TESV Ideas and Suggestions #136

Post » Fri May 27, 2011 7:57 pm

I'm still annoyed that they took fast travel OUT when they made the sequel to Daggerfall *Perspective....it's important*
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koumba
 
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Post » Fri May 27, 2011 5:49 am

but if it is tempting to use wouldnt it also be tempting to turn it back on and use it? ive finally gotten an rpg idea played out as an argonian scout that gets sent to morrowind after being captured by the legion, and i accept that i cant use fast travel (of course, i just wander...). but in oblivion when i actually play through the quests, im still not going to use it anyways. and when im done there and get arrested for stealing a spoon and get shipped to skyrim to freeze to death, im still not going to use it. but then again, i dont know about you, but im very resilient.

Yes, it would be somewhat tempting to turn it back on. But, when it's right in front of me...I don't know, it's just irritating. I hate the whole concept. The quest compass is worst than anything though and needs to disappear.
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Dj Matty P
 
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Post » Fri May 27, 2011 2:20 pm

Yes, it would be somewhat tempting to turn it back on. But, when it's right in front of me...I don't know, it's just irritating. I hate the whole concept. The quest compass is worst than anything though and needs to disappear.

i just hate the arrows on the compass, but the compass itself is fine, just to see witch direction you are going
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sas
 
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Post » Fri May 27, 2011 6:30 pm

i just hate the arrows on the compass, but the compass itself is fine, just to see witch direction you are going

That's what I meant [laughs].
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Austin Suggs
 
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Post » Fri May 27, 2011 6:12 pm

different kinds of attacks. there should be headshots (fatal or to slow down/knock out an opponent) arm/hand shots (to disarm or make an enemy unable to willingly and effectively use h2h and weapons) etc
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Nymph
 
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Post » Fri May 27, 2011 7:16 pm

On the whole fast travel issue, http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1044483&view=findpost&p=15187288.
HAVING fast travel is not the main issue, it was rather how quests where implemented and many other problems in between.
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Nikki Hype
 
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Post » Fri May 27, 2011 5:48 am

umm, wouldnt there be more bandits on the main road seeing as how there are many caravans and travelling merhcants?

and knights should be allowed to have squires. perhaps if we do this fallout style starting out as a kid, if you want te be a knight youd start training at seven. youd learn good manners for a couple of years, then get some combat and jousting practice, and then finally following your master out onto the battlefield at the age of 21. if you fight bravely, you might get knighted on the battlefield by your knight, perhaps even your lord, and if youre lucky, maybe even your king! err, emporer, or whatever there will be in tesv, and, assuming its going to be in skyrim, it might be a warlord, if everyone is so convinced that all nords are vikings. of course, there are some codes of conduct, like always treating women with respect, protecting the weak, etc. or you could forget about all this and do things your own way. perhaps even try to convince your ruler to make you a lord, perhaps starting your own kingdom.

... on second thought, all that maybe be a bit.... overdone
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Love iz not
 
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Post » Fri May 27, 2011 8:09 pm

umm, wouldnt there be more bandits on the main road seeing as how there are many caravans and travelling merhcants?

Well seeing as main roads are regularly patroled, likely have settlements within earshot, possibly guard stations in regular intervalls and are generally wide and clear enough with few enough visual obstacles on the sides that bandits can hardly hide on the sides I'd say they are very safe to travel on.
If there WAS a bandit attack along a main road the area would be patrolled even more, possible even doubling the patrolls on ALL roads.

Plus gameplay wise there should be a way to travel UNPUNISHED.
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Kathryn Medows
 
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Post » Fri May 27, 2011 7:10 am

umm, wouldnt there be more bandits on the main road seeing as how there are many caravans and travelling merhcants?

and knights should be allowed to have squires. perhaps if we do this fallout style starting out as a kid, if you want te be a knight youd start training at seven. youd learn good manners for a couple of years, then get some combat and jousting practice, and then finally following your master out onto the battlefield at the age of 21. if you fight bravely, you might get knighted on the battlefield by your knight, perhaps even your lord, and if youre lucky, maybe even your king! err, emporer, or whatever there will be in tesv, and, assuming its going to be in skyrim, it might be a warlord, if everyone is so convinced that all nords are vikings. of course, there are some codes of conduct, like always treating women with respect, protecting the weak, etc. or you could forget about all this and do things your own way. perhaps even try to convince your ruler to make you a lord, perhaps starting your own kingdom.

... on second thought, all that maybe be a bit.... overdone


No, that makes one class "superior" in a way to others.
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Lucy
 
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Post » Fri May 27, 2011 8:11 pm

No, that makes one class "superior" in a way to others.

first of all, i said it was over-done.

and second of all, who says other classes couldnt have apprentices either? knights are up-front and action based, and that is their weakness. other classes can attack from a distance. mages can burn, freeze, and electrocute them, archers have a chance at piercing their armor, and crossbowmen even have a greater chance at piercing their armor. squires are usually new to actual combat so they are less of a threat, perhaps you could have your own apprentice take care of them. and knights can hardly sneak either, what with all the metal boots and gear. an assassin, however, can easily sneak up and assassinate a knight. its not based on your help, its based on skill.
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James Shaw
 
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Post » Fri May 27, 2011 12:12 pm

This is an old game to be citing as a standard, but I'd like to see AI react to the player in TESV, similarly to the way it does in sniper elite. I'm not aware of another game, where the enemies take care of their allies the way they do in that game. If you hit a dude's leg, he'll drag himself out of vision to heal, or scream for help, and an ally will carry him away. They're also pretty damn vicious, which is missing in Obliion and Fallout 3. Enemies mostly work alone, as if you and he are cloistered, but they should work in tandem to stop you. That would make for some varriation in difficulty, without simply increasing their damage output, an inexcusable trick.

When enemies need to work together, issues may arise. The sort of daedra you face may not work well together, or the superior may kill the inferior one out of frustration. Kill a necromancer, and the undead may go berserk or fall to pieces. Escape from the town guards, and they'll hop on horseback after you, maybe stoping if you enter an area that arouses superstitious fear in the guard.
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brian adkins
 
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Post » Fri May 27, 2011 9:32 am

first of all, i said it was over-done.

and second of all, who says other classes couldnt have apprentices either? knights are up-front and action based, and that is their weakness. other classes can attack from a distance. mages can burn, freeze, and electrocute them, archers have a chance at piercing their armor, and crossbowmen even have a greater chance at piercing their armor. squires are usually new to actual combat so they are less of a threat, perhaps you could have your own apprentice take care of them. and knights can hardly sneak either, what with all the metal boots and gear. an assassin, however, can easily sneak up and assassinate a knight. its not based on your help, its based on skill.

Ehh, ya making it sound that knight are weak to begin with. Knight are melee class that are pretty much likable by anyone and anyone are willing talk to them. In some case, they can even heal themselves with magic (Restoration) or make them alot more likable (Illusion). The fact that they are frontliners is that they are made to withstand attack and can hit hard. Ya only describing how other people play other classes. Its comparing different playing style ya talking about.
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yessenia hermosillo
 
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Post » Fri May 27, 2011 8:12 am

perhaps i did make the knights sound weak, heheh, sorry, but what im saying is that every class has it's advantages over the others, and adding a simple squire wouldnt make much of a difference. i dont know why i changed the subject from squires to knights, mustve gotten lost in my own train of thought
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James Wilson
 
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Post » Fri May 27, 2011 7:01 am

Personally on the whole "class" thing I think it should not matter really what CLASS you name yourself as. It should really matter how you PLAY.
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Jade Barnes-Mackey
 
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Post » Fri May 27, 2011 5:23 pm

I think it would be cool to have a few new races and that u could mix races to get different attributes and abilities, some new armor would be cool and make it to where people will think differently of u on what ur wearing and maybe have a mounting system were u can mount weapons, armor and other nick nacks like battle trophy's on the walls of your houses, make it to where u can get married and have kids and pets and that u could tame wild animals to be said pet and maybe mini games if u want to take a brake from adventuring or if you want to gamble and it would be cool to become a werewolf.
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sw1ss
 
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Post » Fri May 27, 2011 2:15 pm

I've been thinking about the blade skill as seen in Oblivion and how people are generally upset that it combines two skills they feel should be separate, small blade and large blade. Well, I've been pondering it, it is counter intuitive that a dagger is governed by the same skill as a 2 handed great sword.

But than if you split up blade, you will need to be consistent and apply it to other skills. Axe would be split into 1 hand axes and 2 handed axe. Same idea for blunt. The problem is, that as it is, the 1 handed axe skill would only apply to one weapon, the war axe. So why not make a skill for every single type of weapon... a long sword is not a katana, is not a rapier, is not a scimitar, is not a saber...

And if you take the same idea, and apply it to the schools of magic, it seems (to me) that to be consistent with the above paradigm, that each spell effect would need its own skill. Why would someone be good at throwing a fireball and use the same skill to disintegrate armor? Or water breathing and open lock being governed by the same skill. Same with swimming and running being separate as opposed to athletics.

Now, I know that I am using a error in logic, the slippery slope, but I can't help but feel that way.

Or you could look at it the other way, and justify the single blade skill, as a school of combat in the same way as a school of mysticism. Why not consider "the martial school of blunt" to apply to axes and hammers?
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Gracie Dugdale
 
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Post » Fri May 27, 2011 5:41 pm

I think it would be cool to have a few new races and that u could mix races to get different attributes and abilities

Since this will come anyway here are the answers:

New races - We already have 10 so probably won't happen
Mixing races - The devs took care of that very point and cemented in the lore that race mixing does NOT result in a cross breeding but always the mothers race with VERY few traits of the father. This is basically a design question as they had to make mix races of EVERY possible comination which would be a hell to design (unless they use a Spore like creature designer).


-SNIP-

The skill recombining needs some work. For example, yea you should split shorter blades and longer blades but also one handed words and two handed words... however you CAN actually put smallers axes and smaller blunt weapons into the same category as one handed swords and large axes and large blunt weapons in the same as two handed longswords as the handling is somewhat similar.

For the magic schools they should get some redecorating as well, reclassing some spells into more fitting categories and maybe even completely change how the magic system works. For example how about one where "fireball" is NOT a spell on it's own but rahter a combination of different spells to FORM a fireball.
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Soraya Davy
 
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Post » Fri May 27, 2011 7:51 pm

I think it would be cool to have a few new races and that u could mix races to get different attributes and abilities, some new armor would be cool and make it to where people will think differently of u on what ur wearing and maybe have a mounting system were u can mount weapons, armor and other nick nacks like battle trophy's on the walls of your houses, make it to where u can get married and have kids and pets and that u could tame wild animals to be said pet and maybe mini games if u want to take a brake from adventuring or if you want to gamble and it would be cool to become a werewolf.

So, basically you want Fable?
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Cool Man Sam
 
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Post » Fri May 27, 2011 1:34 pm

So, basically you want Fable?

Some parts of what he said are actually good and should be considdered so please instead of waving the "fable" flail say WHAT PART of it you didn't like.
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Quick Draw
 
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Post » Fri May 27, 2011 8:14 pm

...New races - We already have 10 so probably won't happen...

Unless, of course, The Elder Scrolls V takes place in Valenwood, Elsweyr, Thras or Akavir.

Also, I think that it would be cool if they took the "rest or sleep for an hour and your health is back" concept away. They did in Fallout III, so maybe it will happen in The Elder Scrolls V...
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Veronica Flores
 
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Post » Fri May 27, 2011 6:56 am

Not really a game suggestion but i quickly made this here:

http://freenet-homepage.de/daniel-kay/fable-flail.gif, because bashing things over the head is easier than talking about it.
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lolli
 
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Post » Fri May 27, 2011 7:08 am

Not really a game suggestion but i quickly made this here:

http://freenet-homepage.de/daniel-kay/fable-flail.gif, because bashing things over the head is easier than talking about it.


Thats classic! Love it and Strongly dislike fable (Hell lets just say hate) I haven't played it but I've seen and heard enough.
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Phillip Brunyee
 
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Post » Fri May 27, 2011 5:55 pm

Some things I want:

1. The ability to set my own "quest markers", up to a point. (Item/place markers should be fixed location, people markers should not)

User markers set on a person would direct you to the last place you saw the person. When I have that person marker active, I should be able to ask people ANYWHERE about that person. This doesn't mean they can help, but if the person has seen my target more recently than I have, then my marker should update to an approximate location where this "could have happened" Yes, you can't "real-time" track this on a world-level. But they can randomly place the marker in a "collapsing bubble" the closer you get in "time". Once I get the person "very close" to centered on screen for a reasonable duration, it should "lock on" within limits. Mainly? because finding the right spell merchants/trainers/fences can be annoying. Well, the fences less so (except Dar Jee, and he has odd business hours anyway). It's not so much that I want the ability to "insta-find" someone. I don't care if I need to bribe the beggars and whatever. It's just that if I want to find someone who isn't a quest target, I should be able to *somehow* other than blind luck.

2. Assuming Skyrim, I want Solitude, and I want it to still carry some "psychic" scars from Potema's reign. It doesn't have to be LITERALLY haunted, but given an ambitious Queen with few qualms about raising the undead? and the resulting "difficulties"? It's hard to imagine that there's not a "lingering shadow" behind whatever facade the later Septims built.

3. I still want a speechcraft skill where I have a list of boasts, jokes, compliments, and threats to use... and more to learn from the in-game books, from colorful characters in the taverns and taprooms in game, and for doing my usual adventuring.

4. For mod purposes, how about the ability to specify a list as "Append", rather than "replace"? That way, mods can change the same list without stomping each other and requiring additional mods to make it all work together.

5. a were-shark that's afraid of water.

6. more of the mechanics should be easily moddable. Oblivion had so many mechanics mods, and they're great. The biggest problem is that they all operate in parallel to the base game mechanics. It'd be ideal if modders could actually tie into the base system better and provide the hardest core players with "Expert Skills" mods that can totally revamp skill progression while working as naturally as the base game. We're not QUITE there yet in terms of the seemlessness (although possible, there is quite a bit involved in keeping the progress bar up to date, etc), and it'd be nice to see modders get more access to these aspects. So, more places to tinker and better ability to make the polish... that's a win.

7. Aside from OVERT and PUBLIC conflicts, don't require me to pick and choose what quests to do. I frequently have less than an hour a night to play, and replaying a whole game to be a mage instead of a thief? UGH. If it's serve X or Y, who are mortal enemies, fine. I understand not being able to choose both, and if I want, I can always re-use an old save...

8. Saves... Can we possibly have an option to sort saves by CHARACTER, rather than just save date? Because I only play 1 TES character at a time (never had a reason to develop a second one), but in Fallout 3, it's a pain in my butt to choose which of my characters to play because either Valerie has been played exclusively to catch up, or she's stuck at Adams AFB while my main character is on the mothership, and is trapped there by Lord Dagon's assault on Tamriel. (Either way, if I go back and decide to play Val, she's scrolled waaaaay down my save list!)
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Abel Vazquez
 
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Post » Fri May 27, 2011 5:06 am

I think it would be cool to have a few new races and that u could mix races to get different attributes and abilities, some new armor would be cool and make it to where people will think differently of u on what ur wearing and maybe have a mounting system were u can mount weapons, armor and other nick nacks like battle trophy's on the walls of your houses, make it to where u can get married and have kids and pets and that u could tame wild animals to be said pet and maybe mini games if u want to take a brake from adventuring or if you want to gamble and it would be cool to become a werewolf.

Oh dear. Not to be the "No" broker today, but....

NO: New races. Unless the game is going to take place in an environment that would allow us to utilize more exotic races, such as Sload, Tsaesci, Maormoer, and the like, stick with the base ten. Or if the game's going to take place in Elsweyr or Argonia, in which case, sub-races are acceptable. But aside from those two plausible scenarios, base ten is best for the continuity of the series After all, new races don't just spring from the ground. And not increasing the amount of races playable in the game means that more time can be spent improving the look and feel of those base races.

NO: Race hybrids. It may sound cool and all, but there are 10 stock races in the ES world, and allowing hybrids for them all provides us with the mathematical statement of [10x10] == 100 race possibilities that all need nice textures, meshes, potentially unique voice-actors (that Argonian-Orc crossbreed is certainly going to have an uncommonly grotesque voice defect somewhere down the line). All in all, allowing hybrids is essentially a resource black hole that either overwhelms the developers completely or svcks all the joy and uniqueness and distinction out of all the individual choices for the sake of propping up the slogan of "we haz choices!!!"

NO: Marriage. Remember that resource black hole as mentioned above? Well, the effort to properly introduce marriage in a believable and ---> non-gimmicky <--- light is much less a resource black hole and much more like a giant tear in the very fabric of the resources space-time continuum. Marriages in a game are only good if they are believable, and that's a bit tricky to get in this department. To lay some groundwork, it's only believable if I can
1: Marry whomever I very well please, because nothing screams artificiality than being funneled into preset relationships,
2: Have a believably long courting process (I.E. potentially 1 to 2 in-game months), because nothing screams "everyone in this effing game world is a floozy romantic bimbo" by assuming that everyone you want to court will fall in love with you within a matter of an in-game week,
3: Not experience cookie-cutter dialogue for each of my romantic exploits, because nothing screams "wow, the writing dept took a whole month off" by having every member of the courted six spout the same lines as though they are all bizarrely linked into some sci-fi one-world consciousness.
Factor in all of those necessities into a game-world that has an average of 800 to 1,000 NPCs, and cower as existence itself is negated in resource-land by massive temporal disturbances.

NO: Kids. First off, the character in these games is always, regardless of class, the archetypical adventuring hero in some way or another who goes off and does whatever they decide in the pursuit of... err... wealth, and... err... fame and er... better stabby thingies by which to repeat the process of pursuit of... I guess continually repeating the process of the pursuit. Anywho, other issues aside, let's think of the poor digital children who are going to grow up in a single-parent environment because their other parent is inevitably trapped by the basic confines of a digital medium in which new adventures are like shiny objects and the concept of staying home and parenting the kids just flies out the window.
Besides, kids in the game brings up the whole nasty issue of those kids inherently having to be immortal, which in turn damages my in-game believability by having a whole class of citizenry for whom the rawest laws of nature need not apply.

NO: Pets. See above statement concerning plausibility of immense parental neglect, resulting in terrible life conditions for the poor digital child. Then, apply said situation to the poor digital pet. Mix in warnings about non-gimmicky mechanics.

NO: Minigames. Well, OK, some qualifications for this one... No hackjob minigames whose sole purpose is to try to pretentiously con the player into thinking they are participating in the complexity of the daily life activities of the people in this world, only for the implementers of said hackjob minigames to fail to notice the irony of trying to display such things through a simple reflex medium that a chimpanzee could likely figure out given some time. Also, no minigames that attempt to give interactive life to character actions governed by skills, only for the implementers of said interactive skill minigames to fail to realize that their minigame gently takes the skill out of the equation and then proceeds to throw it off a skyscraqer. And then takes the elevator down to the sidewalk and pokes the skill's broken corpse with a stick for the pleasure of it.

Well, I certainly feel better now. Eh, that is a lot of "No's", so I suppose I should offset those...

So: YES to having a better placement system for display items (and all items in general, really), YES to clothing and equipped items having a more active effect on how people perceive you, and YES to attaining some form of lycanythropy so that I can finally achieve my dream of becoming a manbearpig (and perhaps we could tack on wolfcrockshark to that).
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Andrew Tarango
 
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Post » Fri May 27, 2011 5:40 am

I want to see monacles in TES how cool would it be? http://www.partydelights.co.uk/images/black_and_white/FANA012.jpg
Or possibly glasses? http://img4.imageshack.us/img4/8307/oldguy.gif
I dunno maybe more old fashioned?
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Horror- Puppe
 
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