a full suit of armor into a bag you made of a handkerchief. Closets however could be unlimited, after all you DO need a place to store all your clutter.


Bags:
You can make a bag out of any piece of cloth, depending on the size of the cloth the bag has a size limit (it should of course also be possible to sew cloth together to make a bigger bag).
A bag acts as a container meaning you can open it without taking it but you can also put it in your inventory, carry it around or put it on your body. At some size however a bag would be to big to put it in your inventory but you could still carry it or, if it gets really heavy, drag it around.

Small chests/boxes:
You should be able to put small chests and boxes like jewelry boxes in your inventory as well if they are small enough to put away. That way you can snatch a jewelry box and crack it open later when it's safe.

Bigger containers:
Containers that are too large to put into your inventory can still be carried or, if too big or too heavy, dragged and pushed around.

Clothing:

Clothes could function as containers as well, you can put stuff in pockets or belts.

Creatures:
While technically not containers it should be possible to at least put smaller creatures in your inventory or pick them up and carry/drag them somewhere (same as with big and small containers, you can only put smaller ones in your inventory but not bigger ones). Dissecting them might be easier to do while not out in the wild.

Saddle bags, carts and wagons:

Your horse should be equipable with saddle bags for smaller items. A kart could be pulled by yourself or your horse.
Wagons are used by travel services, they're usually loaded with other peoples equipment already but you can pay to get some space too. Those are mostly good if you want to move to another place and need to transport a lot of goods or after you looted a place and got a lot of items.



Sub-inventories:

A sub inventory is pretty much just a inventory within an inventory. For example, carrying a small box in your backpack, you can access the boxes “inventory”. This way you could sort some items easier by putting smaller containers inside a bigger one, instead of cluttering up they can be sorted in each container.
For example, put a small bag on your belt, that bag then contains several items that would possibly each take up a slot in your belt.

You should also be able to “designate” a container to take in specific items when collecting them. This can be handled with a simple drop down like selecting a container to collect “Ingredients”, from there another to collect “plants”, “herbs” and even specific herbs.

Single drawers can function as a sub inventory too, so a chest of drawers with 6 drawers has 6 inventories. However you can access them all together too, this way you can search through the whole thing but also have separated ones for certain items.


Special inventories:

Medikit:
Stores all healing items, you can also put some potions and alcohols in it too.

Weapon sheath/quiver:
Weapon sheaths should count as inventories too, of course special for the weapon they hold. However some could also hide a sidearm within the same sheath. Some special ones might also be made to hold more than one weapon.
Sword sheaths can also be adjusted a bit, regular ones would be made so they make as little noise as possible, just giving the sound of metal rubbing over leather. But you could adjust them TO make that SHHHHIIINNNGGGGGG noise, as a effect it sounds more threatening. City guards and guard captains might even have that as a standard to intimidate suspects.

Of course you can also hide small items in a sheath/quiver that's big enough.

Bottles/Water bag:
Those of course only hold liquids, powders or very small items.

Key ring:
The keys you collect should also go into a “key ring” so they don't fly around everywhere. Should also be possible to have more than one “key ring”.

Money bag:
Simple, all your money automatically goes in there, you can however carry more than one money bag and also drop them, those would ONLY be able to hold money though.

Document holder:
Every written note you find goes in there so they don't clutter in the inventory.

“Magic book”:
Holds all notes about your learned spells of course but also all scrolls and potion recipes:

Map book:
When getting a drawn/written a map it goes in there, your general maps are not a item though (they're more or less in your mind) but found or bought ones.

On a side note there should be a general inventory point for “Documents” instead of cluttering them with general items.

Sets:
A set kinda functions as a “combination of items”, mainly clothes, armors and weapons. Everything you wear is a essentially a set. You can put together as many as you like, when creating one it's a sub container that behaves slot based like your body.
The good thing is that you don't have to sort through all your items every time you want to change outfit but instead just click the set and you change into it.
Sets can also be put down and deleted, when putting it down you can chose to remove all connected items as well, that makes it easy to put stuff on a display mannequin (described below).

When putting on or putting away a set the game checks for the items, if some are missing you get noted which are gone and can chose to put it on with the missing slot free or take over the missing slot with your currently worn item.

You can for example make several item belts for special needs or put ones together for your every day, adventuring or sneaking and change between them without looking though everything.

Display cases:
Instead of weight they are slot and size based, they're similar to the “puzzle inventories” you see in some games. You can't put larger items into too small display cases but several smaller ones in a big one and you can't let items overlap.
Imagine a display case has 6 slots aligned like this:
* * *
* * *

You could put two “medium” length sword in there like this:
______
______

Or three daggers like this :
| | |
| | |

Or 6 smaller items:
o o o
o o o

Or of course mixed and turned any way you like:
______
o ___

However you won't get a sword in there that's longer than 4 slots. For that you'd need a bigger display case.
Also some items could only be kept in a “deep” display case, one with open lid or no lid, for example a statuette that doesn't fit.

Flower pots:
Special for plants but you can also hide small things in them. The specialty is that plants can actually grow and regrow in them.

Fields:
Same with the flower pots but bigger, everything growing on them can be harvested at once too. However this only works with fields you own or got permission to harvest and harvesting it takes some in game time (can be done by time skip).

Weapon racks:
Weapon racks would be fully slot based, most weapons just take up one slot but bigger ones such as big axes can take up two slots.
They could also differ in design, some are vertical and some horizontal.

Wall hangers:
A good example would be a “coat of arms”, depending on the design they'd have different slots. Purely classic they'd have one for up-left, up right, up and center.
One thing though, most would likely just have decorative weapons that aren't really harmful or are even permanently attached to each other.

Coat hangers:
Pretty self explanatory, mainly used to hang coats but you can hang any belt item there too like a weapon sheath.
Some item can be abused as coat hangers too like hunting trophies with horns.

Mannequins:
So you got a lot of fancy armor but have to hide it in a closet? Buy a display mannequin and put the armor on there. When clicked the mannequin acts like a normal inventory but you can of course only put one clothing/armor item or weapon into each slot just like on your body.
You could also pose them, there have been some nice mods on that so there is reference.

Tables:
As odd as this sounds but tables could function as inventories too having predefined slots for items, of course mostly set up for tableware but you can also fix alchemy sets or other equipment on them.
A kind of this can also be stands like small pillars that have slots for a few small or one big item.
When placed in one slot a item takes more force to be knocked off it, it's partly fixed to the stand/table.
Sub inventories fixed to a position are also “bound” to the table, that means clicking the table also accesses all sub inventories.

Your house:
Houses you own should have one special function too, you don't have to look though every single chest, box and drawer to find a specific item or search the carpet for the tiny ring you dropped. When you own the house you “know” where the items inside it are.

Possibly when clicking the front door you have the option “search through house” which gives you a list of all containers in the house (when clicking them their contents) and all items that just lay around. Also when missing a set item you get the “search house” option, when finding the missing item you can just get it or one of the same type automatically.
This function can also apply to store houses you rented.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Fri May 27, 2011 1:13 pm

The whole point of things like fishing and skinning is to add immersion and believeablitiy to the worl world so There are actually food sources instead of just sheep and because many people want alternaltive to just killing things. Stealth is better than sneak because sneak is the wrong word. Sneak doesn't help you do sneak attacks, A knowledge of weakspots and human anatomy does along with having an opportunity to execute said movements. :ninja:
No your not "meant" to be anything at all. You the player are supposed to choose how to play. I often play a thief character which is certainly not a hero.
And yes now I think of it binding and gaging does sound a bit odd...

Just remember though, theres no need to be quite so sinical. I was just trying to suggest some ideas I thought would make a welcome addition to the game. :shakehead:


What about a "survival" skill doing all that (fishing, determining the quality and or quantity of ingredients & skins from corpses and plants) but also the aforementioned tracking and possibly determining the likelihood of attracting the attention of animals in the wild ?
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Fri May 27, 2011 3:05 pm

Dynamic changing wind. With wind that will blow objects around, it will make it more difficult and challenging to hit with arrows.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Fri May 27, 2011 4:03 pm

I have some ideas for religion in TES V. :bowdown:

What's been said about religion before in the forums:
There should be all kinds of religion, Nine Divines, Tribunal etc in TES 5.
Each religion should have their own temples and so on...

What I think (Sorry if some1 proposed this b4, can't read everything):
Religions should be considered factions and there should be different perks and rewards for joining (or not joining) a religion, such as weapons, armor, spells, houses, locations, mounts, friends, abilities... all kinds of stuff. That "stuff" should be related to the religion you worship. For example you could be rewarded with dwemer items and artifacts (or chimer) if you join the Tribunal religion and so on...

Quests about religion and interreligious issues are fun and interesting, but the classical religious quests such as searching for powerful old weapons never go old.

I think knowing some lore should give the player some extra rewards. Reading a book or scroll telling a legend of a lost weapon of a religion or even lost city should give you a quest to find the weapon or city. For example if I go the the bookstore and buy an old scroll telling a legend that says Vivec (Tribunal god-king) once lost his favourite Socks of Warm Feet when he was out picking mushrooms, then I might be intrigued to go look for those socks, or even worshiping the Tribunal religion to gain information about it. Going treasure-hunting is fun, especially if the weapons and cities actually exist in-game (they mostly don't today :banghead: ).

Thx for reading! :tops:
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Fri May 27, 2011 4:32 pm

I have some ideas for religion in TES V. :bowdown:



I endorse this idea :goodjob:
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri May 27, 2011 10:43 am

How bout bethesda makes a online trade system/or trade items with your other chars, so we can all trade non-quest items
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 27, 2011 12:38 pm

I'd like to see classes become more personal. In pretty much all of the TES games, you can pick any class and still be able to level up multiple skills and attributes with ease. I don't think a mage should be able to swing a sword or an axe around and wear heavy armor as if he's been trained with it his whole life.

This also brings me to the leveling system. It'd be nice to see some attributes of the Fallout 3 system in TES V. For instance you are able to level up skills as you use them, but exploring and completing quests can also earn you general XP. And with that XP you can mildly bolster your skills or spend it on a class bonus. The bonuses could be something like increased accuracy with an archer, or lighter steps with a thief...something like that. The bonuses are not quite perks, but something to help fine tune the class you're playing with. And these could possibly be unlocked by level 10 or so. As a novice of any field would not be fine tuning until they have a good understanding of their trade. And of course each time you level up you can add points into your attributes just as you can with past TES games.
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri May 27, 2011 12:38 pm

This also brings me to the leveling system. It'd be nice to see some attributes of the Fallout 3 system in TES V. For instance you are able to level up skills as you use them, but exploring and completing quests can also earn you general XP. And with that XP you can mildly bolster your skills or spend it on a class bonus.

I wouldn't want to see this in TES. I like the the system the way it is--you get better at what you use. Class bonus I might agree with if you have to do a quest that requires a certain level of proficiency in that class's skills to complete. What I don't want to see is the ability to increase a skill without ever using it and without training or reading a skill book. I agree that the class choice you make at the beginning should matter, though. However, in single-player games each player has the freedom to impose their own rules, so I'm not sure the game needs to enforce anything. When I play a mage character, I don't wear armour or use weapons. I really don't care if someone else has a sword-wielding mage in their game.

I like Fredde's post about religious factions, especially about finding clues to items in books. Another thing I'd like to see...treasure maps, or pieces of treasure maps that you have to find. Once you've got all the pieces, put them together and then figure out where the treasure is based on your knowledge of the geography. The map would also contain a hint about how to access the treasure, so stumbling across a treasure trove while exploring wouldn't help you much. I'm always looking for reasons to explore beyond, "Just enter the cave because it's there."

Another feature I'd like to see to provide reasons for exploring are rewards for doing things like clearing a certain amount of caves, killing a certain number of a specific type of creature, etc. These don't have to be powerful items--I'd settle for an extra house decoration or decorative robe, things like that. Alchemists could hand out potions for collecting so many ingredients, etc. So something along the lines of the nirnroot and shadowbanish wine quests, but many more of them. Reasons to go into that ruin you can see up there!
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Fri May 27, 2011 12:49 pm

I just want a bedroll I can carry and use in the wilds and the ability to build a campfire or start a fireplace.

Of course that is not all I want but all I am thinking about atm. :lol:

Except I do want skills to be a requirement for advancement in guilds.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri May 27, 2011 1:48 pm

i would like to see more added to the high seas.

maybe a pirate faction? become captain of a ship and maybe even sail it? im not talking about gunslinger pirates either... they could be a thief/warrior type group (keeping true to morrowind and not add guns and cannons)
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Fri May 27, 2011 5:42 pm

Im sure the devs will go over 20 pages of ideas in here, not.

Anyway some more indepth vampire stuff would be nice like the vampire factions of morrowind.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Fri May 27, 2011 3:35 am

I agree with the weather affecting ranged combat. I also think there should be a more elaborate sneak system.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Fri May 27, 2011 6:29 am

Please, add some more variety to weapons and armor. By that, I mean I want more types of heavy armor and light armor, and I want more types of clubs, bows, longswords(steel, silver, glass, elven, etc.) etc. There should also be more artifacts and other powerful and/or unique items.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Fri May 27, 2011 6:18 am

I just want a bedroll I can carry and use in the wilds and the ability to build a campfire or start a fireplace.

Of course that is not all I want but all I am thinking about atm. :lol:

Except I do want skills to be a requirement for advancement in guilds.

agreed, no one should be able to get the warlock rank in the mages guild if theyre not good at magic, etc

and i agree about the camp thing too, just in case your ready for a lvl up but youre in the forest with no beds around

i would like to see more added to the high seas.

maybe a pirate faction? become captain of a ship and maybe even sail it? im not talking about gunslinger pirates either... they could be a thief/warrior type group (keeping true to morrowind and not add guns and cannons)


agreed as well. maybe if your a thief/murderer type you could join them, or maybe even lead a mutiny and fight the captian for control

and religion is a major thing in tamriel (as well as in rl) so id like to see it become more important. the members of the churs just sat in the pews the whole day and didnt preach or anything, its like they were monks...

and one more thing, you should be able to create several settlements. if your evil you could have your settlement filled with villains. if your religious, you could create a monestary, etc. you could build your own house there, perhaps even build a treasury and tax the citizens. maybe you could build walls for security. hire some guards, farmers, hunters, or even some monks to work in the monestary making books or scrolls (of course, magic scrolls and skill enhancing books). the monks might deliver the literature to your own library. myabe you have a secret room in your house, perhaps pulling something out or pushing something in, and a doorway'd reveal itself. youd hide all your treasures down there, maybe even a shrine of your chosen daedric prince or divine
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

PreviousNext

Return to The Elder Scrolls Series Discussion