TESV Ideas and Suggestions #138,

Post » Fri May 27, 2011 1:34 pm

Yeah, that would be cool. Didn't they say they were going to vastly improve H2H in Oblivion but it just didn't happen? Combat (including magic & stealth) needs to be a priority in the next game, along with choices and cosequences, story, customization, and npc interaction.

See, if I don't get to slice through a man's sternum to his spleen, followed by swift decapitation, I simply won't be happy with TESV.
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Tiffany Castillo
 
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Post » Fri May 27, 2011 1:10 pm

In the original Fallout there was traits that gave you advantages and disadvantages which made the game challenging in many ways and if you picked some certain perks the gameplay is radically different from what I've heard.
Very true, if ya referring the fact that one pick two trait at most in the beginning of the game(I say at most because using these traits in the originals was basically opinion.) These traits have an upside AND a downside for each of them just to balance the power it contains (for example, one trait make one a fast shooter, but the impatientness disable the player to target location on the foe body). Well, except Bloody Mess Trait. That trait, ya just get a messy death animation without the need for critical damage.

These kind of element already exist in the TES series in Daggerfall, but remove in the later installment in favor of Birthsign. Personally, I would like these advantages and disadvantages from Daggerfall back for the future installment.

Perks in Fallout 3 made the lone wanderer even more godish than he/she should of been in the first place. I want the game challenging without making my enemies sponges for bullets/ swords slashes / magic and etc.
Recently playing this and I would agree.
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Kevin Jay
 
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Post » Fri May 27, 2011 11:31 am

TESV needs realisticly weighted items, particularly weapons; what the hell kind of sword weighs 40 freaking pounds? Not the kind a human could use. Make weapons weigh as much as their real life equals do, a steel longsword should be what, like 10-15 pounds? (Im no expert).
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Heather M
 
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Post » Fri May 27, 2011 11:13 am

About H2H combat as it was mentioned before, here's an older idea on that, also includes some thoughts on combat in general:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1022343&view=findpost&p=14801714

To make it short about H2H, you have 4 different "styles" of fighting you can learn, each is selected LIKE a weapon, that's the fighting style you will be using then. Which one you originally know could actually depend on your upbringing (which province you grew up in) or your race but you can learn the other ones throughout the games too.


TESV needs realisticly weighted items, particularly weapons; what the hell kind of sword weighs 40 freaking pounds? Not the kind a human could use. Make weapons weigh as much as their real life equals do, a steel longsword should be what, like 10-15 pounds? (Im no expert).

Actually try closer to FOUR pounds, a claymore of 140cm (55in) length weighs around 5.5 pounds.
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Miss K
 
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Post » Fri May 27, 2011 7:09 am

See, it's done for playability.
Mods can fix that.
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Lauren Dale
 
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Post » Fri May 27, 2011 2:28 pm

Takedowns anyone?
But I don't think they should be selected as weapons. Mefinks, that, like weapon combat styles, should be toggled through using a key.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 7:01 pm

Takedowns anyone?
But I don't think they should be selected as weapons. Mefinks, that, like weapon combat styles, should be toggled through using a key.

I didnt mean every single MOVE being selected, the fighting styles are a move SET so to say. With being able to select them similar to a weapon you don't need more keys and it's easy to switch between fighting styles.

EDIT: Maybe look into the link i posted a bit, that explains it a bit better. You can do different moves but the STYLE of the moves is dependend on the fighting style.
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Anthony Santillan
 
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Post » Fri May 27, 2011 2:39 pm

Not move! That would be turn-based fighting.
Let's compare this to Star Wars shall we?
Default style: Schii-Cho
Press P: Switch to Makashi
Press Again: Switch to Juyo
Hotkeys could be made via menu.
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Breautiful
 
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Post » Fri May 27, 2011 5:13 pm

Not move! That would be turn-based fighting.
Let's compare this to Star Wars shall we?
Default style: Schii-Cho
Press P: Switch to Makashi
Press Again: Switch to Juyo
Hotkeys could be made via menu.

I'm not sure what either of you mean. All I know is that unless I can do as much damage to someone as a gigantic slap-chop, I probably won't be happy as a master weapons user.
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e.Double
 
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Post » Fri May 27, 2011 7:38 pm

wat
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lillian luna
 
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Post » Fri May 27, 2011 10:58 am

wat

Imagine putting a person inside a gigantic slap-chop and then repeatedly "slapping the pounds away" from your hapless victim. This is how much violence I want in TESV.
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Trevor Bostwick
 
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Post » Fri May 27, 2011 7:38 am

I'm not sure what either of you mean. All I know is that unless I can do as much damage to someone as a gigantic slap-chop, I probably won't be happy as a master weapons user.

Well what i mean is explained better in the link i posted before, what Porridge means is, i think, kinda similar to my idea but instead has a hotkey for changing fighting style.
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 7:20 pm

Why did I just imagine a Wood Elf jumping onto someone from behind and trying to hurt them as bad as they can, biting their ears and gouging their eyes?
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 2:37 pm

Very true, if ya referring the fact that one pick two trait at most in the beginning of the game(I say at most because using these traits in the originals was basically opinion.) These traits have an upside AND a downside for each of them just to balance the power it contains (for example, one trait make one a fast shooter, but the impatientness disable the player to target location on the foe body). Well, except Bloody Mess Trait. That trait, ya just get a messy death animation without the need for critical damage.

These kind of element already exist in the TES series in Daggerfall, but remove in the later installment in favor of Birthsign. Personally, I would like these advantages and disadvantages from Daggerfall back for the future installment.

Recently playing this and I would agree.

Well, as long as they don't make it as confusing as it was in Daggerfall, and give you a chance to play first like in Oblivion, then I'd agree.
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Tom
 
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Post » Fri May 27, 2011 8:46 am

Well, as long as they don't make it as confusing as it was in Daggerfall, and give you a chance to play first like in Oblivion, then I'd agree.

Wasn't confusing for me. And if ya mean "give you a chance to play first like in Oblivion", Daggerfall start out as a dungeon as well; it just MUCH more punishing then that pathetic "dungeon" in Oblivion.
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Wayland Neace
 
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Post » Fri May 27, 2011 5:16 am

Wasn't confusing for me. And if ya mean "give you a chance to play first like in Oblivion", Daggerfall start out as a dungeon as well; it just MUCH more punishing then that pathetic "dungeon" in Oblivion.

Well I found it rather off-putting. I was all ready to experience a new TES game, and see what it looks like, but then I had to design my character properly, when it didn't even say what half the skills were. And when I say "give you a chance to play first like in Oblivion", I mean, let you experience the game before you complete the lengthy process of designing your character.
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Maddy Paul
 
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Post » Fri May 27, 2011 1:58 pm

Well I found it rather off-putting. I was all ready to experience a new TES game, and see what it looks like, but then I had to design my character properly, when it didn't even say what half the skills were.

Well that I can understand, but many of the skill can be known base on the name itself. Its usually the language skill that throw people off, and I avoid those in the beginning.

And when I say "give you a chance to play first like in Oblivion", I mean, let you experience the game before you complete the lengthy process of designing your character.

Oblivion did not even have a selection of skill when starting newb cave. Its just get to point A and Point B and poof, Baurus assume who ya are and one can chose their skill. At least with Daggerfall, one start out with skill selection and run through hell to see if it goes well. On the otherhand, the best example for PC to understand the use of their skills they got is that of Morrowind. It just bring ya right into the world right away and from there, testing the skill should not be that hard.
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Mashystar
 
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Post » Fri May 27, 2011 10:21 am

Well I found it rather off-putting. I was all ready to experience a new TES game, and see what it looks like, but then I had to design my character properly, when it didn't even say what half the skills were. And when I say "give you a chance to play first like in Oblivion", I mean, let you experience the game before you complete the lengthy process of designing your character.

Daggerfalls skill list was quite long and, i have to honestly say, i feel like a few in there where unnecessary and could have very well been merged with other while a few others should have been separate. It's not good to "just have many" they also need to be balanced well and thought through.

Also on the whole "chance to play first" thing, here's a though, make that optional. In Oblivion it could have been done VERY easily, instead of going right through the tunnel simply follow the emperor thorugh the door to skip the whole thing. If there had been a text box on the door saying something like "You can choose to play a "try out" dungeon now or follow the emperor directly and skip it. What do you want to do?" followed by "Play the dungeon" and "Follow the Emperor". While that popup wouldn't have been TOO immersive (a lot of other text messages wheren't either) it would have given you the chance to simply skip that whole first section which, at least people who made a lot of characters, found rather tedious after a while.
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LittleMiss
 
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Post » Fri May 27, 2011 8:44 am

This might shock some of you, but TES isn't Street Fighter.
If I can attack and defend barehanded, that's all I need.
It's good enough to keep you alive if you don't have a weapon.
And hopefully it's fun enough for anyone crazy enough to roleplay a monk/etc.
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k a t e
 
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Post » Fri May 27, 2011 2:19 pm

This might shock some of you, but TES isn't Street Fighter.

... YOU FAIL!

The good old "TES is not X" comment again, just because i suggest something that makes the game more dynamic instead of having you clobber away like a drunk all the time it automatically makes it "street fighter". There is a diversity of weapons so why not a diversity of fighting styles?
But you know how i could counter? "TES isn't supposed to be a button masher", which the current system makes it.
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NO suckers In Here
 
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Post » Fri May 27, 2011 10:01 am

Dude it would be cool if u added spears/polearms,flail and morning stars and you can kick enemys if u have light armor and if you can like take them in their soulders and either bash your knee in crouch,stomach or face and if u can go through windows like when u are a thief. and that u can fall would be cool if u broke into another house through the window or if u back away when you are in combat.u need to add cross bow dwarfs and more creatures like Dragons of all shpes and colors not like in wc3 or wow that they are only another color and hydra and snakes both land and sea snakes wich both have venom or stagels and new animals and mounts u need some cool mounts like well the dragons,hydras and mabye if its an gigantic sea snake mabye him. well and u shall be able to tame monsters and like in master u can tame dragon,hydra and Large snakes ( sea and land ) and in the beggginig like and slughter fish or turtle ( if u can add it ) and mabye cool with lizards both gigantic and small all kinds of color and both mount,pet and enemy ^^
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Sun of Sammy
 
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Post » Fri May 27, 2011 9:26 am

I have an idea for something alternate to the perk and trait system some people suggested a few posts back.

Its basically a skill within skill system where you have your base skill and governed by that skill are a whole lot of abilities. The most simple abilities (using short blade as an example) include slash, chop and stab. Your abilities can be leveled up to 100 (they level up faster depending on your skill level) and, with slash for instance, the higher the ability, the less chance of failure and the more chance of an accurate hit you have on your opponent.
This applies to all skills and each skill starts of with those basic abilities.
But instead of having randomly given perks each time you level up, you would have "special" abilities which you would learn of trainers and other NPC's. Using short blade as an example again, you could meet a thief trainer in an inn that offers to show you how to counter attack and disarm your opponents with a short blade.
The ability system I think is also a better way to perform that fighting technique thing that danielkay was talking about.
You could learn special abilities as branches; you could go the pub brawler style OR the kung fu ninja style (just as an example).

Also if skill caps were introduced it would mean that some characters would not be able to learn special abilities of skills they have no talent in.

Anyway, give me some feedback people. Oh and sorry if this post is kind of slurred. I'm a'bit tired...
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Mark Churchman
 
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Post » Fri May 27, 2011 3:34 pm

I think that makin the game too realistick will take away the fun in rpgs

Quick! Examples of RPGs that have been ruined by too much realism! Mount&Blade? Thats pretty realistic right? That game can't be fun, right? Wrong.

Edit: The Unreal World? The game with starvation, freezing to death, deadly diseases, different damage types including blunt, slashing and piercing, extremely precise armor system, ability to rip your own clothes to make bandages for first aid, the player being cannon fodder for the bears instead of vice versa, drowning in any small bond without swimming skill, seasonal change in weather and foraging, shelter building, frustrating fishing and hunting when you can actually fail to catch anything as in real life, ability to dig or build traps for wildlife, crafting weapons, rafts, tools, even houses... and millions of other things I just can't write down. Plus no saving. That game SURE can't be fun, right? Wrong.
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Leanne Molloy
 
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Post » Fri May 27, 2011 4:35 pm

...Plus no saving...

Umm... I like being able to save my game.

It would be cool if the Bosmer could control all wild beasts with their Beast Tongue spell, instead of just mud crabs and rats.
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Chloe :)
 
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Post » Fri May 27, 2011 7:59 am

Quick! Examples of RPGs that have been ruined by too much realism! Mount&Blade? Thats pretty realistic right? That game can't be fun, right? Wrong.

Edit: The Unreal World? The game with starvation, freezing to death, deadly diseases, different damage types including blunt, slashing and piercing, extremely precise armor system, ability to rip your own clothes to make bandages for first aid, the player being cannon fodder for the bears instead of vice versa, drowning in any small bond without swimming skill, seasonal change in weather and foraging, shelter building, frustrating fishing and hunting when you can actually fail to catch anything as in real life, ability to dig or build traps for wildlife, crafting weapons, rafts, tools, even houses... and millions of other things I just can't write down. Plus no saving. That game SURE can't be fun, right? Wrong.


I see where youre goind, but I still find many things that I dont want. Basicly your saying that your rather think that survival is more funnier that anything else.
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Nichola Haynes
 
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