The little things, how should they improve?

Post » Sat May 28, 2011 5:31 am

In the title and the Poll, I would like to hear what everyone think should be changed/improved or left alone in the new game. What else should be improved?
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Haley Merkley
 
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Post » Sat May 28, 2011 8:46 am

:)) good ideas overall
In essence if none of your ideas go into the final product of beth...trust me ...the best modding community of any game ever...would do those without a problem.
anything you thought of and MUCH MORE...that bethesda would not put in due to lack of inspiration or time or funds...the modders will always complete the experience of this next to be the best RPG game in the world since morrowind....

my opinions at least
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Stephanie I
 
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Post » Fri May 27, 2011 9:56 pm

I don't want as many vampires in skyrim as the previous TES games, maybe ice vampires or something, but make them hard to find.

Werewolves should be hard to find, but not as overbearingly so as vampires.

daedra should have a bigger influence.

dynamic gameplay would be cool, but not necessary, i don't want it to be over-done. helping a guild blockade a certain area with it's mines or something to where shops in that town don't sell those products:ok. letting a daedra-powered leader take control turns the town into a cult:ok. robbing a noble's house and getting caught, then killing the noble in the heat of the moment=turning the town into anarchy:not ok.

you were mugged in oblivion, so why not? it's not the approach i like, and i really like pickpocketing, but i don't want my warrior to have to kill a valuable npc for their gold.

grouping: unless the animations are literally flawless, then no.

sotres: what's the point? kill the owner of a store and take it as your own. if you need money, sell your loot to other stores. i don't see a good investment in developing to add this feature, because it wouldn't be as immerse as would spending that time making more sub-quests.

mod in a store mod where your loot will be taken away and you will generate gold with it if your immersion is killed by not being able to buy a store.

sub-quests change the game in a sub-dramatic way. knowing you helped someone with their problem, or vanquishing a ghost should have its satisfaction in itself of knowing you helped someone out, or did something, when you didn't have to. If it is a series of related sub-quests, then dramatic events would be earned.

if by improve disease, you mean have more really dark areas like in morrowind where your stats are heavily drained by interrupting black magick prayers, then yes.

i don't want to have to have more micro-management, as this would get old after the first couple of times you are diseased. I would rather learn not to fully explore dungeons with certain characteristics unless i have cure disease/restore attribute potions, then to be spammed with a more in depth disease by common monsters. (like in morrowind when you haven't seen any monsters and you see ash statues, you know that unless you have cure disease/restore attribute potions you need to GTFO)

TES is always good at utilizing the little things, don't worry.
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BlackaneseB
 
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Post » Sat May 28, 2011 5:48 am

The little things are a huge part of the Elder Scrolls experience. I think there were more little things in Morrowind which made the game feel deeper and more alive then Oblivion.

- Vampires, I'd like to see the return of at least 2 vampire houses, and quests both related to the houses and a few misc quests. I liked some of the improvements of being a vampire itself in Oblivion, but it felt like I was an isolated vampire, alone. I don't want to see quests pop up as soon as I become a vampire, it should be secret and hard to find, but if I can track down a vampire clan I'd like to be rewarded for my efforts. Also I think improved vampires opens up the game for vampire hunters as well. The Virtuous Blood was a good start, but I'd love to see that expanded on. It could be a branch of the Fighter's Guild or and independent guild, or just a loose grouping of misc quests. But there should be more for the player to do as a hunter, and if the player becomes a vampire, they should be subjected to being hunted. Obviously I don't want the player to be ruthlessly hunted, but perhaps if they player draws attention to themselves; interacting with ppl as a fully exposed vampire, or feeding on multiple ppl in the same town in close succession. Those sorts of things should draw the ire of vampire hunters, and they should track you down, hopefully the AI is good enough to allow them to track you, not just instantly know where you are and find you.
- I'd like to see the return of werewolves, and a few sub-quests involving them
- I think being able to open a shop would be an very interesting feature, but not crucial. It would be cool to either run it yourself or hire and npc to. But to be any fun it requires much better AI
- I like the idea of mugging and maybe pick pockets in town, but I don't want it to be over whelming. And they should only pick pocket your gold and generic items, ie my iron dagger, or my ruby. I don't want them taking my enchanted ring or my exquisite diamonds, nor all my gold, maybe 100pcs. I think that if your chracter has high agility or luck or stealth you should notice the attempt right away. Otherwise you can notice it a short while after it happens, maybe soon enough to see a bosmer or khajiit slinking away.
- I want to see big improvement with the diseases, they should be more diverse in symptoms and how you contract them. And some of them should be more severe, if not intially then progressively. It would be a great feature to get swamp fever from a rat and if left untreated the symptoms would worsen and eventually cause your character some serious problems, attributes drained to 0, fatigue very low, health starting to drain. And if left longer still, death.
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gemma
 
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Post » Sat May 28, 2011 6:53 am

to be honest im leaning in with WerewolfNeverine, and when I put in mugging i meant both ways, muggers and pickpockets coming after you, or your out on a road, a noble is parading by by their selves, and you mug them. I want this game to be more immersive, and I do believe that modders will definitely improve these things, but it will be truly better if their improved as a part of game play in the original.
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Saul C
 
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Post » Sat May 28, 2011 12:38 am

The little things are a huge part of the Elder Scrolls experience. I think there were more little things in Morrowind which made the game feel deeper and more alive then Oblivion.

- Vampires, I'd like to see the return of at least 2 vampire houses, and quests both related to the houses and a few misc quests. I liked some of the improvements of being a vampire itself in Oblivion, but it felt like I was an isolated vampire, alone. I don't want to see quests pop up as soon as I become a vampire, it should be secret and hard to find, but if I can track down a vampire clan I'd like to be rewarded for my efforts. Also I think improved vampires opens up the game for vampire hunters as well. The Virtuous Blood was a good start, but I'd love to see that expanded on. It could be a branch of the Fighter's Guild or and independent guild, or just a loose grouping of misc quests. But there should be more for the player to do as a hunter, and if the player becomes a vampire, they should be subjected to being hunted. Obviously I don't want the player to be ruthlessly hunted, but perhaps if they player draws attention to themselves; interacting with ppl as a fully exposed vampire, or feeding on multiple ppl in the same town in close succession. Those sorts of things should draw the ire of vampire hunters, and they should track you down, hopefully the AI is good enough to allow them to track you, not just instantly know where you are and find you.
- I'd like to see the return of werewolves, and a few sub-quests involving them
- I think being able to open a shop would be an very interesting feature, but not crucial. It would be cool to either run it yourself or hire and npc to. But to be any fun it requires much better AI
- I like the idea of mugging and maybe pick pockets in town, but I don't want it to be over whelming. And they should only pick pocket your gold and generic items, ie my iron dagger, or my ruby. I don't want them taking my enchanted ring or my exquisite diamonds, nor all my gold, maybe 100pcs. I think that if your chracter has high agility or luck or stealth you should notice the attempt right away. Otherwise you can notice it a short while after it happens, maybe soon enough to see a bosmer or khajiit slinking away.
- I want to see big improvement with the diseases, they should be more diverse in symptoms and how you contract them. And some of them should be more severe, if not intially then progressively. It would be a great feature to get swamp fever from a rat and if left untreated the symptoms would worsen and eventually cause your character some serious problems, attributes drained to 0, fatigue very low, health starting to drain. And if left longer still, death.


there should be ice vampires if i read the lore correctly, but i think werewolves should play a bigger part. why not also have werewolf hunting too? i think more quests should be about werewolves than vampires TBO.

no pickpockets in town, that's just annoying IMO.

disease isn't poison, it shouldn't drain hp or kill you. I feel that if you have to deal with micro-management with disease, there should be a good condition to find in the game as well.
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Alexis Acevedo
 
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Post » Fri May 27, 2011 6:52 pm

A colony of vampires :D
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Alex [AK]
 
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Post » Sat May 28, 2011 5:44 am

disease isn't poison, it shouldn't drain hp or kill you. I feel that if you have to deal with micro-management with disease, there should be a good condition to find in the game as well.


lots of diseases kill you, http://en.wikipedia.org/wiki/Yellow_fever kills approx. 30,000 ppl every year. Or http://en.wikipedia.org/wiki/Typhoid_fever, if untreated it kills it 10-30% of cases. So diseases can certainly kill you. And it's not as if you get Fever and then 3 days later you just drop dead. You get weaker and weaker and die over a period of time.
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CHANONE
 
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Post » Sat May 28, 2011 7:43 am

to be honest im leaning in with WerewolfNeverine, and when I put in mugging i meant both ways, muggers and pickpockets coming after you, or your out on a road, a noble is parading by by their selves, and you mug them. I want this game to be more immersive, and I do believe that modders will definitely improve these things, but it will be truly better if their improved as a part of game play in the original.


if they put pickpockets in the game i am going to have to kill everyone in the game. how would you stop someone from stealing from you? i don't want a detect pickpocketer button, or a "stop theif" button. it makes sense to have it in, but i believe they tried to do this in oblivion, and the npc's went bat[censored] and most towns were dead from killing theives, so they had to take it out and calm the npcs. This is also why npc's seemed happier in oblivion then morrowind, because when they got to the point to where they should be (a good mix of happy and unhappy people) the AI went bat[censored] and too many fights would break out.

if done reasonably i wouldn't have a problem with it, it would just be something else to micro-manage...
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Claudz
 
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Post » Sat May 28, 2011 12:18 am

I wouldn't mind pickpockets in town actually. It could be pretty fun to investigate to find the thieves guild to get your stuff back. (obviously, members would be immune)

Also pickpockets need to be competent. Poor City Swimmer.
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Cody Banks
 
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Post » Sat May 28, 2011 7:57 am

lots of diseases kill you, http://en.wikipedia.org/wiki/Yellow_fever kills approx. 30,000 ppl every year. Or http://en.wikipedia.org/wiki/Typhoid_fever, if untreated it kills it 10-30% of cases. So diseases can certainly kill you. And it's not as if you get Fever and then 3 days later you just drop dead. You get weaker and weaker and die over a period of time.


death by disease isn't exactly a hero's death. i don't think it would add immersion to say, "wow i got killed by this really strong disease." i mean it's a good idea, it just doesn't belong in TES (edited here->doesn't belong in TES IMO, i forgot about games before morrowind having killer diseases, my bad)
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Stacey Mason
 
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Post » Fri May 27, 2011 8:48 pm

if they put pickpockets in the game i am going to have to kill everyone in the game. how would you stop someone from stealing from you? i don't want a detect pickpocketer button, or a "stop theif" button. it makes sense to have it in, but i believe they tried to do this in oblivion, and the npc's went bat[censored] and most towns were dead from killing theives, so they had to take it out and calm the npcs. This is also why npc's seemed happier in oblivion then morrowind, because when they got to the point to where they should be (a good mix of happy and unhappy people) the AI went bat[censored] and too many fights would break out.

if done reasonably i wouldn't have a problem with it, it would just be something else to micro-manage...

Well, thieves and pickpockets are supposed to be sneaky so i think that that will allow minimal chaos and the amount of thieves would be regulated. For the pickpocket solution... well lets get some brainstorming, we COULD have a detector, but that would be a waste of hud space and would ruin immersion. I think a better idea would be having a message in the corner saying something like "I feel as though somethings pushing against me..." and have a small brown bump happen when a person tries to steal something from you. And you brought something to my attention that made me think a little more, the "Stop thief!" Button. This would actually be fun to have in game. You would point at the person and yell "Stop thief!" And the nearest guard would come help. If you called that on someone else you could get a warning then fined for disturbing the peace. But it would be a good distraction for the guards, and since Im hoping the guards won't be telepathic in this one, You could even get away with it sometimes.
What else could we include in the game everyone? I want to see everyone's creativity shot through the roof to find out how Bethesda and Modders can improve this game!
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Melung Chan
 
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Post » Sat May 28, 2011 8:02 am

death by disease isn't exactly a hero's death. i don't think it would add immersion to say, "wow i got killed by this really strong disease." i mean it's a good idea, it just doesn't belong in TES.


You haven't played Daggerfall, have you ?

I still remember the first time this happened to me

/does quest, gets out of dungeon. Doesn't notice anything wrong.
/selects the city where I got the quest to travel back there to complete the quest.

game : you were sick. You shouldn't have traveled. You are dead. Wanna reload ?


Morrowind's diseases weren't lethal, but they sure were a pain in the ass (compared to Oblivion)

Nah, diseases have often played a big role in TES.
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Hella Beast
 
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Post » Sat May 28, 2011 7:46 am

Tekumel Priesthoods. That is all.


Well, then get rid of vampires and werewolves. Tamriel has its own versions of those (Tsaesci and Khajiit).


And the Tsaesci aren't around, so no vampires. Sorry folks. Vampire was figurative, anyway.
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James Baldwin
 
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Post » Sat May 28, 2011 3:50 am

death by disease isn't exactly a hero's death. i don't think it would add immersion to say, "wow i got killed by this really strong disease." i mean it's a good idea, it just doesn't belong in TES.

Good point, I too would find it annoying to drop dead at some random time, especially after an autosave. But how about they just have diseases that will drain you (Some can even be MAJOR disadvantages), ones that affect your spiritual being (Magicka) and only two or three that can kill you,
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Liii BLATES
 
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Post » Fri May 27, 2011 7:42 pm

I wouldn't mind pickpockets in town actually. It could be pretty fun to investigate to find the thieves guild to get your stuff back. (obviously, members would be immune)

Also pickpockets need to be competent. Poor City Swimmer.


unless their new AI system can handle it, chaotic thievery won't happen. I would be more upset if it is a triggered-quest-line. i don't want to go around playing investigator if someone stole my stuff. i am going to RAGE and kill everyone one by one until i find it, then reload and never go back to that town.

maybe, MAYBE, if it's a part of an imperial legion/skyrim legion quest to where you are a foot-soldier doing grunt work.

i wouldn't mind chaotic pickpocketing if there was chaotic gift-giving. same with over-zealous diseases.
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Solina971
 
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Post » Sat May 28, 2011 7:50 am

it just doesn't belong in TES.


But... :confused:
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Catherine N
 
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Post » Sat May 28, 2011 6:24 am

You haven't played Daggerfall, have you ?

I still remember the first time this happened to me

/does quest, gets out of dungeon. Doesn't notice anything wrong.
/selects the city where I got the quest to travel back there to complete the quest.

game : you were sick. You shouldn't have traveled. You are dead. Wanna reload ?


sadly no, i have heard of this happening before, i just forgot about it until now, thx for the reminder.
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Emily Graham
 
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Post » Fri May 27, 2011 11:12 pm

I really want politics quite badly. It would be awesome to actually see cities change as you make donations to the king, or decline when you kill him.

I would like to join a cities' army (like you briefly did in some Oblivion close-the-gate quests), and fight alonside the soldiers to defeat another city (which in turn suffers because of now guards and becomes a haven for outlaws and bandits).

Oblivion was far too centered around the player; there was nothing happening by itself anywhere in the game.

Also : Vampires need a good rework, to make it worthwhile for the player to become inflicted (quests, rewards, weapons etc)

And I would love to get pickpocketed (or mugged) in the aforementioned city that has gone downhill. :)
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Rachell Katherine
 
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Post » Sat May 28, 2011 2:23 am

Good point, I too would find it annoying to drop dead at some random time, especially after an autosave. But how about they just have diseases that will drain you (Some can even be MAJOR disadvantages), ones that affect your spiritual being (Magicka) and only two or three that can kill you,


yea more diseases would be cool, as long as the way to get rid of them wasn't too different to be a pain.

ok, diseases killing you wouldn't be bad, but i don't want the diseases to be random. i would think a disease that could potentially kill you should only come from really demented draemora worshippers, or demented ice vampires...ect. places that you obviously know you shouldn't be, but not from a rat bite.
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Stacyia
 
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Post » Sat May 28, 2011 7:07 am

death by disease isn't exactly a hero's death. i don't think it would add immersion to say, "wow i got killed by this really strong disease." i mean it's a good idea, it just doesn't belong in TES.


I'm not expecting to have the disease kill you in a short time, I'm talking like over a period of 7-14 in game days. If you can't get your character to: a chapel, a healer, make a potion, eat a healing plant, or buy a potion in that length of time... well you weren't much of a hero :P I think it would add more depth to the exploring side of the game, if you plan to go out into the wilds and trek through many dungeons and ruins, better bring some potions or learn some spells. And if the spells recall/divine make a return, then an amulet enchanted thusly would be of great value.

Also I'm not looking for every disease to kill you, most should be mundane and some should even cure themselves after a few days. But maybe have 2 or 3 disease that IF untreated for days and days, can kill you. If your character has high luck or endurance maybe the disease won't kill you it'll just really weaken you until you get it cured... or it takes 14-21 in game days to die...
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Penny Courture
 
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Post » Fri May 27, 2011 8:10 pm

The diseases system was fine in Morrowind.

Diseases wouldn't kill you, but they sure were a pain in the ass.
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liz barnes
 
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Post » Fri May 27, 2011 6:03 pm

I agree with you,BAugustus, very very very much. But (As sad as i am to make a reference to Fable of all games, its the only recent one with a politic thing if you could call it that /end minirant) I can only hope that it is ten thousand times better than fables as fables was crap. HEAR THAT BETHESDA?! PLEASE DON'T COPY A MISTAKE! but rather a voting system and vying for power where each nobles ruling changes the town and its security would be great. I just though of another one that I would find jaw dropping.
Invasion. How cool would it be if you came home to X town... laid down for rest... and woke in the middle of the night into chaotic confusion as an army of another land or town is attacking? I think it would lead to amazing things, as long as the battles don't only have 10-20 people. I also think war would be sweet (And I know that sound REALLY bad but I don't mean it in a bad way) If you had 100 vs 100 (High end i know but lets hope, maybe have it customizable in the Ini file?) and you were on one side? How would you feel? Small, Trapped? Would you try to escape, trying to survive for another day? Would you try and group and gang on a small group? Would you charge in single handed? Or, will it go badly for you? Will you get surrounded while your teammates are killed? Will you be captured (Cool idea!) and tortured? Many possibilities in a warring nation (And it most definitely is! Think of the battle of Bruma in Oblivion only way better!)
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Stephy Beck
 
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Post » Sat May 28, 2011 12:14 am

Well, thieves and pickpockets are supposed to be sneaky so i think that that will allow minimal chaos and the amount of thieves would be regulated. For the pickpocket solution... well lets get some brainstorming, we COULD have a detector, but that would be a waste of hud space and would ruin immersion. I think a better idea would be having a message in the corner saying something like "I feel as though somethings pushing against me..." and have a small brown bump happen when a person tries to steal something from you. And you brought something to my attention that made me think a little more, the "Stop thief!" Button. This would actually be fun to have in game. You would point at the person and yell "Stop thief!" And the nearest guard would come help. If you called that on someone else you could get a warning then fined for disturbing the peace. But it would be a good distraction for the guards, and since Im hoping the guards won't be telepathic in this one, You could even get away with it sometimes.
What else could we include in the game everyone? I want to see everyone's creativity shot through the roof to find out how Bethesda and Modders can improve this game!


Im....ok with this. i would love to use my pickpocket skill to drop an item into a npc i didn't like, or had to get rid of, and call the guards on them.

i haven't modded since morrowind when i was 12 tho...
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meghan lock
 
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