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

Post » Fri May 27, 2011 12:24 am

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?
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Amber Hubbard
 
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Post » Fri May 27, 2011 2:38 am

i agree with what you said pretty much...

i think i might like re-introduction of traits (basically perks chosen at beginning of game) which was in the old fallouts and i believe daggerfall as well
it would help alot with role playing a character by defining traits at the beginning
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Big mike
 
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Post » Thu May 26, 2011 8:36 pm

I'd like to see children in the game, even if they aren't kill-able.
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rae.x
 
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Post » Thu May 26, 2011 10:41 pm

I disagree with the karma levels. I want some sort of reputation based on what is seen or not seen by NPC's.
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IsAiah AkA figgy
 
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Post » Thu May 26, 2011 8:03 pm

No karma levels, but faction and NPC reputation.
Children should only be there if they are killable, no immortals.

Real karma is not that if you kill someone the whole world knows it and likes you less, real karma is you kill an NPC, and because that NPC is not there something bad or good(depending on view) happens.
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Naomi Lastname
 
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Post » Fri May 27, 2011 7:29 am

No karma levels, but faction and NPC reputation.
Yeah. Look at the faction reputation from just http://www.uesp.net/wiki/Daggerfall:Business_with_Vampires in DF. (Scroll down to see it)

Children should only be there if they are killable, no immortals.
I totally disagree. Children, as shown by Daggerfall or the Witcher especially, can set the tone of the village and very easily give personality to the npc's. Family connections and many people living in the same house were things often missing in MW and OB, and it seems pretty obvious that you can't have children in games these days without making them invincible. I think by making them invincible you lose almost nothing and the gains are too tremendous to forego.
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Laura-Jayne Lee
 
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Post » Fri May 27, 2011 6:07 am

I think a different karma lvl for different houses, guilds and things like that would be grate.
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Alba Casas
 
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Post » Fri May 27, 2011 10:34 am

i think children would be a good idea and i don't care if i can kill em or not (i don't think they'll make em kill-able)

drug addictions

crippling/ limb damage

vats - like targeting system without being exactly like vats (maybe slowing the game but not stalling the action entirely)

I don't really care about karma unless it's gonna effect the final outcome of the main quest, fame/infamy wasn't all that great either. i'd like to see faction reputations that effects getting attacked by rivals and being able to rally more allies...

i liked the way you could use the same weapons all through fallout only with higher/better condition...in oblivion you had to progress through types of weapons or get smoked by your enemies and i thought it was rubbish...i should be able to take my elven blade to the smith and have him sturdy it up so that its no longer like using a toothpick against a foe that is armed with ebony weapons and armor....if i want to use a silver short sword for the duration of the game obviously it will be at a disadvantage to some other weapons, but i shouldn't have to have to keep getting a new sword every five levels just to keep up...

lockpicking...oblivion svcked, fallout was much better...

dialogue trees

minigun (kidding!!!)
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Brian Newman
 
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Post » Fri May 27, 2011 8:37 am

Just one word....BEARDS
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Facebook me
 
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Post » Fri May 27, 2011 3:34 am

No VATS. For the love of God, no VATS!
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Ronald
 
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Post » Thu May 26, 2011 9:22 pm

Like:
Children
Multiple Dialogue Options
Multiple Quest Options
Speech skill

Dislike:
VATS/Crippling Limbs - They weren't fun and just pissed me off when I had them. Realism can be a less fun.
No Guilds - TES needs guilds
Less Quests - Too few in FO
Radio - 'YO YO YO, I'm Fargoth playing you some sweet tunes' doesn't really work
Map Marker/No Directions - Just look back at OB v MW threads
Level Cap - Yeah, not cool
Spoiler
MQ ending = Game Over
- see above
Less Towns - I'll get to a shop soon!
Less Dungeons - I'll get to loot soon!
Less Variety of Dungeons - So I'm going to go into a ... Subway Station! what a change
Make every skill useful (That's probably too much of an IMO)
The Levelling System - I find somewhere and gain experience which can be given to any skill regardless if I use it or not WOOT! <_<
Lockpicking - Just go back to having it totally skill based
Karma - Previously mentioned Faction, NPC reputations instead
The 'open world' - Don't go over this rubble heap, instead go through the SUBWAY STATION!
The way S.P.E.C.I.A.L worked - Don't worry your permanently a stupid brute
Repair
No books (although that is understandable with them being destroyed and all)

Believe it or not I actually liked FO3 :huh:
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Tyrone Haywood
 
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Post » Fri May 27, 2011 12:23 am

I want a slave trade where you can RP as a trader, and get money for capturing certain races like Argonians
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Pete Schmitzer
 
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Post » Thu May 26, 2011 11:01 pm

Children would be cool, but it would be THE immersion and game breaker for me if they couldn't die, a powerful monster attacks a city, kills everyone that didn't manage to flee in time, but the children still stand there, like gods they could do the MQ instead of you because hey, they can't die, they are not old enough, wohoooo! :thumbsdown:
And there I stand, on a mission to kill a noble(of course I can't kill a heir or noble son, ever because beth wants it(unrealistic, a heir would be an easier target than a king and a likely target for assasination)) I have to watch out no children see me because I can't do anything to them to make them stop reporting me(not only killing here, of course some idiot would call it child torturing to use paralyze spells on one too :facepalm: ).
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K J S
 
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Post » Fri May 27, 2011 3:56 am

Just one word....BEARDS

Hear, hear
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i grind hard
 
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Post » Fri May 27, 2011 10:28 am

No karma levels, but faction and NPC reputation.
Children should only be there if they are killable, no immortals.

Real karma is not that if you kill someone the whole world knows it and likes you less, real karma is you kill an NPC, and because that NPC is not there something bad or good(depending on view) happens.

You played fallout 3? Karma isn't even that Profound of a difference (Between good and bad, Neutral v. Good+Bad is very different). Pretty much the same stuff happens. If you have high or low karma, certain NPC's will join you as companions, and certain factions will be hunting you. But even so, I really like your Faction and NPC reputation a hell of a lot better.


Stuff that Should be in TES5 that was in Fallout 3.

*Many quest endings with varying rewards.
*Deep optional quests, but more of them. Fetch quests are fine to make money, but deep quests should have much better rewards.
*Pacing. Fallout 3 had a better pace and setup than Oblivion. Shoot more for Morrowind in the pacing department though.
*Speechraft was useful. Baring exploiting the load feature, Speechcraft was useful since you only got 1 shot.
*Guns: Just kidding, but the Physics of some of the guns (Railway rifle) are very similar to the Crossbow (HINT HINT)
*Faster Battles. Most battles ended pretty quick with either you or your enemies dying really fast. They never felt too drawn out or too easy.
*Good Enemy leveling. Pretty good balance of scaled and nonscaled enemies. Made you feel stronger while keeping challenge, I'd say pull it back just a tiny bit. No loot is scaled.
*Repairing. Made a little more sense in Fallout 3 than TES games, but kind of impartial.
*Food and Drugs are useful. I'd like to see all Food and Buffing potions work like the Chems of Fallout 3, with varying statistics. Skooma STR+10 Speed+10 AGI-5 INT-5 for 6 game hours per dose. Bread: Fatigue Regeneration rate +10% for 6hours game time. "Well Rested" +25% Fatigue regeneration rate for 18 game hours. ect. Maybe for balancing limit the Potion effects youcan have on at once by INT and limit the food effects you can have at one time by END.
*Cliffs. Play Oblivion and find 1 vertical cliff. You're not going to. Now play Fallout 3, Good vertical faces are all over the place. Bring back the Climbing skill with this!
*Battle Music change. The Battle music in Morrowind and Oblivion would start for a rat or the final boss. In Fallout 3, it starts for only strong (in relation to your level) enemies, I really like that.
*Trade Caravan. I liked being out in the seemingly empty wasteland and seeing Doc Hoff and his caravan walking through the wasteland. Immersion and useful.

Stuff that COULD work, but would need changing or limitation.
*Location Damage. Usually not an RPG's forte, but as HP goes down, I wouldn't mind seeing my character limping or bleeding out (all just aesthetic).
*V.A.T.S. For targeted Magic only, if at all. It allows for some cinematic magical effects and makes wizard PC characters stronger. Balancing maybe an issue? 25% fatigue cost +25% more Magicka for casting with "Target assist"?
*Weapon Placement. More item related weapon placement. I didn't like how 1hand is on the hip and 2 hand is on the back with NO EXCEPTIONS. Sure it's easy, but going the extra mile is the difference between 9.5 and 10.0. Examples. Daggers. Sheathed on the main-hand thigh (usually right in TES, though spear users in Morrowind were left handed). Longswords, off the Left hip like normal. Dai Katanas. Of the left hip (Samurai look) Longswords use Double wrap Swordbelts and Shortsowrds tend to use Baldrics. Back scabbard for Greatswords would also be nice instead of just gluing back weapons on.
*Radio. Not really, but in Bars and Taverns, special area sensitive music with some bards singing or something. Just a little atmospheric change that could be pretty cool.
*Random "Filler" NPC's living in the Inns and common houses. Give them names via random name generator, makes it more personable.
*Mister Burke, Lucien Lechanse. Burke was particularly interesting, especially as a woman with Black Widow...
*Beards. I'm pretty sure we'll get them though.

Stuff that SHOULDNT be in TES5 that were in Fallout 3.
*drinking water to heal yourself. That's a fallout thing.
*Freeways. Even more so than Deathclaws, the dreaded 6 story fall off of an overpass killed me.
*Experience Points. It can sometimes get repetative, but the unique skill based leveling system of TES is a lot more immersive.
*Body building elderly. In Oblivion and Fallout 3 I was dumbfounded as to how the elderly maintained wrinkle free perfect physiques. Why I stipped all the cloths off the Elderly is for your imagination to decide.
*1 Body type: Just a few would really help, although I'm not sure how hard it would be remodeling all the armor and cloths for a skinny/Ripped/fat/normal person.
*2 Pieces of Armor, Head and the Rest. If you do it, hell hath no fury like angry fans on forums.
*The same "unique" weapons. Can't take time to remodel or even just reskin a unique weapon? sad panda.
*Few weapon iterations/Poor balancing. Really only 2 kinds of any given weapon. 2 pistols, 2 assault rifles, 2 Rifles, ect. And most are poorly balanced.
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Jason Wolf
 
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Post » Fri May 27, 2011 10:22 am

Locational Damage/Crippled Limbs


Yeah that would be great for TES V, i mean if you unload 3 arrows into someones leg they shouldn't be able to walk as if the arrows weren't there
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Evaa
 
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Post » Fri May 27, 2011 3:10 am

I disagree with the karma levels. I want some sort of reputation based on what is seen or not seen by NPC's.

agreed i agree with besides that but of course i agree with you Amazing_Gamer
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Sudah mati ini Keparat
 
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Post » Thu May 26, 2011 8:35 pm

No VATS. For the love of God, no VATS!


thats where i can agree with yah
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Trevi
 
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Post » Fri May 27, 2011 10:31 am

get rid of karma, i dont want to be reminded or have my game change every time i steal something
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Soraya Davy
 
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Post » Fri May 27, 2011 7:41 am

get rid of karma, i dont want to be reminded or have my game change every time i steal something

that was annoying i perferr the Fame and Infame systeam more
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Juan Cerda
 
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Post » Thu May 26, 2011 10:42 pm

No VATS. For the love of God, no VATS!


Yeah have to agree there that should stay as a fallout thing also no Karma, Oblivions Infamy is good
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Zosia Cetnar
 
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Post » Thu May 26, 2011 6:32 pm

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.
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SiLa
 
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Post » Fri May 27, 2011 4:16 am

Must have locational damage, chopping off enemy limbs. Head shots do extra damage etc.
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Rachie Stout
 
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Post » Fri May 27, 2011 1:12 am

Ide like to see perks, but not ones that just add skill points. Stuff like like Knock-Downs, duel wielding or silent running. Maybe make sure each perk has a positive and negative effect to make you think alot more about how your going to develop your character. Things like "leather skin", you get a certain increase in protection but people dont like talking to you as much because you look a bit eeeee.

And beards....beards in FO3 are the best beards ive ever seen in a game!!
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Britney Lopez
 
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Post » Fri May 27, 2011 4:53 am

it seems pretty obvious that you can't have children in games these days without making them invincible.


In Fable 2 there was a dungeon with children's not-yet-rotting corpses lying everywhere. And I'm pretty sure you could kill them, but I haven't tried.
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herrade
 
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