TESV Ideas and Suggestions #138,

Post » Fri May 27, 2011 8:41 am

@-Daniel Kay
They had lots of damaging and crippling limbs in Fallout so Bethesda should be able to do it for TES, also why does everyone hate hit points?!

Well i think the system i suggest is even MORE expanded, it's closer to the level of Dwarf Fortress really though not THAT detailed in total (DF also even keeps track of lost fingers).

The hit points thing it's not that i hate them but i just think there can be better systems. After all the blood loss system is similar to a hitpoint system but it's more dynamic by having bleedings and some hits that DON'T cause health loss but still affact your character negatively. In a classic hitpoint systme hit is hit and a BIG problem is, for example arrows, either have to be insanley overpowered almost to the level of a rocket to do any damage OR are so lame that you need to pincushion someone to have any result. In a damage location and blood loss based system a arrow can either cause a "crippling" injure by being stuck in the muscle tissue or a bleeding internal wound. For both the arrow doesn't have to be insanely overpowered to be effective.
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Scarlet Devil
 
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Post » Fri May 27, 2011 8:55 am

I'm all for locational damage. I'd go even further than the usual "Head, body, arms, legs" style and have it very detailed, including the eyes, hands and feet (among others) as a hit location and also taking inner organ damage and broken bones into account.

To do any of this, though, they really need to work on animations. As it is you can't really even see it with something as visible as disarming; the weapon just sort of falls off of them with no change in animation/behavior. It might fit with some games, but with a first-person view I'd rather not have "crippling knee injury" presented as "slo-mo walk animation."
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Adam Baumgartner
 
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Post » Fri May 27, 2011 6:43 pm

To do any of this, though, they really need to work on animations. As it is you can't really even see it with something as visible as disarming; the weapon just sort of falls off of them with no change in animation/behavior. It might fit with some games, but with a first-person view I'd rather not have "crippling knee injury" presented as "slo-mo walk animation."

On that I'd again GREATLY recommend them to use "Euphoria" since it can create the animations on the go and can calculate injures. Characters in GTA4 where animated with Euphoria and when you shot someone in the leg you saw them limp realistically.
Either that or they really have to get up from their behinds and work on proper animations, something we could actually EXPECT them to do after all. At least make a limp animation when a character is hurt or have limbs can go limb and hanging off th side with minimal movement.

PS: I praise Euphoria a lot but what really cemented it for me as a awesome animation engine was from a GTA video, a guy got shot, stumbled foreward holding the shot wound, propped himself up on a mailbox he walked by before collapsing shortly after... that's simply impossible with predefined animations.
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 5:37 am

I think the idea about counter attacked and telekinesis spell more meaningful is great!

I like about Vampire and Werewolf fighting each other too!
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Britney Lopez
 
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Post » Fri May 27, 2011 12:58 pm

i cant believe that there were no stabs with daggers in oblivion...

i mean, who in a right mind would cut someone with a dagger other than stabbing them? swords too, slashes are useless against armored foes, so the swordsman would use the slashes to knock the armored target down, so they could finish them with a stab. video game designers really need to brush up on their weapons...
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Sunny Under
 
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Post » Fri May 27, 2011 6:16 pm

1. tons of armor n weapons
2. huge map
3. more races such as dwarves (they would be so sick 2 play as)
4. tons of side quests n a very long main questline
5. more focus on good karma n bad karma such as in fallout for example murder someone 4 an npc (bad karma) or turn them into the guards n have them imprisoned or executed (good karma)
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Siidney
 
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Post » Fri May 27, 2011 5:48 pm

1. tons of armor n weapons
2. huge map
3. more races such as dwarves (they would be so sick 2 play as)
4. tons of side quests n a very long main questline
5. more focus on good karma n bad karma such as in fallout for example murder someone 4 an npc (bad karma) or turn them into the guards n have them imprisoned or executed (good karma)


I may be completely wrong, but is goodkarma/badkarma not the same as fame/infamy? Or at least similar?
Dwarves have as much chance in being in the game as the game itself being announced yesterday.
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vicki kitterman
 
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Post » Fri May 27, 2011 7:19 pm

1. Dynamic shadows for statics (including architecture). If performance is going to be an issue with the chosen engine at least give us a way of setting shadows/caster receiver on a per object basis.

2. Better PC/NPCs skeletons. Enough bones for proper rigging of pauldrons, skirts, hair, etc.

3. Better PC/NPC heads. Neck seam under jawline instead of throat and heads should be uvmapped to allow better wrap-around textures

4. Diverse body styles or at least the ability to introduce new body styles on a per NPC basis including a method to control armor/clothing equip sizes (ex fat guy will only equip fat clothes)

5. Additional weapon classes and animations (ex: spears, short sword, thrown weapons, etc) with the ability to add animations on a per item basis.

6. 3D path gridding to allow NPCs to jump walls and creatures to fly

7. Diverse NPC voice acting.

8. Huge landmass and better LOD.
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Catharine Krupinski
 
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Post » Fri May 27, 2011 3:17 pm

i cant believe that there were no stabs with daggers in oblivion...

i mean, who in a right mind would cut someone with a dagger other than stabbing them? swords too, slashes are useless against armored foes, so the swordsman would use the slashes to knock the armored target down, so they could finish them with a stab. video game designers really need to brush up on their weapons...



Maybe they should work out on something like finish move
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Stephani Silva
 
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Post » Fri May 27, 2011 6:13 pm

Make it less brown , Oblivion was plagued with ugly shades of brown and the journal was even worse hella of eyesore.
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Yung Prince
 
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Post » Fri May 27, 2011 2:06 pm

focus on the questlines. The factions. The STORIES.

I am more engulfed by a meaningful story in these sandbox games than anything. I lose motivation to walk halfway across cyrodil to pick up a book......so i fast travel.... well its immersion breaking and easily fixed with well written quests.

I would like to be a little more open to make choices with character creation than just mage/warrior/thief. These are essential atypical archetypes in Elderscrolls and all fantasy RPG's but depth would be appreciated by all of us.

Such as tradesman classes or diplomatic skills beyond speechcraft. Skills like armorer should allow you to make/craft awesome armors. And when combined with a new skill such as mining or excavating and mercantile=BOOM gold harvesting!!!

I would love to see 7 new skills for a total of 28. but keep the old governing attributes. i like them. Skills like mining/fishing/crafting(mixes well with armorer)/Medium armor/Staves/Geomancy/Enchanting(would be great as a governed skill instead of only soul size dependent).


My 2 cents..
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Hairul Hafis
 
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Post » Fri May 27, 2011 3:32 pm

Sorry if this has been posted before, I'm not very active on the forums but basically, I think you should be able to do more stuff if you're the leader of a faction. I dunno, maybe you could go to war with other factions, kick people out of your faction etc etc. I mean, if you're the leader of it, you should be able to control it, but I'm still seeing cocky Mage Scholars TREATING ME LIKE SCUM. ahhhh
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Karen anwyn Green
 
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Post » Fri May 27, 2011 8:18 pm

My suggestions and ideas:

- Add new sub-classes into Mages Guild:

Alchemy: A type of mage that specifies in transformation and altering of ones bonds with the mortal plane and change it into another at a cost.

Demonology/Conjury: A type of mage that calls forth demon's to aid him/her in battle and once mastered can call upon permanent servants and creatures (Daedra servant perhaps?).

Magicka: A type of mage who specifies in mastering the art of magicka. The constant struggle of life and death is bound by your ability to consume and deal powerful magics of healing, destruction and general knowledge of other worldly magics making this a pure mage sub-class.

----

- Add better values to houses and armor.

Housing prices:
1,000 : Shack
5,000 : Small cabin
10,000 : Medium cabin/Small town house
25,000 : Average town house
60,000 : Large town house
100,000 : Shop/Luxury town house
300,000 : Large shop/Luxury town house
750,000 : Normal Mansion
1,000,000 : Luxury mansion fit for a king

Armor pricing (average per piece):
200: Cloth
500: Leather
1,000: Iron
3,000: Steel
5,000: Refined Steel
10,000: Hardened Obsidian
20,000: Noble Adamantite armor
50,000+: Rare armor's


Now I know the prices may seem a bit crazy but maybe if things were tweaked a bit and changed accordingly this would be a great addition.

----

I do hope that if someone from Bethesda does infact read this post here that you try to make a similar system or pricing into the game mainly for the houses at least.


Thanks for reading.
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Kitana Lucas
 
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Post » Fri May 27, 2011 7:11 am

It's hard to keep up with all the threads so sorry if I'm repeating but races should be animated differently, speeds adjusted and fighting technique;
Take for example a Wood Elf loading a bow much faster, or having the ability to climb a tree to shoot from. Argonians swimming much mroe efficiently and Orcs running around with a warhammer like it was a dagger.

Also I liked someone's idea of thieves being able to climb buildings and such, this would make quests alot more interesting because someone playing as a mage may encounter magical thigns while a thief would be stealthy to a major extent.

On that note I'd like to see colliding quests.
Take this for thought, in a fighters role they'd be blitzing through a castle killing undead to get to a certain room to capture a certain artifact - the thiefs role would be scaling this castle (killing undead on rooftops perhaps) and breaking into a route that leads directly to the throne where they may (depending on the time it takes them) have to confront this fighter and kill them to obtain said artifact.

?t would really make you not be able to do all guilds which would be nice.
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Sarah Evason
 
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Post » Fri May 27, 2011 8:10 am

Going back to the idea some people have brought up about multiplayer arena combat, I think there should be instead just a standard online setup accessable from the main menu.
Basically you would play as your single player character (games would be ranked) without all of your items, and play games for money, which you would spend on items.
Heres a few ideas for game types (different names of course);

Arena: Basically this would be a round robin competition of up to 16 players. Two combatants fight while the other 14 players place bets and watch while awaiting thier own turn. Eventually a winner would emerge.
Deathmatch: A free-for-all killzone of up to 24 players with a predefined and bordered area somewhere within the gameworld.
Battle: A conquest styled 12 a team battle where the objective is to defend and capture all of the checkpoints and to kill your enemies. Also a predefined and bordered area.
Explorer: You and up to 3 other friends explore some area such as a dungeon or a ruin looking for loot and enemies.
King of the Hill: 24 player free-for-all deathmatch where the objective is to capture a specified high point such as a tower or a hill and hold it for a certain time.
Capture the Flag: 12 a team game where the objective is to capture and item or flag and bring it back to your own base for points. Pretty simple.
Bandit Hunt: 2-4 bandit players begin hidden at night in the midst of a large city or forest with up to 12 playable guards out searching for them. The bandits must reach a specified location and the guards must stop them.
Assassination: One assassin must kill a designated playable target who is guarded by four playable guards. The target must reach a designated area before being killed.
Pirates: Two ships, 12 a side, team battle on pirate ships. Pretty awsome.

Plus a whole lot of choices like forest/city/dungeon locations and race specific teams.
Tell me what you think.
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Taylah Haines
 
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Post » Fri May 27, 2011 5:12 am

Sorry if this has been posted before, I'm not very active on the forums but basically, I think you should be able to do more stuff if you're the leader of a faction. I dunno, maybe you could go to war with other factions, kick people out of your faction etc etc. I mean, if you're the leader of it, you should be able to control it, but I'm still seeing cocky Mage Scholars TREATING ME LIKE SCUM. ahhhh

Mmm, even Peter Hines (or was it Todd) said that it is a problem once you become a faction leader. I can see their challenge, but there are a few basic things they could have done to improve it, i.e have the other mages treat you differently once you become archmage.
You should somehow, see a visible impact on the faction by your actions as a leader. In the Fighters Guild, if you recruit new people, you should occasionally see new people joining, and perhaps certain Guild members walking around the province, recruiting members.
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BRAD MONTGOMERY
 
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Post » Fri May 27, 2011 7:42 am

I think that after you complete a faction questline you should be able to still do something for them.
-Upgrade Buildings
-Random quests
etc

Also we need vampire and werewolf questlines.


werewolfs :Personaly i think it would be cool to unite the werewolfs. example of story : A hunt has been called on all werewolves and the only way to survive is to work together, of course you are the only one capable enough of trying to unite the werewolfs.

vampires : Anything will do really : a war with a rival vampire clan,strange things happening since they found ancient vampire artifacts etc
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J.P loves
 
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Post » Fri May 27, 2011 8:38 am

No Underworld Vamp vs. Werewolf
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Darian Ennels
 
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Post » Fri May 27, 2011 8:50 am

No Underworld Vamp vs. Werewolf


I hope that message was not meant for me because i never spoke of such a thing.
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Darrell Fawcett
 
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Post » Fri May 27, 2011 7:37 am

It wasn't at anyone, I've just heard a lot of want for the super cliche vampires vs. werewolves.
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Krystal Wilson
 
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Post » Fri May 27, 2011 3:31 pm

It wasn't at anyone, I've just heard a lot of want for the super cliche vampires vs. werewolves.


I see.

:celebration:
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renee Duhamel
 
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Post » Fri May 27, 2011 8:58 pm

I really want werevolves, altough I dont want them to have werewolf clans or quest. I want them to be rare deadly creatures who travel alone. I hate when magnificent creatures become too common, like the liches from oblivion. Creatures should still be consideret a mystery for the npcs.
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Lance Vannortwick
 
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Post » Fri May 27, 2011 4:38 pm

Please add a new faction for vampires.
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BEl J
 
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Post » Fri May 27, 2011 5:01 pm

I'm all for locational damage. I'd go even further than the usual "Head, body, arms, legs" style and have it very detailed, including the eyes, hands and feet (among others) as a hit location and also taking inner organ damage and broken bones into account.


I would love, love, love it if it was this detailed. I would also say that different weapon types should inflict damage differently. A blunt weapon is going to inflict skeletal damage and sharp weapon will make you bleed or cause nerve damage in some areas. Hit someone in the arm with a sword or axe and you will make a cut, hit them with a hammer or a club and you will break their arm. One potental problem though is i can imagine going into a dungeon, first orgre i see gets a lucky hit on my leg, even if i kill him i now have a broken leg. I have to stumble back to the entrance and somehow get myself to the neerest town. How long do i need to wait for my leg to heal?

It would be cool to be able to use a blackjack in a sneak attack to damage an oponents fatigue rather than health, this ties in with being able to stop a fight when one of the fighters is unable to fight, either by broken bones or being knocked out. This way you can use a blackjack to knock someone out and rob them, if you do it right they wont see your face.

Maybe if you hit someone in the eyes it makes sneak attacks much easier, or you can roleplay a character that wont kill and you will be able to get away.
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Adrian Powers
 
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Post » Fri May 27, 2011 6:46 am

I would love, love, love it if it was this detailed. I would also say that different weapon types should inflict damage differently. A blunt weapon is going to inflict skeletal damage and sharp weapon will make you bleed or cause nerve damage in some areas. Hit someone in the arm with a sword or axe and you will make a cut, hit them with a hammer or a club and you will break their arm. One potental problem though is i can imagine going into a dungeon, first orgre i see gets a lucky hit on my leg, even if i kill him i now have a broken leg. I have to stumble back to the entrance and somehow get myself to the neerest town. How long do i need to wait for my leg to heal?

I have been waiting for this kind of system in a 1st person RPG for over 10 years. In roguelikes, it's easy to implement, but still few do it. It's fun/immersive as hell!!!
(To make it work, you need much fewer opponents, but every fight would be brutal and risky, and time is really needed to recover between fights)
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lauren cleaves
 
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