TESV Ideas and Suggestions #136

Post » Fri May 27, 2011 12:18 pm

How about at the very least, pretending that the province has neighbouring provinces? There should be roads leading to each province.
(That's province three times in one comment, not including this.)
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Assumptah George
 
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Post » Fri May 27, 2011 9:01 am

the sir healsalot came from this:


the rest came from my imagination


The imagination part was the confusing bit :confused:


Though I think we need a page in the journal with a medical like picture of the character stating all the obvious ailments he may have. For less known diseases and poisons he may have to pay a healer to find out. For things like broken legs the player could tie cloth around it for support and use his weapon (bows excluded) to help walk (Staves/staffs would be best for this). This ties in with the locational damage point.

Please guys hire a massive team to do such an amazing game justice. I'm thinking 150 + people :D
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Eire Charlotta
 
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Post » Fri May 27, 2011 8:59 pm

The imagination part was the confusing bit :confused:

sorry, im a medievalist. i hate people that call trebuchets and mangonels catapults. and anyone that calls anglo-saxon "olde english," because im 99.999% sure that olde english is the nickname for anglo saxon. theres my imagination again. the darker side of it. im always, uhh, "happier" during the day, my school seems to be having an effect on me.


and my medievalism tells me that not every city has stone walls surrounding them. they were used mainly for protection, and i dont see many raids on cities in oblivion. but if beth must have palisaded cities, have at least one have wooden fortifications, not all castles were stone... perhaps a http://en.wikipedia.org/wiki/Motte-and-bailey styled one.
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helen buchan
 
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Post » Fri May 27, 2011 11:42 am

1. a "2 GB cap" isn't really Oblivion's fault, per se. It's a technical pseudo-limitation of Windows in 32-bit varieties (you could make it do 3 GB, but no more). I'm fairly sure I once read a list of technical problems that using 3 GB may cause, and I'm pretty sure it's of the "some hardware will do horrible things to itself for no good reason" variety.

In other words, Bethesda was probably playing it safe. While I personally wish for a 64-bit executable for TES V, I'm not about to hold my breath. But feel free to remind them you want this.

2. If medieval hockey is added, can I please, please, please fight with a daedric hockey stick? PLEASE? I have my reasons, namely I know exactly what character build I'd use with it.

3. While I like the nocturnal animal bit, I'd honestly rather have more sea life first. I don't typically run when I can swim (Shivering Isles excepted)
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Dan Scott
 
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Post » Fri May 27, 2011 4:30 pm

What happened to waresharks?
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M!KkI
 
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Post » Fri May 27, 2011 7:33 am

1. a "2 GB cap" isn't really Oblivion's fault, per se. It's a technical pseudo-limitation of Windows in 32-bit varieties (you could make it do 3 GB, but no more). I'm fairly sure I once read a list of technical problems that using 3 GB may cause, and I'm pretty sure it's of the "some hardware will do horrible things to itself for no good reason" variety.

In other words, Bethesda was probably playing it safe. While I personally wish for a 64-bit executable for TES V, I'm not about to hold my breath. But feel free to remind them you want this.

God yes we Need
a 64 bit executable


What happened to waresharks?


They drowned
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stevie critchley
 
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Post » Fri May 27, 2011 8:48 pm

Okay, so I've been reading this forum for a while now and I think that I've pieced together the general consensus here on how TES 5 should be.

Y'all would like a game where fast travel only applies to roads, and you can carry very little unassisted so that after hours of playing, while you're in a massive uniquely created dungeon, you have to keep traveling, slowly, back to to the city not only to get a doctor to heal you but also to drop off your stuff? Or could you leave your cart that you hired on the nearest road and go that way, like a taxi?
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Red Bevinz
 
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Post » Fri May 27, 2011 5:46 pm

I wasn't aware this forum was in any way conducive to a consensus other than this:

"Yes, We'd like to see TES:V, and we have some changes we feel are really important."

And agreement pretty much stops there.
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Lewis Morel
 
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Post » Fri May 27, 2011 1:38 pm

lol, well thats because were all different people. We come from different backgrounds and we all have different opinions on what makes a good game. I dont realy expect anyone thinks that all these ideas are good or that they can all be implemented. But were here mainly to express our opinions in the hope that it might improve future TES games. :D because the previous TES game was somewhat lacking in areas like fast travel.
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steve brewin
 
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Post » Fri May 27, 2011 10:53 am

I luv the name "Healsalot" rotfl.
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Jonathan Montero
 
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Post » Fri May 27, 2011 8:04 pm

the sir healsalot came from this:

(my post)


How do you get Sir Healsalot out of what I said? I'm not making fun of Sir lancelot or anything, I just think potions should restore health but not heal your injuries.

:nuts:
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Victoria Bartel
 
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Post » Fri May 27, 2011 7:01 am

It has been mentioned many a time and is a good point.

I want to see the universal removal of "health" bars. Instead they should have visual, physical and believable indicators such as heavier breathing when low on fatigue/energy, an open wound discharging blood or change in speed/movement.

Health bars should stay!!!
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Nikki Morse
 
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Post » Fri May 27, 2011 2:38 pm

I want morrowinds guild system in TES 5 i want to work for the advancement.
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jenny goodwin
 
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Post » Fri May 27, 2011 3:20 pm

Has an auto-targeting system already been discussed? I was thinking about it for ranged combat in general, it is a huge pain to be an archer shooting at an enemy with a melee ally in your way. It feels like the ability to hit a target is more about player skill at FPS's than the character's marksman skill.

Plus, if you have some sort of auto-targeting system, a character poor with ranged combat would naturally miss more often.

There is also some sort of bug on my 360 game, where sometimes my characters arrow will half fire out of the bow, and than full fire (a little to one side) after I release the trigger. There are also times when it shoots out sideways.

I've never played an archer before, so this is just stuff that I've come up with recently.
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Nathan Barker
 
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Post » Fri May 27, 2011 8:52 am

Has an auto-targeting system already been discussed? I was thinking about it for ranged combat in general, it is a huge pain to be an archer shooting at an enemy with a melee ally in your way. It feels like the ability to hit a target is more about player skill at FPS's than the character's marksman skill.

Plus, if you have some sort of auto-targeting system, a character poor with ranged combat would naturally miss more often.

There is also some sort of bug on my 360 game, where sometimes my characters arrow will half fire out of the bow, and than full fire (a little to one side) after I release the trigger. There are also times when it shoots out sideways.

I've never played an archer before, so this is just stuff that I've come up with recently.


That's happened to me before. I would draw back my bow, fire, and the arrow would shoot sideways.

Unfortunately I don't know how to fix this. Maybe turn your Xbox off, then on? Or wait and maybe it will go away on its own.
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X(S.a.R.a.H)X
 
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Post » Fri May 27, 2011 4:57 am

Has an auto-targeting system already been discussed? I was thinking about it for ranged combat in general, it is a huge pain to be an archer shooting at an enemy with a melee ally in your way. It feels like the ability to hit a target is more about player skill at FPS's than the character's marksman skill.

Plus, if you have some sort of auto-targeting system, a character poor with ranged combat would naturally miss more often.

There is also some sort of bug on my 360 game, where sometimes my characters arrow will half fire out of the bow, and than full fire (a little to one side) after I release the trigger. There are also times when it shoots out sideways.

I've never played an archer before, so this is just stuff that I've come up with recently.


Never in my life do I want to see TES have an auto targeting system for ranged combat. The problem is the AI while fighting in groups needs alot of work as no matter what fighting style you choose your allies will run in the way and get hit.
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Wayland Neace
 
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Post » Fri May 27, 2011 5:27 am

Never in my life do I want to see TES have an auto targeting system for ranged combat. The problem is the AI while fighting in groups needs alot of work as no matter what fighting style you choose your allies will run in the way and get hit.


I guess that is true. When the great gate at Bruma is opened, and if you got all those guards from the others cities for Aid for Bruma, the combat (melee and ranged) is a complete cluster "you-know-what". The whole combat with allies needs work big time.
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W E I R D
 
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Post » Fri May 27, 2011 8:58 am

Never in my life do I want to see TES have an auto targeting system for ranged combat. The problem is the AI while fighting in groups needs alot of work as no matter what fighting style you choose your allies will run in the way and get hit.

Many games offer limited auto aim as an option. This is often neccessary if you use a joystick or if your aim is simply not that good.
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Kate Norris
 
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Post » Fri May 27, 2011 7:00 pm

Has an auto-targeting system already been discussed?

There was a sizable (and angry) topic on it in the past. The best compromise I could come up with was to have it as an optional combat perk, something you could learn from a trainer somewhere or however it would be implemented. Can't really go beyond that, since I don't comprehend any desire for it in the first place.
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Joanne Crump
 
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Post » Fri May 27, 2011 12:06 pm

There was a sizable (and angry) topic on it in the past. The best compromise I could come up with was to have it as an optional combat perk, something you could learn from a trainer somewhere or however it would be implemented. Can't really go beyond that, since I don't comprehend any desire for it in the first place.

I think what you mean is lock on.
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Nice one
 
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Post » Fri May 27, 2011 1:41 pm

Regarding the art of TES5
Would you like it if they went with some kind of cell shaded system where the world looked like the artwork that acompanies the game (if you don't know what I'm talking about check the Oblivion avatars)?
I don't want anything cartoony or Blizzardy style, but some unique style would be nice. The artwork they have for the game is pretty good and I think that they could really create something good with it.
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Adrian Powers
 
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Post » Fri May 27, 2011 4:46 am

Regarding the art of TES5
Would you like it if they went with some kind of cell shaded system where the world looked like the artwork that acompanies the game (if you don't know what I'm talking about check the Oblivion avatars)?
I don't want anything cartoony or Blizzardy style, but some unique style would be nice. The artwork they have for the game is pretty good and I think that they could really create something good with it.


I like the idea of "artistic style" as in things such as unique architecture, interesting developed plot-lines and story etc... that kind of thing. However I want the graphics to look very crisp sharp believable and realistic.
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Ronald
 
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Post » Fri May 27, 2011 7:14 am

Lock-on:

OK since the lock-on/auto aim debate has come up again I think I should pose my idea on that.
Really I don't understand why people think lock-on is a bad idea, in fact it can HELP the game a lot. But since just saying that isn't enough here are a few points about it

I sure hope people will read past this point and not go "LOCK-ON = BAAAAAADDD, must destroy!" right away.


How would it work:
Mechanics wise, simply hover your cursor over a person or item, hold down a key (or press to toggle, should be selectable in the options) and your character will remain locked on the target (generally on the chest or the center of mass). You can still aim freely, but your view stays relative to your targets position. If you aim slightly left of your target, even if you or your target move, your aim is still slightly left of the target. This means when in combat for example you can freely aim at the arms, legs or head without losing your focus of the enemy.
Also when circling something going left and right means you go around the target while back and forth means you go further away or closer. You could even stay focused on it while jumping for example.

An alternative would be a system where your view always stays locked on the target, but you can move the cursor around freely, and perform attacks by clicking or drawing the cursor along your view, so drawing a line along your enemies head results in a sword strike along that line. That system would pretty much require a lock-on system, or you would be too occupied with keeping your target in view.


To break the lock-on simply let go of the button (or press again if it's toggled) and you again have fully free aim, like in normal game play.
So all in all lock-on would not be a must but a ADDITION to the "normal" fighting/aiming style.

You only lock onto targets that are under or very close to your cursor, kinda like you manipulate objects (picking them up) right now. Since most targets you'd want to lock-on to would be pretty large anyway this wouldn't be much a problem even in relatively crowded fights.

When following someone you could lock-on them too and keep them focused.
You could also lock-on over some distance, for example to talk to someone who stands a bit away (shout an order like "pull that lever").


You can always lock onto something directly under the crosshair, as long as it is in your direct line of sight. Objects close to your crosshair have to be visible to your character (the same way as to NPCs), to lock onto them. In both cases, the object under the crosshair has priority.

The lock-on would break if you loose eye contact but it could be reestablished when you see your target again, as long as you keep lock-on active.


Assisted aiming:
When aiming an arrow at someone a bit away you have to correct your aim yourself, that means if that target moves or there's strong wind you can miss or you aim to low or to high. When using lock-on the character could automatically attempt to correct the aim so the arrow will be a "more assured" hit. Archery skill plays a big role here.
As above, if you aim a bit higher, so does the character, allowing a master archer head shots, even on moving targets and at a large distance.

Alternatively it could give you a "target assistance" crosshair that, depending on the environmental conditions and the targets movements and distance, shows you where to aim to and what angle you need, like the character "thinking" where to aim to.


Advantages:
Now aside "being easier for combat" there are other advantages for gameplay and even "feeling".
While a lot of people would say "auto aim would kill immersion", I doubt it would be more immersion breaking than the visible HUD and only few mind that now, huh?.

Now of course it does make combat, at least against a single opponent, a bit easier since you don't have to swerve your mouse/cursor around all the time to keep focus. This also allows to speed up combat a good deal since you don't have to manually follow all the time.
Also it allows fast aversion moves, jumps and more complex maneuvers in combat. Plus the mentioned "aiming" which makes trying to hit certain areas on a body easier. You can focus more on your opponent movements which can make blocking, dodging, countering or even counter-attacking easier, you could even disarm your opponent easier. You might not want to use it against multiple enemies, as you'll need to focus on all of them, free aim is probably better.

A personal big plus I see is that it reduces the "FPS combat" feeling where all you do is slide back and forth and side to side trying to deal and avoid hits. Instead this even gives you a feeling of your character playing ALONG with you and not just as a camera on wheels.

Aside making combat faster it can also give it a lot more weight like your characters actually feel like the move rather than slide (with the computer cheating less by suddenly sliding 5 meters backwards and towards you again in one second).
Plus in a crowded fight it would help preventing you hitting your allies. You stay more focused on your opponent and your allies will too probably. That means a bit less accidental hits by allies running in your way and you correcting your aim wrong. (If the game recognizes that you've locked onto an enemy, it tells your allies AI to keep out of the path)

Lastly it would be a good aid in jumping passages, for example trying to jump on a pole or rope, you could target it and just make a run towards it. This would make tedious "jumping puzzles" a lot more bearable.



So all in all lock-on would not be a must, it would be a extra to the game. It would not be very hard to implement, and doesn't need to change standard combat mechanics that much. Here you could really say "don't like it, don't use it" since, without it, it's the normal combat style from the previous games. And if you use it you obviously like it :P.
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X(S.a.R.a.H)X
 
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Post » Fri May 27, 2011 8:38 pm

Regarding the art of TES5
Would you like it if they went with some kind of cell shaded system where the world looked like the artwork that acompanies the game (if you don't know what I'm talking about check the Oblivion avatars)?
I don't want anything cartoony or Blizzardy style, but some unique style would be nice. The artwork they have for the game is pretty good and I think that they could really create something good with it.

No, I would not like that. Maybe for one unique quest, but the enire game? No. They did something like that in Oblivion. It was the quest where you had to rescue the painter in Cheydinhal.
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Cagla Cali
 
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Post » Fri May 27, 2011 8:36 am

What about music? I rarely see anybody mention music. Surely the world of Nirn has composers and operas and classical performances. I realize that since this is a game centered around fighting, that music isn't a high priority. But there aren't even any names of composers in their history; no symphonies, operas, oratorios, choral works, concertos or anything either. Well I guess that's what mods are for, huh?
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Janeth Valenzuela Castelo
 
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