TESV Ideas and Suggestions #137

Post » Fri May 27, 2011 5:50 pm

Anyway, I think TES:V should bring back the barter system that was in Morrowind. Being able to put something on the table, and get back another item with gold exchanged as the difference. It made selling lots of expensive stuff to vendors with less money easier.

Yeah, you should also be able to barter with anybody you meet based on their offer and demand, like giving a hunter you meet in the woods arrowheads and he gives you a few claws or teeth in exchange, or exchanging rare herbs from a herbalist for something he would want.
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Phoenix Draven
 
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Post » Fri May 27, 2011 4:47 am

Yeah, you should also be able to barter with anybody you meet based on their offer and demand, like giving a hunter you meet in the woods arrowheads and he gives you a few claws or teeth in exchange, or exchanging rare herbs from a herbalist for something he would want.

Now that is a great idea!
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Laura Hicks
 
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Post » Fri May 27, 2011 3:50 pm

... you still think that was about GUNS.
HELL DAMN NO, it was about TECHNOLOGY IN GENERAL.

The Elder Scrolls does not need "technological improvements". The Elder Scrolls is set in a time similar to our Middle Ages, when the highest form of technology was the crossbow. The reason people play The Elder Scrolls games is because they are fans of this sort of thing. If they wanted guns, they would play the Fallout games. That's why Bethesda has these two series, Fallout and The Elder Scrolls, because they realize that there are people who are fans of different things. Some are interested in "primitive" things, while others are interested in more technological things. You seem to be in the camp of the latter. If Bethesda introduced technology into The Elder Scrolls (do not mention the Dwemer), then there would be no point in them continuing with the Fallout series, as eventually The Elder Scrolls would evolve into the exact same thing. Because according to you, they would have to "improve technologically" over an extended period of time.
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Farrah Barry
 
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Post » Fri May 27, 2011 8:14 am

Now that is a great idea!

Especially with many random NPCs, maybe even with hostiles if you are careful and diplomatic. You can train your mercantile skill that way.
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Heather Dawson
 
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Post » Fri May 27, 2011 7:25 pm

The Elder Scrolls does not need "technological improvements". The Elder Scrolls is set in a time similar to our Middle Ages, when the highest form of technology was the crossbow. The reason people play The Elder Scrolls games is because they are fans of this sort of thing. If they wanted guns, they would play the Fallout games. That's why Bethesda has these two series, Fallout and The Elder Scrolls, because they realize that there are people who are fans of different things. Some are interested in "primitive" things, while others are interested in more technological things. You seem to be in the camp of the latter. If Bethesda introduced technology into The Elder Scrolls (do not mention the Dwemer), then there would be no point in them continuing with the Fallout series, as eventually The Elder Scrolls would evolve into the exact same thing. Because according to you, they would have to "improve technologically" over an extended period of time.

Total bull
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~Amy~
 
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Post » Fri May 27, 2011 3:18 pm

I know, just look at Fable 2, what a ripoff of Fallout.
--------------------------------------

Can the NPC's be scripted with needs somehow that dictate what they doing at any given time, instead of schedules? Like give NPC's two or three needs that are randomly determined at any given time and ranked from highest to lowest, and the NPC than goes about fulfilling those needs? Like say a commoner finds itself with Hunger, Sleep and Social needs in that order, he would get something to eat, than go find a bed and than walk around talking with other? And certain NPC's could have more specific needs (Hunter have the "stalk" need, peasants with "beg" etc). I don't know, just riffing here...
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Anna Kyselova
 
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Post » Fri May 27, 2011 5:12 pm

Total bull

And how am I wrong?
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Harinder Ghag
 
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Post » Fri May 27, 2011 1:47 pm

Now that is a great idea!

Agreed!
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Izzy Coleman
 
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Post » Fri May 27, 2011 5:37 am

The issue with arena multiplayer is the interface. Active PvP does not have room for everything pausing when you open the menu; obviously you can't have a forced pause every time someone wants to change spells, or use an item, or swap weapons. If you do a dramatic interface change you'll likely end up damaging one that's optimized for singleplayer, and if you force PvP to be limited to pre-set shortcuts you'll be crippling that instead. As well, a sandbox RPG isn't the best game for competitive multiplayer in general. The only "competition" is going to be who's spent more time leveling and acquiring loot. I can see it now, match after match of people with identical maxed stats and daedric armor.

Even "minor" multiplayer would require a considerable amount of effort, resources, and changes that would almost certainly not affect singleplayer for the better. I'd much rather they just focus on the singleplayer.
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Kortknee Bell
 
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Post » Fri May 27, 2011 5:36 am

I know, just look at Fable 2, what a ripoff of Fallout.
--------------------------------------

Can the NPC's be scripted with needs somehow that dictate what they doing at any given time, instead of schedules? Like give NPC's two or three needs that are randomly determined at any given time and ranked from highest to lowest, and the NPC than goes about fulfilling those needs? Like say a commoner finds itself with Hunger, Sleep and Social needs in that order, he would get something to eat, than go find a bed and than walk around talking with other? And certain NPC's could have more specific needs (Hunter have the "stalk" need, peasants with "beg" etc). I don't know, just riffing here...

I think That_One_Guy has written something about that a while ago, if someone could link back to that. Scripted behaviours are very well possible, i would love that. But they require some work to function without bugging up, as it happened in early versions of oblivion. I think they should still be somewhat tied to a hidden schedule in the background in case something does not work right.

EDIT: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1048173&view=findpost&p=15217244
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Amelia Pritchard
 
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Post » Fri May 27, 2011 9:42 am

I know, just look at Fable 2, what a ripoff of Fallout.
--------------------------------------

Can the NPC's be scripted with needs somehow that dictate what they doing at any given time, instead of schedules? Like give NPC's two or three needs that are randomly determined at any given time and ranked from highest to lowest, and the NPC than goes about fulfilling those needs? Like say a commoner finds itself with Hunger, Sleep and Social needs in that order, he would get something to eat, than go find a bed and than walk around talking with other? And certain NPC's could have more specific needs (Hunter have the "stalk" need, peasants with "beg" etc). I don't know, just riffing here...



That is more like what the original Oblivion AI was like, I believe.
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Alexxxxxx
 
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Post » Fri May 27, 2011 10:50 am

I think That_One_Guy has written something about that a while ago, if someone could link back to that. Scripted behaviours are very well possible, i would love that. But they require some work to function without bugging up, as it happened in early versions of oblivion. I think they should still be somewhat tied to a hidden schedule in the background in case something does not work right.


I drooled over those early stories of the unfettered Radiant AI....a shame it is that they reigned it in. I would have LOVED to have entered Chorrol only to have found that some NPC had looted the place already & witness open war on the streets because a guard was arrested for poaching :D
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Wayland Neace
 
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Post » Fri May 27, 2011 8:40 pm

Ok some of the Improvements I would like to see are:

-More realistic theft system- guards don't know you stole something unless you are caught, Shop keepers don't know if things are stolen, oh and keep the lockpicking system from fallout.
-More reasons to do side quests- offering more money, items, achievements.
-Making headshots....be headshots- If I would shoot a guy in the head on the midway difficulty he wouldn't die. and when I turned it down enough to kill him with one I could just shoot him anywhere.
-Direct dialogue- don't make me pick topics. Do what you did for Fallout 3.
-More realistic AI- If I jump on a table and knock stuff down.... people should get pissed.
-More weapons- Like morrowind....but keep the same classes as before.
-Much much much more dialogue.
-Much much much much less loading- If it is possible I would love to be able to jump over a city's walls and not get stuck in nothingness-
-More violence- Oblivion was rated "T" but got screwed over with an "M" so might as well go all out on this one.
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Tiffany Holmes
 
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Post » Fri May 27, 2011 5:22 am

I agree on the exchange system too
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Alan Whiston
 
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Post » Fri May 27, 2011 4:44 pm

FACIAL HAIR, Long beards and mustaches

EDIT: Closure on the dwemer
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W E I R D
 
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Post » Fri May 27, 2011 8:15 am

The issue with arena multiplayer is the interface. Active PvP does not have room for everything pausing when you open the menu; obviously you can't have a forced pause every time someone wants to change spells, or use an item, or swap weapons. If you do a dramatic interface change you'll likely end up damaging one that's optimized for singleplayer, and if you force PvP to be limited to pre-set shortcuts you'll be crippling that instead. As well, a sandbox RPG isn't the best game for competitive multiplayer in general. The only "competition" is going to be who's spent more time leveling and acquiring loot. I can see it now, match after match of people with identical maxed stats and daedric armor.

Even "minor" multiplayer would require a considerable amount of effort, resources, and changes that would almost certainly not affect singleplayer for the better. I'd much rather they just focus on the singleplayer.


Damn the paused menu! I didn't even think of that. Oh well, it was just a thought I had.
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Lyd
 
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Post » Fri May 27, 2011 5:13 pm

TES really needs to take a few JRPG elements, for example puzzle solving inside ruins and dungeons. Sitting back and solving a 15 minute puzzle would add alot of element to the game also companionship. This is another element JRPG's utilize well you should meet people that would tag along with you every once and awhile. Having a drunken nord warrior who's always making sixual jokes and belching but has your back anytime any place would be fun. Character you grow to love and care about, if you add in other suggestions ive read such as, instead of someone being able to be killed by you they are only knocked down and you are able to finish them or heal them, this way if one of your companions is wounded in battle you still have little time to save them. To make you love the world of TES is the goal these suggestions would help alot IMO there should also be powerful classes of mercenarys that you can hire to acompany you and they would charge by the day or hour. This would help us get rid of some of that gold.
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Naomi Lastname
 
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Post » Fri May 27, 2011 7:18 pm

I also feel as if you should really only be able to complete one of the 3 major guilds quests. I think you should be able to do initiation quests for each of the 3 so you can see which fits you best and after you have finished you can decide to join or not join the guild. It may seem a bad idea at 1st but i am not finished the reason for this is each quest line should rival that of the main quest in terms of time to complete. This would make each guild basically hae its own story to it. This will increase replay value greatly seeing as if you choose the path of the assasin/ theif you have a whole 30 hour story by itself inside the theives guild that will make the game different with each guild you choose to join. You should also have to have qualifications to join a guild for example the theives guild requires you have a royal peice of jewlery befor you can gain entry into the guild meaning you must sneak into a kings castle and take his possessions.. of coarse they're just making you do they're dirty work..
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ZANEY82
 
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Post » Fri May 27, 2011 8:06 pm

The ability to change non-player characters' faces, hair style and hair color for Xbox 360 users. Some of those faces... just look retarded. I do not like seeing that maid's ugly face every time I walk into my Skingrad house. Even though I do want a maid in my house, I would prefer that she look better. There's also a certain begger in Bruma who has a face that I cannot stand. And the "civilized" orc in Skingrad that has reddish-blonde hair... since when do orcs have anything besides black or bluish-black hair? I generally think that it would just be fun to change non-player characters' faces around.
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sally coker
 
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Post » Fri May 27, 2011 6:33 am

Things for TES 5
-----------------------------------------

1. Unrest in Empire, people taking matters into there own hands and you the character can help make or break the current government.
2. Lots of Weapons
3. Places where I can change the look of my face
4. Corruption in the Empire
5. More NPCs and cities
6. More conflicts between races, Argonians vs Kahits
7. Slaves, yes I want a quest where you help free people from slavery or make people slaves
9 Interesting Landscapes and scenery
10. More interest in lore
11. Join any faction, or most
12. Big battles, not to many NPCs something like 20 shouldn't damage the frame rate

That's all for now
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Marcia Renton
 
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Post » Fri May 27, 2011 6:11 am

I felt the TES games have been way too clean in every sense. It'd be nice to see it look more like this cinematic trailer of Warhammer: http://www.youtube.com/watch?v=zKOhzfkCdbY

I know we couldn't achieve those camera angles because this is a movie, but surely the plethora of minute detail everywhere could be done.
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Dewayne Quattlebaum
 
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Post » Fri May 27, 2011 10:25 am

A little idea on "technology" again, what if people really start to anolyze Dwemer machines. And no I don't mean their battle machines, I mean the ones in their ruins and slowly take them apart bit by bit to see how they're set up.

In fact if it's set in Skyrim it's possible there might be Dwemer ruins near the Skyrim-Morrowind border. Imagine they literally took apart one of the ruins, set up a camp around it where they disassemble the machines and try to rebuild some with their materials and slightly altered designs.
You could also get missions there like trying to get into the deeper parts of the ruin where they have a hard time getting into due to still working defenses.
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Allison C
 
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Post » Fri May 27, 2011 9:53 am

Ok some of the Improvements I would like to see are:
-More violence- Oblivion was rated "T" but got screwed over with an "M" so might as well go all out on this one.


That's a bunch of hooey because Daggerfall had an M rating for 17+ and it had nudity and fouler language.
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 2:34 pm

A little idea on "technology" again, what if people really start to anolyze Dwemer machines. And no I don't mean their battle machines, I mean the ones in their ruins and slowly take them apart bit by bit to see how they're set up.

In fact if it's set in Skyrim it's possible there might be Dwemer ruins near the Skyrim-Morrowind border. Imagine they literally took apart one of the ruins, set up a camp around it where they disassemble the machines and try to rebuild some with their materials and slightly altered designs.
You could also get missions there like trying to get into the deeper parts of the ruin where they have a hard time getting into due to still working defenses.


I don't see why not. Researchers/archaeologists could be found in Ayleid ruins in Oblivion, so why not have teams studying Dwemer ruins?
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Lisha Boo
 
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Post » Fri May 27, 2011 6:49 am

They should incorporate the karma system (or something similar) into TESV.
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Connor Wing
 
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