The Elder Scrolls VI: Gameplay Changes

Post » Mon Jul 23, 2012 6:02 pm

WARNING: Long read ahead. Prepare yourself.

So while playing Skyrim earlier today, I was talking with a friend about what could make the next Elder Scrolls game (no, not the MMO, which I think for most people won't count anyway except for some interesting lore stuff) better in some core areas. My friend didn't have much to say beyond "It needs to be better". I on the other hand actually had a rather detailed list of things that could be done to improve some key things in the next. A lot of it is just combinations or refinements of things from other Bethesda games, but it would definitely help.

So here is what I thought:

Spoiler

- The Return of Classes, Major/Minor Skills
Classes should return, like they were in Oblivion with some modifications. You still have the "Thief, Mage, Warrior" archetypes, but within them you can choose things like Paladin (Restoration Warrior), Witchblade (Magical Assassin), Battleamage etc. You could still of course make your own class. Major skills level the fastest, then minor skills, and then skills that are neither major nor minor level the slowest. Classes help a lot in roleplay, and Major/Minor skills help define how a class plays. The ability to make your own class lets you build whatever you want, so you're aren't limited, just defined.

- Racial Skill Bonuses
Rather than starting with higher skill in something, your Racial Skill bonus should mean you're just naturally more talented at learning that skill - essentially it gives you 2/3 extra minor skills - or if they skills are minor skills for your class, ups them to the level of major skills.

- Return of Attributes/Abilities
In Skyrim, the three attributes are Health, Magicika and Stamina. In the Elder Scrolls VI, these should be replaced with a version of the "SPECIAL" system from Fallout 3/New Vegas. I like to call it "SECIAD" for Strength, Endurance, Charisma, Intellect, Athleticism and Dexterity. Each attribute governs a certain area of a character - Strength governs damage with melee weapons, strength of your shield block, how often you can stagger enemies, how often they stagger you and if you can intimidate people. Endurance raises your health, carry capacity and reduces the effects of DoT abilities. Charisma governs how well people like you, how you can influence people, and how well you barter - in addition, too low a charisma score means some segments of society may not want to interact with you. Intellect governs your available magicika, how fast you level up skills, and opens up some dialogue options depending on how smart/stupid you are. Athleticism governs how long and how fast you can sprint, and gives you more stamina. Dexterity governs the damage of bows, sneaking effectiveness, pickpocket success and lockpicking.

Each race starts with naturally higher/lower attributes - High Elves start with higher intellect and lower strength, etc. These can be increased with level-ups - every time you level up you can spend a small amount of points to level up attributes however you see fit.

- Skills System Revamp
The way skills and perks are handled in Skyrim is interesting, but I think they could be done better. First thing is "skill scaling" - essentially, as a skill in a certain area levels up, your base abilities in that skills are also go up. Instead of taking "Armsman" to upgrade the damage your one-handed weapons do, just leveling up One-Handed will make your one-handed weapons more powerful. The same with Magic, Archery and Armor, etc.

"Perks" instead should be treated like "talents" - basically, things that your constant use of the skill and practice have taught you. Even odd numbered level you're given a Perk point to spend, and you can choose one perk you meet the skill requirement for, like Skyrim or Fallout. However instead of the perks like Armsman or the Novice>Master perks, perks are designed to actually affect gameplay.

An example of the new perks would be something like these Restoration options:

Healer - Spells with healing effects cost 25% to cast
Regeneration - Healing effects of spells are 25% more effective
Banisher - Spells that affect the Undead are 25% more effective
Bane of Death - Healing effects damage the Undead
Golden Hands - Can Dual-Cast Restoration Spells for 2x effectiveness

etc.

- Loot/Smithing Overhaul
Essentially, these does what Morrowind did - the high level equipment (Glass, Elven, Dwarven, Deadric, Ebony etc.) is no longer Smithable or buyable (with rare exceptions) - initially. Instead the high level equipment can only be found by dungeon diving, searching, and stealing it from the people who are wealthy enough to own it. Some things, like Dwarven, Elven or Orcish might appear in shops occasionally, but you have no chance of ever seeing Ebony, Glass, Dragon Bone or Deadric in a shop or randomly on some bandit. You'll have to explore and find the best equipment.

The one exception is if your Smithing skill is high enough, you can find and read/be taught how to make these pieces of equipment once you locate the right person/find the right book. It make sense that you wouldn't gain magical knowledge on how to make the best equipment by Smithing 1000s of daggers and jewelery, but an experienced Smith could be taught how to make the best equipment for themselves.

- Armor/Clothing
Equip-able items need to be expanded - something like Head, Left/Right Shoulder, Chest, Legs, Feet, Cloak, 2x Rings, Necklace, Shields.

- "Semi" Scaling
A big sticking point for a lot of people is nature of scaling in Bethesda games.
I can see the issue, but I understand its use. Rather than scrap it, I purpose "Semi" Scaling instead. "Semi" scaling means that only certain parts/quests are scaled to the player, or only scaled by a small amount, in order to facilitate play at all levels of the game. So for instance, the Main Quest would be scaled to the player, and so would some of the early guild quests, but random areas, dungeons, roads, cities, later guild quests, certain side quests etc. would not be scaled, IE: you could wonder into a dungeon meant for level 45 characters at level 13, for instance.

- Magic and Spells
Spells, as noted before, should scale with your skill level. This eliminates the different levels of the same spell - essentially the only differences spells should be delivery and effects. IE: There would be no "Turn Undead" and "Turn Lesser Undead" spells. Instead there would be just "Turn Undead" and the spell would be a projectile, touch or AoE spell. Or another example, there would be "Fire", "Fire Projectile", "Fire Touch" etc.

Custom spells should come back as well, as well as some new elements - Earth spells?

- Reputation/Factions Relationships
Its quite simple - becoming friendly with one faction makes another dislike you, and vice versa. This can and should escalate to exclusion from their cities/towns, vendors, quests and even result in being attacked on sight. IE: Becoming too friendly with the Dark Brotherhood makes the Companions no longer like you because they believe you to have no honor and refuse to deal with you.

Also, having a certain reputation should affect how NPC interact with you - for example, the Master of the Dark Brotherhood should inspire terror in mere bandits and cause them to flee rather than fight.

- hardcoe Mode
hardcoe Mode from New Vegas needs to appear again. Except I purpose it be divided three ways:
Normal, Advanced and hardcoe. Normal would be like default Skyrim or Fallout - no need to eat, sleep etc. Level up anywhere. Advanced would require you to eat, drink and sleep to stay alive. hardcoe would require all that, plus you could only level up when you slept, and there would be environmental effects to worry about - cold in Skyrim, heat in Hammerfell, etc.

There was a bit more, but I tire of typing, so I'll leave it as it is for now.
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Rich O'Brien
 
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Post » Mon Jul 23, 2012 8:09 am

This needs to go into the Speculation and Ideas thread.
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~Sylvia~
 
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Post » Mon Jul 23, 2012 12:57 pm

I'd like to no longer have a faction system, and Scale armor.
NOT 'scaled' but use like fish scales, and leather.
Really light, and maybe wear it under a robe.
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Batricia Alele
 
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Post » Mon Jul 23, 2012 9:19 am

http://www.gamesas.com/topic/1392164-official-beyond-skyrim-tes-vi-10/
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Alister Scott
 
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