Things from FO3 would would like/dislike to see in TESV

Post » Fri May 27, 2011 3:26 am

No, less gore. Oblivion is an rpg, not a shooter.


So you say that cutting limbs and locational damage will fit only shooters ? :nuts:
Oblivion is an Medieval/Fantasy RPG.
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Gracie Dugdale
 
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Post » Fri May 27, 2011 9:31 am

TES version feral ghouls. Nuff said.
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Jack Bryan
 
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Post » Thu May 26, 2011 10:16 pm

Would like to see in TES V:

-
- Keyring
- Skills and stats effecting dialogue
- Dismemberment of limbs - Should not be common, only if you get a lucky hit with a bladed weapon or something
- Repair system - It is better than just using a hammer, but it can be improved.


Would NOT like to see in TES V:

- Games for Windows Live
- VATS
- Level cap
- 1 piece body armor
- Uniques with identical appearance as normal weapons
- Games for Windows Live
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Kate Schofield
 
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Post » Thu May 26, 2011 10:19 pm

I was thinking about things from Fallout 3 that I really liked and would love to see in TES V, but also some things that just don't fit... Here is the list I came up with:

Would like to see in TES V:

Locational Damage/Crippled Limbs
A variety of drugs(Instead of just skooma)
Hidden/Detected/Caution/Danger alerts when sneaking, instead of just Hidden/Detected
Companions & followers(Either individualized, named NPCs or generic mercenaries)
Dialogue options based on your stats.
Noticeable effects from karma levels(fame/infamy in TES)
Keyring

Would not like to see in TES V:

VATS-type system
Perks
Children(I hate how they couldn't be killed in any way[even through console cheats], I'd rather they just weren't in the game)
Level Cap
Only two houses(only one of which can be owned)

What would you like to see in TEV V that was in Fallout? What do you think should be left out?

I agree with most of that, especially the keyring. I've been hating the lack of one in TES games for years.

Other things:
- More uses for Speech/Speechcraft (i.e. high Speechcraft providing potential shortcuts or alternative ways to complete quests, or giving you a chance at a better reward).
- Unique NPC personalities (individually voiced characters and better dialog).
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Ricky Rayner
 
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Post » Fri May 27, 2011 7:21 am

*Experience Points. It can sometimes get repetative, but the unique skill based leveling system of TES is a lot more immersive.


FO3's XP/Feat system is what makes me play that game over OB. Oblivion's leveling system was an absolute mess. Ask yourself, what is the difference between 25 destruction and 100 destruction? Since the game scales enemies to your level, it isn't damage.
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maria Dwyer
 
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Post » Fri May 27, 2011 7:59 am

What I would like from Fallout:

- hand placed special items that are not related to quests.
- level scaling is a bit more natural and more rewarding
- skill and atribute checks in dialogues
- beards
- skills and atributes have more then one use


What I do not to see from Fallout:

- lockpicking. It was done well in Morrowind, bad in Oblivion, terrible in Fallout. Now I at least know, it cannot be worse
- going further form its "roots" - less RPG fenomenons then its predecessor
- useless gore(although it has always been a part of Fallout franchise)
- no name and no topic NPCs
- "towns" consisting of 2 people
- logicless barriers - you have to use the undeground in the D.C. because you just cannot climb over this rubble - it just makes no sense to me.
- lack of guilds - there were nver "guilds" in Fallout, but in the first installments you had at least organistions you could associte yourself with
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hannah sillery
 
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Post » Fri May 27, 2011 12:01 am

The OP nailed it with the "would like to see bit."
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 4:58 am

Id like to see the dismemberment of limbs especially since your using a sword on someone..

There should be some kind of beast master perk or ability that lets you tame wild animals and keep them as companions/pets at least until they die or something.Beast Master class yo!!!!Similar to animal friend but better.

The karma system would be cool but I think its stupid that people will hate you for thefts or murders or whatever if no one saw you do it.It should work more like a reputation based on what people see you or hear about you doing.

I think it would be awesome to have a character who presents himself to the public as this heroic guy but he secretly murders and steals.Everybody loves him but hes secretly a dike.Thats how it works in real life.


Oh please. As if dismemberment was an average occurrence on a battlefield. Hands might get cut off if the person in didn't have gauntlets or any sort of bracer, but battlefields were not 1 on 1 fights were the only thing that mattered was hewing bone and hitting as strong as possible. Also people should remember that Oblivion is not representative of the series as a whole. Besides the lvling will probably go back to MW like FO3 did, as a [censored] ton of people constantly complain about the OB lvling system. For good reason too.
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Stacey Mason
 
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Post » Fri May 27, 2011 7:35 am

well what i dont want to see is crazy amounts of blood and gore, like heads blowing off, and a bunch of limbs. If there is tht sort of thing then i would only want it occasionally, tht way its actually kinda special. The lack of being able to customize youre chars clothes (apparentl they wanted to stay true to older fallout games, not sure if thts true) bothered me to some extent. Another thing would be VATS. It worked well in F3, but i cant see it working quite as well in TES. The final thing that i dont want is the karma system in an ES game. It is kind of annoying having youre actions which knowbody knows about fallow you everywhere. Im also pretty sure the ES world is supposed to be more or less moralless lol. It seemed that way in MW and i dont know about everone else but i like it tht way. So i could be an assasin and not have to be all about evil, and darkness. I found that to be in a guild, i would have to kind of align myself with good or totally evil (obviously assasinating ppl is evil but whtever). I almost forgot to say lvling. I prefer MW style. And one more thing, bring MW skills back, but i dont want overload like some ppl. And all the armour slots but once again dont go overload.

The improvements F3 made though, are far too many to write down now, so ill just think of a couple. Kids are always good to see around, and itll be fun to see some orc babies or something so thts a plus. The beginning of the game was awesome so hopefully some of tht creativity carries over. Also, the dialogue was amazing, and quests were great, whether they were big ones or side ones. NPCs who werent important at all could be used really well, like in quests tht dont have much story. Ex. Assasins guild contract says go kill such and such, so his death doesnt make a diff. and it wouldnt take much time for devs to think about. Then there would be quest tht are more creative and contribute to the guild plot. Also they would do a good job filling in cities, making em feel more alive. Thts all i can think of right now, sry for the length.
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suzan
 
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Post » Fri May 27, 2011 7:19 am

something i liked was also the way you got to customize your char. I wasnt happy with the options i had but i like the system better. On tht note i would just say to ensure tht races have unique characteristics, so not everyone looks the same aside from height and skin colour. More style for each race would be good is wht im saying.
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SUck MYdIck
 
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Post » Fri May 27, 2011 10:51 am

I can think of several good ideas in Fallout 3 that I'd like to see carried over into the Elder Scrolls, here are a few I can think of.

More involving quests, with multiple options which will have noticable concequences, this doesn't necessarily need to be wiping an entire town off the map level concequences, but it should be something you will notice, and something that, if you knew of the concequences, you'd have to take into consideration. In Morrowind and Oblivion, quests rarely give you multiple options you can choose, and when they do, it's also uncommon for those options to actually have any lasting concequences.
I would also like to see hand-placed items that are not leveled and not quest related, and not just occasional pieces of food, clothing, or low level weapons and armor (a few places had iron or steel armor laying around.) I'd like to see things that you might still bother to take if you were in a higher level, and if you found them at a low level, you'd be very pleased of the find you made, this should also include unique items. In Oblivion, I was rather disappointed to know that the vast majority of unique items were quest rewards.
Having you actually choose from lines of dialog that have been written out, instead of just clicking on keywords and getting a response. Even if the end result is the same, this would at least make it feel like you're having an actual conversation because rather than choosing "rumors" your character would instead ask "Have you heard any interesting rumors recently?" or something like that. This could also be helpful for role-playing, as you could get multiple dialog options in the same conditions that reflect your personality. Of course, NPCs should respond accordingly, it could also be tied into disposition, if you're rude to a character, that character should like you less.
More violent combat, though not on Fallout 3's level. When my enemies are killed from being repeatedly chopped by an ax, they should be wounded appropriately. Fallout 3 was a little too extreme, as I said, things like exploding heads would just feel silly in the Elder Scrolls, but combat in Oblivion just wasn't brutal enough.
I'd also like to see location damage, not necessarily "If you get hit in the head, you die." type location damage, but if you get hit in the head, you should take more damage, and maybe you will die if you don't have enough health or the attack is powerful enough. Crippling limbs is not needed though.
Realistic facial hair, and not just as a feature only a single NPC who has his own unique, unplayable race has (like Sheogorath in Shivering Isles, whose beard is a unique feature of his unplayable race.)
Dungeons that made sense, in Oblivion, the dungeons weren't always bad as dungeons, but if you actually think about the fact that they probably weren't originally built to be dungeons, and that most of them are ruins of ancient forts, Ayleid cities, and such, they really don't seem to make much sense. Morrowind did this better, but the rest of the Elder Scrolls series also applied it. In Fallout 3 on the other hand, the "dungeons" were often abandoned buildings like schools, hotels, offices, and such, and you could often see evidence that, before they were nuked and became lairs for mutant animals, feral ghouls or super mutants, they actually served a practical purpose, you could see beds, chairs, bathtubs and toilets, you could find rooms that actually had a function, and sometimes this was incorporated into gameplay, like being able to unlock doors by hacking a computer or finding items that seem appropriate given the building's function. While of course, the dungeons themselves that were used in Fallout 3 might not fit into the Elder Scrolls, I'd like to see Bethesda apply the same philosophy when designing them, and think about what purpose the dungeon was originally meant to serve, and how to reflect this purpose in its design.


As for things I wouldn't like, here are a few, one must keep in mind that these are not necessarily things I didn't like in Fallout 3, some of them are things that worked well in Fallout 3, but I don't think they would be appropriate the Elder Scrolls.

VATS, or a similar system. I actually liked the VATS system, it brought in an element that is generally not present in first person RPGs, but I don't think it would fit the Elder Scrolls series. Fallout started out as a series of turn-based, isometric RPGs, but when Bethesda picked up the license, they decided to make it first person, that's fine with me, I'm not against change in games, if one developer picks up another's license and decides to try their own take on the game, I'm perfectly fine with it, and I would gladly play such a thing if I liked the direction the developers decided to take it in. However, I believe that the roots of VATS are in that transition, it appears to be an attempt to bring an element of Fallout's original turn based combat into Fallout 3's first person real time combat. The Elder Scrolls, however, was first person to begin with, and I don't believe such a thing has any place in the game.
Experience based leveling. Skill based level progression as in the Elder Scrolls is a feature that sets it apart from other RPGs, I don't want to see it sacrificed.
A small amount of armor and clothing slots. Considering all the aspects Bethesda carried over from the Elder Scrolls into Fallout 3, I was quite disappointed to see that this one didn't make it in, granted, a few armor and clothing types in Fallout 3 really had no business being in separate pieces anyway, for example, a radiation suit needs to cover your entire body for it to be very helpful, I'd think, and power armor probably needs all parts of it to really be anything more than really heavy armor, but some armors in Oblivion are single piece too, for the most part, though, I'd actually like a return to Morrowind where there were separate pauldrons and gloves and gauntlets were divided into left and right pieces, and such, rather than even fewer slots than Oblivion has.
Onto the subject of unique items again, no "unique" items that look identical to normal items, unique items should be like the Daedric artifacts and such, they should have a unique appearance, if they're really not important enough to have a unique model, Bethesda should at least give them new textures like many quest rewards in Oblivion.
A definite ending after which you cannot continue playing upon completing the main quest. Granted, most games have this, but I hope the Elder Scrolls never becomes one.
The karma system.
A lack of joinable factions, this was alright for Fallout, but for the Elder Scrolls, it wouldn't feel right without several factions to join.

Oblivions infamy svcks! It's a two sided system, a good/evil measurement that gives you penalties that you don't care for even if no one knows you did it.


Fame/infamy is in no way a good/evil system. It is not an omniscient metaphysical concept that enforces objective moral guidelines, it's your character's reputation. To demonstrate, killing people in the Arena gives you fame, then is killing people in the Arena good? These aren't bandits and criminals you're killing, sure, maybe some of them did do bad things, but you don't know, for all you know, they could be perfectly decent, law abiding citizens who just decided that they could make a few septims by fighting in the Area. And yet you slaughter them without mercy, all because someone pays you to keep the crowd entertained, and if you don't kill them? They kill you instead. Then we have the Thieves Guild, granted, it's definately illegal, but the Thieves Guild is against murder, and one could say that it's closer to the common portrayal of Robin Hood than ruthless, merciless thugs, yet doing Thieves Guild quests still gives you infamy.

Im also pretty sure the ES world is supposed to be more or less moralless lol.


Not moralless (which seems to be a made-up word.) characters still have morals, and follow these morals, and judge their own and others' actions by them, what you want, I think, is "morally ambiguous", as in it's not always clear who is wrong and who is right, you don't have one side that is obvious and completely good, and one side that is unquestionably evil, instead, you will have multiple sides which are often all good, according to their own personal definition of good. In other words, instead of simple battles between obviously evil villains who are evil simply for the sake of being evil, know they are evil, and are still evil anyway, you have battles between two sides which each might have points that make sense if you stop to think about them, but you still have to fight them, because the other side's point isn't compatible with that of your side, or because the means they use to achieve their ends are too extreme to be justified.

No, less gore. Oblivion is an rpg, not a shooter.


That has absolutely nothing to do with anything when it comes to violence and gore. In real life, if people die, whether by guns, swords, or other weapons that will cause serious bodily harm, it can get messy, if fiction has any pretenses of realism and shows deaths by such weapons, it must reflect this, or it will quickly lose its supposed realism, it has nothing to do with the genre of fiction. In Oblivion, it always felt silly that I could chop someone up with a large ax, and there wouldn't be a scratch on the body, the same went for Morrowind. Not showing blood and gore is a good way to keep a game or movies rating lower or get a TV program which features lots of fighting past the censors if it is to be showed on a family friendly timeslot, but it's hardly good for creating a realistic work, unless all the deaths are caused by something that audiences could reasonably believe would not result in much blood, or the camera is placed so that you won't actually see the wounds in order to hide the fact that they don't exist or aren't as bloody as they should be, but with its first person perspective and use of weapons that should definately draw blood, the Elder Scrolls doesn't have that advantage.

Plus, the Fallout series has always had very gory death animations, yet it's still regarded as a classic among RPGs, so much for the ridiculous "RPGs should have http://tvtropes.org/pmwiki/pmwiki.php/Main/BloodlessCarnage." argument.
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Mrs Pooh
 
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Post » Fri May 27, 2011 5:27 am

A keyring, yes.

Otherwise, keep them as seperate games.
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Jessica Stokes
 
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Post » Fri May 27, 2011 10:55 am

How about...
Absolutely nothing to do with this
Fable 2

or this
Fallout 3

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Dalley hussain
 
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Post » Thu May 26, 2011 11:43 pm

I'd like to see some of the maturity from Fallout transfered to the ES series. The ES series is too much "ponies and rainbows" at the moment. Fallout 3 was more gritty in feel.
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Racheal Robertson
 
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Post » Fri May 27, 2011 12:02 am

Not moralless (which seems to be a made-up word.) characters still have morals, and follow these morals, and judge their own and others' actions by them, what you want, I think, is "morally ambiguous", as in it's not always clear who is wrong and who is right, you don't have one side that is obvious and completely good, and one side that is unquestionably evil, instead, you will have multiple sides which are often all good, according to their own personal definition of good. In other words, instead of simple battles between obviously evil villains who are evil simply for the sake of being evil, know they are evil, and are still evil anyway, you have battles between two sides which each might have points that make sense if you stop to think about them, but you still have to fight them, because the other side's point isn't compatible with that of your side, or because the means they use to achieve their ends are too extreme to be justified.

I agree with this. I thought one of the times Bethesda could have included this form of morally ambiguous questing was the Atius/Sintav feud. I thought it would have made a great quest series where you do an occasional odd job for a member of either family, and it then begins to escalate as you begin to be forced to choose a family to support as each side begins to like you. It of course would climix in a Mephala-esque mission in which you are required to kill the head of the opposing family, and a streetfight breaks out. Depending on who survives the streetfight, which family you chose, how far you went for the other family, and your overall manner in which you carried out the quests, would lead to many different, and interesting outcomes. (Ex: The PC kills the head Sintav undetected, but all of the Atius family die in the streetfight. The character tried to be friendly with both houses for as long as possible, and the survivng Sintavs realize this. However, not knowing that the PC killed their leader, the Sintavs forgive the Player of his/her offenses against the family, and move on. Ex2: Same scenario, but the Sintavs are all killed. The Atius family gives the player a large amount of gold, and tells their friends about his/her deeds thus giving the PC shop discounts, and possibly leeway with the guards.) I could go on, but I've strayed from the topic long enough.

Back on Topic:
Things I would like to see:
1. Fallout 3's leveled enemies system worked fairly well in vanilla FO3, and as long as there was the chance of coming across a Super Mutant Brute or Master or an Enclave Outpost at level 2 or 3, I was kept on my toes while walking to Rivet City for the first time, and the progression seemed fluent
2. Bethesda's face-gen seemed more fluent in-game, but the actual creation seemed too uncontrollable. I just couldn't see much difference when I was changing sliders, and thus couldn't really create a character that was all my own. However, this was compensated for with the wide variety of presets and hairdoo's.
3. The voice-acting was much more well-implemented in FO3 than Oblivion, and I would hope that this continues into TES5.
4. The undocumented quests for rare items and unique dungeons each with their own backstory gave a reason to explore the wastes.

Things I would not like to see:
1. One-piece clothing (appropriate for FO3, but not elderscrolls [left is Daedric, right is glass darn it!])
2. VATS or anything that freezes the game, takes the player out of the rush of combat, or gives the player a freeze frame to clearly look about him/herself and gain his/her bearings before, after, or during combat. It should be real-time.
3. Children telling me to go [censored] myself.
4. karma
5. guns
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ANaIs GRelot
 
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Post » Fri May 27, 2011 4:29 am

[Dwemer] power suits
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Horror- Puppe
 
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Post » Thu May 26, 2011 11:07 pm

I would like to see some kinda V.A.T.S and the cripeling systuming
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john palmer
 
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Post » Fri May 27, 2011 2:22 am

NO V.A.T.S., crippeling system would be a plus though.
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Floor Punch
 
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Post » Thu May 26, 2011 7:11 pm

[Dwemer] power suits

Brilliant!
Toss in some unique wandering merchants that get themselves killed, towns as separate cells, blue skin coloring with advanced magic use, non-stop notifications that I just did something bad, and a permanent pet dog that likes to do backflips, and I'm SOLD!
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Doniesha World
 
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Post » Thu May 26, 2011 10:24 pm

Definitely full dialogue options from Fallout.
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Cheville Thompson
 
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Post » Thu May 26, 2011 7:36 pm

Couple things from FO3 I never want to see the light of day in TES:

1) Leveling system

2) VATS or any other turn-based relic
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Avril Churchill
 
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Post » Fri May 27, 2011 7:28 am

Brilliant!
Toss in some unique wandering merchants that get themselves killed, towns as separate cells, blue skin coloring with advanced magic use, non-stop notifications that I just did something bad, and a permanent pet dog that likes to do backflips, and I'm SOLD!

There's already lore to back it up, but I get what you're saying.
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Charlie Sarson
 
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Post » Thu May 26, 2011 10:53 pm

Ummm, lore to back what up - my sarcastic combination of FO3, Oblivion, & Fable 2?
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Quick Draw
 
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Post » Fri May 27, 2011 8:33 am

I would like to see limb damage, more drugs, KILLABLE children (Why? More realistic.). I'd like to see more npc's follow you, and depending on your reputation, you should be able to hire bandits. Who knows, maybe you could start your own bandit organization. I'd like the ability to cut off people's limbs. I mean, come on, we have SWORDS, AXES, HAMMERS, all of which would have the ability to chop off or bash in a head.
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Jah Allen
 
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Post » Thu May 26, 2011 10:50 pm

Killable Children=Media saying "This game is a child killer simulator!"
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Averielle Garcia
 
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