Top 5 Things You Hope For

Post » Sat May 28, 2011 7:26 pm

1 - A lore-intricate world on the level of Morrowind's.
2 - Guilds [A minimum of 7]: Fighters, Mages, Thieves, Assassins, Religious, [2] Political [choosing one]
3 - Stealth on the level with that of Splinter Cell: Chaos Theory
4 - A "nostalgia fest" of past games. There should be Ayleid and Dwemer ruins and enclosed Daedric shrines, though the later need not share much with Morrowind's. Dunmer refugees that settled in Skyrim should continue their tradition of ancestor worship and so there should be a few burial chambers which should be done in the traditional Velothi style. These shouldn't be everywhere though, most likely just a handful or two in the NE area of Skyrim. There should also be a few destroyed Oblivion gates lying in the woods. I would like these very much.
5- Levitation
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Eddie Howe
 
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Post » Sat May 28, 2011 9:23 am

1) Caves without doors :D

2) Rich lore throughout the lands

3) New improved stealth system (ala Splinter Cell for hiding against objects etc.)

4) Visible damage on NPC/Objects

5) Appropriate level scaling (as it's already confirmed it's in)
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Roanne Bardsley
 
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Post » Sat May 28, 2011 12:01 pm

1) Story that isn't like Oblivions minus the oblivion gates + dragon.
2) Dunmer voice from Redguard and Morrowind back.
3) Armor parts, both pauldrons separately, chest,both hands separately, head, greaves and boots. Aka like Morrowind had.
4) Visual damage (Might be just journalist stretching the truth, but it's kind of confirmed to be in from GI article).
5) More late game armor.
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james reed
 
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Post » Sat May 28, 2011 8:19 am

1. A long game, nothing 6-8 hours to complete (main quest + majority of quests) and more so 600+ hours.

2. Werewolves/Hircine (I like how he was used in Bloodmoon more so than Oblivion)

3. In game music which is memorable and relaxing. Sometimes while playing Morrowind, I found myself starring at the nightsky all while listening to the track - particularly the Peaceful Waters track.

4. Customization and with great depth and detail. For video games involving create your character, I like to make my fictional self for the game all while using the reality appearance. Getting exact and precise detail roughly takes an hour or so.

5. A quest similar to http://www.uesp.net/wiki/Bloodmoon:East_Empire_Company Helping out my friend Falco Galenus build the colony and with the supplied quests within it.
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Rebekah Rebekah Nicole
 
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Post » Sat May 28, 2011 8:09 pm

1. Getting a brilliant experience of the crafting system: creating weapons, armor, projectiles, food, and also your own furniture.
2. To actually get scared when i play the game. Or at least get shivers.
3. That every NPC have their own personality and will react different towards you according to your skills and equipment.
4. SPEARS!!!!!!!!!!!!!!!!!!!!!
5. That i actually can see my character growing as a rogue, mage, warrior or whatever my class will be.
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JAY
 
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Post » Sat May 28, 2011 1:46 pm

1 More weapons and matching abilities (read cross bows, throwing weapons, spears)
2. Piece-meal armor and robes over/under them
3. Great Houses with buildable/customizable strongholds
4. Assassination moves (If I sneak up with a dagger to right behind you, you should be dead)
5. Necromancy and a guild to match. Same thing for Dwemer tech (building centurions would rock)
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Elisha KIng
 
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Post » Sat May 28, 2011 7:26 pm

My Skyrim wish list :

My wish list will contain this which i know will not be in the game but what the hell.

1. Co-Op- Online/offline 2 player Co- Op would be nice, do some quests with a friend or mess around in Cities and stuff, range limit so you won't get too far apart, drop in drop out type thing,2nd player is ignored in quests and story telling. money being doubled and split for players I.e 30 gold in a chest the 1st player picks it up and both players gain 30 gold, when selling items gold only goes to the player who sol the item. trading simply look at the other player and press the action button (gold not trade-able).

2. Magic- I Really care for magic so aint bothered what spells are in the game or not, but i'd like a shape shifter spell so i can furfil my dream as the Dragonborn Mudcrab :)

3. Weapons ad Armour not really bothered about spears, but i'd like to see some halberds, javelins and a long battle axe like http://www.kingofswords.com/Axes-Mace-Balls/Medieval-Battle-Axes/Dual-Blade-Battle-Axe-34.html. and more various and unique armour.

4. Enemies - more variation and unique ones, please (although not bothered

5.companions- want as long as not stupid and annoying.

Edit: Grammar
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Kit Marsden
 
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Post » Sat May 28, 2011 6:49 am

1 - Much less boring Main quest.
2 - Stealth pretty much completely redone with corresponding AI muuuch more solid, no telepathic guards. And stuff worth the effort which you can sell a tad more easily, not just lettuce. Like in the Thief series. You got Emil Pagliarulo there.
3 - Marksmanship deeper and more feature-rich, including Crossbows, with different kinds of arrows/bolts like in Thief.
4 - Better animations for god's sake!!!
5 - Melee that feels more solid, maybe including special maneuvers for weapon types, like in Dark Messiah of Might and Magic. No constant-speed blows. You are now under the same roof with Arkane, grab some inspiration from their EXCELLENT mechanics.
---
6 - Many more armor sets and some more weapons, all in the vein of what belongs into TES.
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K J S
 
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Post » Sat May 28, 2011 2:05 pm

1. More armor, more weapons and more kinds of weapons (spears, crossbows)
2. A much better story, and much longer
3. Better combat - finishing moves and not just hack and slash. You can stab your enemies in the stomach with your dagger given the opportunity, or when sleeping or downed (when they get staggered, they shouldnt only lay down for a few seconds and get up and be just like new, instead they should maybe crawl for a few seconds) impale them.
4. Burns, cuts and broken bones after a fight that didn't go so well. On NPCs as well as the player.
5. Much more immersion, when you're inside a local bar on a rainy night, you can hear the rain inside the house, you can see if a guard is passing out the window, you can hear if someone is in the house if you listen really carefully, and optionally, you can sneak in a house through the windows and surprise the owner ;)
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Nadia Nad
 
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Post » Sat May 28, 2011 8:04 pm

- Quest/Plot/Presentation Improvements: more guilds, factions, city plotlines, artifact quests, unique quests and plotlines, and interesting and unique radiant story quests that don't get old or repetitive quickly. Choices that affect the world and plotlines that involve really hard moral decisions with unclear ethics and outcomes. Improved presentation of dialogue and plot elements, more characters that you can connect with and interact with in different ways over time. Towns shouldn't all feel like you just got off a bus in NYC even though you have the option to speak to anyone. Not feeling completely alone in the game unless you are completely alone in the wilderness.

- Better Gameplay Balance: A longer, more balanced game experience where the leveling system, attributes, skills, and perks all work together to make the game last a long time with a tangible feeling of growth and increasing power.

- Better Interface: No endless scrolling up and down long lists of items or quests. Keeping track of everything by better categories and tree organization. Tying quests to the map so you can see icons on the map that show the locations of quest objectives, making it so you can find quests that are close to your location instead of losing track of quests that are at the bottom of the list. In the last game you'd never have clear knowledge of the location even looking a quest blurb briefly. If they popped up on the map, and if you rested the cursor on the icon and a blurb summarizing the quest popped up, you'd be able to quickly decide if the quest closest to you is the one you want to do.

- Survival mode: A survival mode where there is no fast travel, healing wounds and curing diseases take alchemy skill, you need to cook your food to prevent getting diseases from it, you need to eat to avoid stat penalties and gain stat bonuses, you need to sleep to keep your max stamina from dropping, and you need realistic amounts of resources like wood, ore, or ingredients to engage in tasks like alchemy, smithing, enchanting, and cooking.

- Blades Faction & Fortress: Have a faction questline where your mentor asks you to reconstitute the Blades or a similar organization in order to have a fighting force that can take out dragons. Basically, you have to recruit, train, outfit, and lead the new Blades as the last person left to lead them. Through the quest you have to collect enough resources, support, and money to get them equipment and build them a fortress to the West of the canyon in the Reach.
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Kieren Thomson
 
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Post » Sat May 28, 2011 7:48 am

In no real order...

1. More intimidating ememies - We seem to be getting this though with the spiders, giants and dragons. But make the existing creatures from Oblivion more intimidating as well.
2. Better speechcraft - Better minigame mostly. In Oblivion I usually just spammed the bribe button.
3. Less loading screens - I might be too hopeful here, but it'd be nice.
4. Bigger population in the cities - So there aren't just three or four people standing in the street like in the Imperial City Market District.
5. Quests that require thought and not, "Just follow the green arrow" - Having to ask NPCs where the cave is but they don't know where it exactly is.
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Sudah mati ini Keparat
 
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Post » Sat May 28, 2011 8:33 am

1. a better music system (possible to have area-specific music)
2. interface tailored for the pc
3. chance-based things like alchemy and spell failure
4. improved combat, shield bashing etc.
5. no magical quest arrows pointing straight to the objective, just to the general area
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Aaron Clark
 
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Post » Sat May 28, 2011 7:58 am

1) Radiant AI
Let's see this evolve to the next level AND be implemented more consistently throughout the entire game.

2) Physics
Let the player interact with both the terrain and objects in the world to a greater extent than just activating traps to kill enemies. Let's see changes in the world (terrain, structures, waterways etc.) directly by the actions of the player and/or by progress in story lines made by the player.

a) the player sets a hut on fire. The hut burns down and stays that way for the rest of the game. NPCs at the location are altered to not give quests OR give quests based on the hut being burned down or not.

B) As the storyline of the main quest (or even sidequests) progress, changes in the terrain/structures/waterways of the world can occur.

3) Exploration
I enjoyed Oblivion's pretty graphics. But aside from wondering the countryside to experience the eye candy, most of the space was fairly static. Take a tip from Gothic 2 and put lots and lots if hidden secrets in out of the way places to reward people like me who will pursue every nook and cranny for the chance to experience something unique. Some ideas:

a) You find an abandoned tent on a small islet with a firepit, a wooden crate, and a diary left on a bedroll. The diary chronicles the life of a castaway, how he (or she) got there, how they spent their days, and final journal entries leading up to their demise. This kind of thing could end just there. Or perhaps reading the diary triggers a quest where you can eventually find some lost and forgotten treasure, that of course, is hand-placed and non-random.

B) Find rare ingredient for use in enchanting, spellcasting, alchemy or whatnot.

c) You find a hand-placed, non-random item. Sometimes you find a hand-placed non-random items that is considered epic and really gives you a high advantage at your current level.

d) You find a start to an interesting quest line.

e) waterways with underwater caves (with air pockets) are always fun too

4) Better UI
I'd be greatful for a proper PC UI straight out of the box where I don't need a mod. The PC UI should be appropriate for higher resolutions and take into account the use of a mouse and keyboard. Some additional ideas:

a) Create an appropriate number of tabbed categories from which to view inventory. An appropriate number would mean that no one category would become inundated with items. For sure include a tabbed category for any items used for quests, so that all quest items are in their own tabbed category. If an object has a dual purpose - say for example an alchemy ingredient which happens to both be used for making potions as well as for an active quest in your quest log, that object should be visible from both the 'Quest Objects' tab AND the 'Ingredients' tab. It would be best if the player can actually somehow create their own tabbed categories.

B) It would be nice if recently acquired inventory items were somehow highlighted so that you can spot them easier.

c) Please provide popup information for anything you hover your mouse over - I never could remember what buff and debuff icons represented in oblivion - it was a pain to have to open my UI to understand what I was blessed with or debuffed with. But this feature should be included for everything from skills, attributes, inventory items and so on. Divinity 2 did an excellent job in this area.

d) Make a map that is in full color. And let the player put his own notes on the map. Again, this was great in Divinity 2.

e) Let the player have more control over the UI in general. Let me delete spells out of my spell book (or at the very least, let me hide them if they become obsolete) - I can't stand a cluttered spellbook. The same goes for the Quest log. If there's a quest in my quest log that is considered a sidequest, let me remove that quest (or hide it) if I want to. The same could even be spread to inventory. I had a bunch of leftover quest objects in my inventory while playing Oblivion, would have been great to be able to drop them once the quest had finished or at least 'hide' them so I wouldn't have to see them all the time. Some quests didn't remove themselves appropriatley in Oblivion, another reason to allow the player to do it manually.

f) Display more information on the PC UI - really take advantage of that higher resolution. I want to see as much as I can on one screen without killing my eyes, there is a balance in there somewhere.

g) Let players turn off hand-holding aspects of the UI. Just like you can adjust visual, audio, and control settings, let players turn off quest pointers and anything else widely considerd to be hand-holding. Of course this also means taking greater care that quest log information includes enough information to point you in some direction (some quests in Oblivion relied 100% on quest markers to point you in the right direction - this should be avoided).

5) Weather
Weather can and does add atmosphere in CRPGs. But after 30 years of CRPGing, I'm still waiting for some developer to build some real meaning when it comes to weather. So far, most games limit weather effects to just more visual eye candy. But let's start seeing weather affecting more than just the visuals. When storms come, it makes everyone go inside regardless of whatever their radiant ai says they are likely to be doing at that time (and perhaps certain kinds of weather make certain kinds of quests available). Bad weather could affect what you can buy from merchants. It could limit or prolong 'fast travel.' It could make some areas inaccessible... or accessible. And what about tornados. Who will be the first CRPG developer to simulate a tornado in a game?

my 2 cents on this great CRPG series!
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Joe Alvarado
 
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Post » Sat May 28, 2011 8:29 pm

i just hope that the world will be more detailed and unique and that the fights will be much better. + i want better animations also..
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sexy zara
 
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Post » Sat May 28, 2011 1:04 pm

1. Let me disable fast travel at the beginning of each playthrough.
2. World is as big or bigger than it was in Oblivion.
3. Colorful environments like Oblivion.
4. Varied environments.
5. Playing as a pure mage is actually practical.
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Brian LeHury
 
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Post » Sat May 28, 2011 6:11 pm

1 - Direct X 11

Graphically, Bethesda have always been on the bleeding edge (Morrowind and Oblivion) graphically and Skyrim should follow that conventionby popping our eyes out of our heads with tessellation, and all the bells and whistles of DX11.

2 - Combat that feels real.

Oblivion was great, but one thing about the combat I didn't like was that giant two handed swords seemed like little plastic toys - there was no weight behind them. Skyrim should do for melee combat what Bad Company 2 did for sniper rifles - they feel heavy, animate well, and seem more real.

3 - More voices

Pretty self explanatory if you played Oblivion.

4 - Overarching quests for the Daedra lords. I'd love to see Azura's quest interfere with Molag Bal's which is at odds with Nocturnal's - even a Daedric quest line/story would be amazing. Not to mention Jygyllag is back and should be brought into the fold.

5 - Unique/Legendary monsters to find and kill as sidequests.

If I'm a dragonslayer and some intense warrior, I want to prove it on creatures famous for wrecking towns and villages! The famous giant troll terrorizing the people of village X should have a bounty on it and I want to collect!
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phil walsh
 
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Post » Sat May 28, 2011 4:56 pm

Visible damages would be pretty rad.
Skyrim needs a better leveling system IMO.
Better storywriting ffs.
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Ally Chimienti
 
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Post » Sat May 28, 2011 3:31 pm

Hm... In no particular order (sorry if these aren't the most original ideas hahah):

1) More factions, and faction membership that matters. In Oblivion, the faction selection was rather pitiful (as a Morrowind vet), and one could easily join all of them and be the head of every organization, nearly regardless of skills (e.g. a Thieves Guildmaster who is about as subtle as a clinically insane elephant coated with fireworks), with none of the factions interacting (no reputation penalty or outright rejection due to which guilds you are involved in). Also, make your rank in a faction actually MEAN something, as opposed to being an Archmage and just receiving a bedroom with a few free herbs now and then and a shiny robe.

2) Wider variety of equipment. Like everyone said, PLEASE bring back throwing weapons, crossbows, polearms, all those old standbys (and maybe fist weapons? :wink:). It adds so much more flavor to the game, allowing you to really create the character you want to create. Also, I'm really hoping the undid some of the lumping-together of weapon categories from Oblivion (blunt axes, daggers and claymores using the same skill, that stuff). The old system of various individual pauldrons and such would make customization more interesting, as would the good old shirts under armor, robes over, etc. Medium Armor and Unarmored skills would also be fantastic, especially unarmored.

3) Easing up of level scaling. Everything being the same level as you really made leveling feel much less significant, and everything at higher levels having a ridiculous amount of HP made the game tedious, not 'epic' or fun. Leveled quest rewards also made getting quest rewards at lower levels a pain, as you would quickly outgrow your Awesome Dagger of Emasculation which you sought after so. It's also much more interesting to find places where you WILL be outmatched if you're weaker; it makes the game exciting and your experience relevant.

4) Better questing/narrative. A compelling story both in the main quest line and in side quests would make the game exponentially better as a whole, and what's even more important is the element of choice. In Oblivion, linearity was the norm, with very few exceptions, and often the path of the fighter was favored, and this was true somewhat often in Morrowind as well, in all fairness. There need to be choices in the various storylines that are actually significant and cause changes, and multiple ways to go about each quest, a la the Fallout games (more the original two than 3 and NV), where there are many different skill sets that could be useful (killing all of the goblins in the cave, or using your magic to destroy the support beams, or using alchemy and stealth to poison their food supply, OR convince (with using speechcraft/barter) some other schmuck to do it for you then lie-- you get the point!). Of course, how you go about completing a task will in itself have ramifications.

5) Better stealth/assassination/crime. Oblivion was definitely a step in the right direction, and there's so much building off of that system which could be useful. Thief-esque water arrows to extinguish torches, ways to create distractions, etc. Assassinations should be stronger at higher levels, as the aforementioned massive health pools made trying to stealthily kill anyone nearly impossible. Just increasing the power of stealth attacks (maybe in line with sneak skill; a master of stealth can dispatch stronger enemies without provoking a direct confrontation) and adding automatic stealth kills against sleeping/unconscious targets would dramatically improve this system. Speaking of which, fix the "alarm system" or crime reporting (i.e. no more psychic guards) please. Taking two stabs with a dagger to kill someone on the outskirts of town leading to every guard in the province searching for me for murder is ridiculous and takes so much fun out of the game. Also, bring back the Morrowind system of contraband (shopkeepers can't automatically tell your goods are stolen, unless they belong to the shopkeeper in question). Psychic detection of "hot" property made zero sense and was too restrictive.

Alright my wall of text is done! There are other things I would like, of course, but those are my five I thought of now. Also, R.I.P. Mysticism... =(
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Stat Wrecker
 
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Post » Sat May 28, 2011 12:50 pm

1. Manbearpig
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Connor Wing
 
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Post » Sat May 28, 2011 3:25 pm

Not including features that I'm super confident will be or is already implemented, here's my top 5.

1. Huge Menagerie of Enemy Models - I don't mind recolors or even model swaps as long as the variety on the pool to rummage from can stand on it's own without the help of palette swaps from the start.

2. Companions - The game gets too quiet and lonely especially with a silent protagonist.

3. Epic Dragon Battles - I really really really REALLY hope dragon battles won't end up being block, block, slash, block, heal, slash, slash as you would in a regular highwayman battle. I want to have to run or climb or jump or lure the dragon to a trap or lead it to an ambush or use the environment to my advantage.

4. Mature Writing - Not THAT kind of mature. Going back to Oblivion fresh off from other RPGs (Baldur's Gate, Dragon Age, Fallout) and growing enough to call myself a 20-something, I've realized how the game speaks to you as you would to a small child as if you can't piece two things together. Muggers and murderers even HAVE to announce to you that they are going to attack you in dialogue (in a matter of fact tone) instead of bonking you in the head before you can react.

5. Realistic Ice and Snow Simulation - Morrowind is known for it's Ash Storms, Oblivion boasts trees and flora, I want Skyrim to set itself apart other than just having pretty graphics.
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Nicholas
 
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Post » Sat May 28, 2011 2:24 pm

- Better combat

- In-game fast-travel, e.g. boats, caravans (Oblivion style fast-travel can be toggled on and off)

- Lots of above-ground action (not just caves and oblivion portals)

- A grittier, more realistic culture (poverty, drugs, slavery, public executions etc.)

- Conflicts and political intrigue between factions
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Javaun Thompson
 
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Post » Sat May 28, 2011 2:02 pm

1. spears
2. throwing weapons
3. levitation
4. scar option for dark elves
5. spears
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Elizabeth Davis
 
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Joined: Sat Aug 18, 2007 10:30 am

Post » Sat May 28, 2011 9:42 am

1) werewolves

2) wereboars

3) werebears

4) weresharks

5) werevampires
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Jason Wolf
 
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Post » Sat May 28, 2011 4:56 am

In not particular order
1. Able to put capes or other proper articles of clothing over my armor like in Morrowind
2. More variety in weapons and armor types
3. Enchanted weapons to regain charge
4.Beast races how they were in Morrowind
5. Skills overall improved than in past games.
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Elea Rossi
 
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Post » Sat May 28, 2011 3:29 pm

5) werevampires

Wait, what? How would THAT work?
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Marlo Stanfield
 
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