What kind of cool things do you want to see bethesda do with

Post » Wed Jun 13, 2012 9:17 pm

For instance- Lost cities (sarthal , blackreach, dwemer ruins, sand consumed cities of elyswere etc) should actually become giant open dungeons.


On the morag tong- Much less done than the dark brotherhood and actually weak at the moment. It would be great if they attempted to regain power and influence and perhaps secretly war with the Dark brotherhood (which would be a great story element for the assassins guilds because it isn't over the top but the player is still doing something important) Furthermore the MT hasn't been done outside of morrowind so aspects like Recruitment, training , much of their philosophy and workings are up for development. I would probably Like its members more too.
Since the morag tong (this doesn't make sense so much for the brotherhood) is a Morrowind faction and therefore has a much greater amount of access to dwemer artifacts it wouldn't be ridiculous if they had wrist/forearm mounted and retractable weaponry of dwemer design (blade, dartgun) . Morrowind had darts and shurikens and tantos . While i am not keen on a complete ninja rip off it would be nice for the Morag to have a more Ninja esq flavour to them in comparison to the dark brotherhood.

Bring back Daedric faces.

If alduin comes back, he should be the first born aspect of akatosh. Meaning that destruction came before creation (yay metaphysics! ) . But also that alduin is more of a Literal world eater and therefore a bigger threat (skyrim confused me- Was he to end the world or enslave mortals? ) He should grow in power and size via consumption (and probably change colour- C'mon bethesda? Black and spikey with glowing red eyes? Realy? ) The Main quest would probably deal with uniting the daedra, possibly recruiting more dovakhin, simply accumulating souls to unleash, making a covenant or finding another cheat to get rid of him (like using an elder scroll again) He is Very disappointing as a dragon with a little more power.

On vampires- Why not make certain clans radicaly different in abilities? Immortal blood describes a group that pass as human , vampires which swap places with children and Ice vampires that avoid humans and live in frozen lakes. Daggerfall and morrowind had vampires with dremora esq voices. Tes vampires aren't at all associated with bats so far - for all we know there could be vampires related to sprigans. Plus why were ash vampires called vampires? Perhaps some vampires benefit a lot from darkness and can die when naked to the sunlight in early stages whilst others simply have their attributes reduced drastically. Perhaps Some vampires (despite being undead) are actualy associated with fire and are drawn to flame like moths whilst others gain strengh around trees/water/cold/ash/blood.

In daggerfal you can get regeneration for health/spell points that is dependent on what you are in (light,dark or water) . This made me think of three things
1: isn't fire associated with real life "witchcraft" and the like. Would heat and flame have an effect on magic?
2: if the sun is a hole in the sky that leaks to a realm of magic- isn't sunlight the primary method in which magic flows to mundus?
3: is that why candles are placed in mage areas? Do smells also affect the mind and therefore alter stats?
In conclusion to this- should magicka be affected by such things and should attributes be affected by smells? It might be interesting to have blood lusts or incense summon help or awareness increases from things like rot, waste or daedra smells. These shouldn't be massive bonuses but rather small ones (+5, +2 , -2 for example)

That cities grow to a much larger size and therefore gain...
- Multiple places of worship
- Multiple guild halls or meeting places
- More faces- Meaning that it's more realistic for the player to be chased by guards they do not know for crimes public without been given a bounty. Being chased is much more fun than quicksaving and quickloading wouldn't you agree?
- Different quality shops and equipment. Rather than skyrim's awful shops with iron on display and Glass for sale it would be good to see a barely functional forge selling crude Arms against a shop with many forges mass producing a range of items with one master merchant in charge against Splendid Master forges with Enchanted fires and Ornate designs made of materials such as ebony or addamantium. A dusty bookshop versus a grand library. Tailors for peasants and tailors for kings,bishops and archmages. Furthermore there could perhaps be a difference between a priest run library and a mage run library or a khajit armourer and an orcish armourer. Each place having it's own variation on security, craft skill and merchant skill. The book http://www.uesp.net/wiki/Skyrim:The_Armorer%27s_Challenge explains how a high end forge could be.

There aren't enough instruments. we need more instruments! To keep public places alive of course! Plus- much money would be saved if the main theme was done with less instruments but more representative instruments of the country. Singing isn't particularly needed. We need flutes, suitars, lutes, large drums, small drums, horns ,harps, pipes and perhaps violins and probably more that fit the world. Furthermore instruments can make a place seem more alive- but magic instruments played by nobody in some dead place? Just creepy!

Ghosts and wraiths should take the form of their respective corpse. In morrowind we had excellent skeletal ghosts in robes. Whilst in oblivion we had green blobs but much better wraiths and in skyrim we had glowing people. it would be interesting to have the ghosts of corpses recent use their own face whilst the long dead have bones, the mummified have decayed faces and the burnt having no face. All of them should fly because gameplay wise that would make them much different from the skeletons that they share a tomb with. Wouldn't it also be good if ghosts could fling things at you whilst unseen and if stronger spirits could shake items in the environment as they approach (another gameplay ellement. A weak ghost would shake the cups and cause little fear. Wraiths would shake Chests and cups will be everywhere- signifying that you should probably leave)


Subraces/subtypes/ traits.
There are 17 recorded types of khajit and up to 10 (probably 6 or 8) that look playable (or don't realy have enough information about them to cite them as unplayable) Argonians probably have a lot of subspecies too which would allow bethesda some room to experiment with new types and seperate the finned from the horned. (what could be cooler than a thorny devil argonian?) furthermore there apears to be more human bretons and more elf bretons, a possible east/west devide in imperials , lowland/highland nords etc) but moreso it's likely that each of these races come under the umbrella races of men/mer/beast/daedra. So perhaps you meet a group who can't particularly tell what specific race you belong too. Mer children might Not know what a man looks like or why a dumner has red eyes, ashen skin and the voice as rough as sandpaper. i could only begin to describe different reactions to a khajiit walking into a sheltered breton community Similarly the last of one of the various long dead races might have a hatred for nords and thus attempt to kill you if your player doesn't have pointy ears. Most people wouldn't know what a golden saint is and so just call it daedra. Furthermore custom mods or dlc could use this to allow race specific dialogue to apply to them.

Metals-
-More types of steel and iron. We've got how many materials to make alloys with? Why not have orcish steel, nordic steel and elven steel? There is also addamantium and mithril to add orcish/elven/whatever substances too.
-Get rid of real world mucups. Moonstone, machalite , corrundumn and quicksilver should become somethingelvenite, Glass , somethingnotstupidite and somethingalloyium.
-Silver is expensive. Copper is similar to similar. It's logical to guess that Bronze weapons and armour become the poorman's choice for fighting the undead and other magical creatures.
- Wouldn't it make sense if each material had it's own values against normal weapon resistance and magical damage? ( iron does 13% damage against a ghost and protects against 13% of most magic damage whilst regular bronze does 130% and 70% pure silver does 170% damage and 90& protection) For magical damage- Elemental magic still bypasses some of this.
- should each material have it's own rust/dust for when found in tombs . Iron goes darker and gains brown rust. Iron goes red/orange/white hot when heated. Bronze would rust green (and when you set copper on fire the flames are green). Ebony might rust purple and have it's dust turn a little green, But since ebony rusts slower the rust spots are much smaller. Because of how hot ebony can get it not turn red when heated to an insane degree but rather another colour. There should be ways to restore ancient weaponry.
- whilst Glass and Ebony (arguably dwemer and stahlrim) had sound lore in Morrowind (not realy sure why an ebony katana is made like a steel one, but anyhow) Other materials (mithril, addamantium, orichalum-which is so far 8 different colours rather than just green, elven) need expanding on.
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Chica Cheve
 
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Post » Thu Jun 14, 2012 9:58 am

I 110% agree that the Morag Tong should return. They are such an interesting organisation, and an undercover war where you can join either assassins' guild would be absolutely amazing. Maybe if future DLC's include Morrowind's west we could see it happen? Who knows. It would certainly be great if the questline explores the differences between them in greater detail, and maybe reveals EXACTLY why they split and adds a bit of new info for the infamous Night Mother debates. I also agree about the Ninja esque flavour. They always seemed a little like that in Morrowind to me, and Eno Hlaalu reminds me of a samurai with his top-knotted hair. It's a nice contrast to the black hooded image of the DB.
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Lakyn Ellery
 
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Post » Thu Jun 14, 2012 1:20 am

Tong ain't coming back.

At least it shouldn't. The historical and cultural context that gave rise to it is currently buried under a landscape of ash.

Still, I do think we need an alternate assassin's guild for groovy peeps who can do without the cornball antics. Renrijra Krin, maybe?
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Taylah Haines
 
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Post » Thu Jun 14, 2012 3:50 am

Still, I do think we need an alternate assassin's guild for groovy peeps who can do without the cornball antics. Renrijra Krin, maybe?
Given what the Thalmor did to the DB, I wouldn't be so hopeful about the Renrija, unless the Dominion only went after the DB for religious purposes. I'm thinking (hoping) that, given the general feel of "all the counter-legal factions of TES are on the ropes" we got in Skyrim, we might get a whole new set of 'em in TES:VI, and maybe they'd actually make sense this time (Smuggler's guild and Royal Assassins, maybe?)
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Stryke Force
 
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Post » Thu Jun 14, 2012 4:34 am

Seeing as we seem to be moving towards another Great War, I think the Penitus Oculatus or some secretive sect of the Thalmor would make a good assassins guild.
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k a t e
 
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Post » Wed Jun 13, 2012 10:08 pm

Given what the Thalmor did to the DB, I wouldn't be so hopeful about the Renrija, unless the Dominion only went after the DB for religious purposes. I'm thinking (hoping) that, given the general feel of "all the counter-legal factions of TES are on the ropes" we got in Skyrim, we might get a whole new set of 'em in TES:VI, and maybe they'd actually make sense this time (Smuggler's guild and Royal Assassins, maybe?)

When did the Thalmor get involved with the DB?
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Leanne Molloy
 
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Post » Thu Jun 14, 2012 10:27 am

When did the Thalmor get involved with the DB?

The Thalmor raided DB sanctuaries and almost destroyed the Night Mother in their Bravil raid.
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Holli Dillon
 
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Post » Thu Jun 14, 2012 2:41 am

Unfortunately, I don't appear to have any saved games from around then to get direct quotes, but when you first talk to... Astrid(?) in the DB sanctuary (after you've already joined by killing some captives for her), she basically says, "the Thalmor really messed us up."
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Jenna Fields
 
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Post » Thu Jun 14, 2012 12:00 am

The Thalmor raided DB sanctuaries and almost destroyed the Night Mother in their Bravil raid.

Nope. The Bravil sanctuary was destroyed in a Skooma riot or something.
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Charlie Sarson
 
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Post » Thu Jun 14, 2012 9:52 am

The Thalmor raided DB sanctuaries and almost destroyed the Night Mother in their Bravil raid.
Cicero's journals seem to imply that it was a skooma-related gang fight that nearly took out the Night Mother. I didn't think it was actually the Thalmor themselves.

Unfortunately, I don't appear to have any saved games from around then to get direct quotes, but when you first talk to... Astrid(?) in the DB sanctuary (after you've already joined by killing some captives for her), she basically says, "the Thalmor really messed us up."

Ah, thank you.
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Julia Schwalbe
 
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Post » Thu Jun 14, 2012 10:03 am

Nope. The Bravil sanctuary was destroyed in a Skooma riot or something.

EDIT: aww, Ninja'd by Fiore.

Dammit, double post.
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sam westover
 
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Post » Thu Jun 14, 2012 7:36 am

Now, this is complete speculation, so much so that I won't even spell my theory out, but ask yourself: who controls the skooma?
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Gwen
 
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Post » Thu Jun 14, 2012 10:43 am

SNIP

On that note, I would have a preferred a Nordic Assassin's guild that was actually rooted in Skyrim, rather than yet another merry jaunt into murderclown asshattery.

Say maybe, something like The Shorsgyld (the pre-Norman, http://en.wikipedia.org/wiki/Guild#European_history), also known as the Old Bonesmen, a deeply secretive and widely reviled heretical cult of murderers and grave-robbers repudiated to worship the un-proverbial bones of Shor himself.
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Monique Cameron
 
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Post » Thu Jun 14, 2012 8:24 am

Except then, despite their cultish trappings, most of the members are actually fairly level-headed, and serve as something like specialized mercenaries in the service of Thanes and Jarls, with the understanding that their clients will protect them from the law. Oh, they still worship the bones and think of every contract as a sacred duty, but, well, they're not preforming their duty just for the sake of "sacredness". Not that this is the only option, they could be, I don't know, something else sane.

The whole idea of a psycho-killer clubhouse just makes no sense! Those sort of people are absolutely not the sort of people who can hold an ancient conspiracy together for hundreds of years. Making a successful and enduring business as an assassin is incredibly difficult, and not something that can be left to the mentally deficient, among whom, yes, I'm counting even the comparatively level-headed Skyrim DB.
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Krystal Wilson
 
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Post » Wed Jun 13, 2012 11:15 pm

Now, this is complete speculation, so much so that I won't even spell my theory out, but ask yourself: who controls the skooma?
The East Empire Company?

How about the return of knight orders, except these blend mystery cult and crusader. The main quest is undertaken by everyone, until we're initiated into the divine's ultimate secret. Only the quest is less Mason theatrics and ceremony, and more real magic, ritual indoctrination, and spelunking.
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Christine
 
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Post » Thu Jun 14, 2012 3:07 am

Except then, despite their cultish trappings, most of the members are actually fairly level-headed, and serve as something like specialized mercenaries in the service of Thanes and Jarls, with the understanding that their clients will protect them from the law. Oh, they still worship the bones and think of every contract as a sacred duty, but, well, they're not preforming their duty just for the sake of "sacredness". Not that this is the only option, they could be, I don't know, something else sane.

Natch.

Of course, those same Jarls n' Thanes, long practiced at the art of double talk from their dealings with Cyrod, will, when occasion is made in meadhall skull-sessions and at court, decry the Bonesmen as craven and Un-Nordic, their sneakthief methods fit only for the prissy halfwars of the Elves, all the while paying premiums under five different strata of tables.

EDIT: Criminy, I'm enjoying the smell of my own. Might even be tempted to mod this if can figure out all the code-syncbliggits and techne-sklorphs.

What dive-bar gutter is Girl Hortator passed out in? She swore bloodoaths under the razor to help me if the mood struck.
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Marlo Stanfield
 
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Post » Thu Jun 14, 2012 3:54 am

What dive-bar gutter is Girl Hortator passed out in? She swore bloodoaths under the razor to help me if the mood struck.

lol
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Nicole M
 
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Post » Thu Jun 14, 2012 10:28 am

Restoration of the Mages' Guild.
Defeat of the Thalmor - Restoration of the Empire.
Far out branch of the Septim retakes the Throne - Blades back as, hm... guardians, yes.

Call me a goodie-two-shoe and nostalgic, but I miss the ol' times.
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Assumptah George
 
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Post » Thu Jun 14, 2012 4:24 am

Natch.
Of course, those same Jarls n' Thanes, long practiced at the art of double talk from their dealings with Cyrod, will, when occasion is made in meadhall skull-sessions and at court, decry the Bonesmen as craven and Un-Nordic, their sneakthief methods fit only for the prissy halfwars of the Elves, all the while paying premiums under five different strata of tables.
EDIT: Criminy, I'm enjoying the smell of my own. Might even be tempted to mod this if can figure out all the code-syncbliggits and techne-sklorphs.

What dive-bar gutter is Girl Hortator passed out in? She swore bloodoaths under the razor to help me if the mood struck.

Is she going to beat you after reading this? Just curious.


Also, mod, do it.
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Josephine Gowing
 
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Post » Wed Jun 13, 2012 9:31 pm

Conjure up Mankar Camoran from the grave.
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Stace
 
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Post » Thu Jun 14, 2012 8:50 am

The whole idea of a psycho-killer clubhouse just makes no sense! Those sort of people are absolutely not the sort of people who can hold an ancient conspiracy together for hundreds of years. Making a successful and enduring business as an assassin is incredibly difficult, and not something that can be left to the mentally deficient, among whom, yes, I'm counting even the comparatively level-headed Skyrim DB.

I always imagined the Listenner of the DB was more levelheaded then troops, they can be as wierd and warped as they like, but the leader is more the sensible one precisely to allow for the control they need.
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Sharra Llenos
 
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Post » Thu Jun 14, 2012 1:39 am

Is she going to beat you after reading this?

Yes.
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Chloe Lou
 
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Post » Thu Jun 14, 2012 2:43 am

I always imagined the Listenner of the DB was more levelheaded then troops, they can be as wierd and warped as they like, but the leader is more the sensible one precisely to allow for the control they need.
Except the listener never is sane, with the possible exception of the PC.
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Ross Thomas
 
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Post » Thu Jun 14, 2012 10:09 am

It is about time we get rid of the "murderclown asshattery". I don't like the Dark Brotherhood. We need a real group of assassins.
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CArla HOlbert
 
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Post » Thu Jun 14, 2012 12:06 am

What dive-bar gutter is Girl Hortator passed out in? She swore bloodoaths under the razor to help me if the mood struck.

lol

1) I recall no such thing. What am I helping with?
2) Suburban Maryland is a crueler mistress than any dive-bar gutter.



Is she going to beat you after reading this? Just curious.
Yes.

Aw, come on, I'm not mean.


Somehow I doubt that the Nords would be specialized assassins. Only a scrawny-armed coward hides in the shadows rather than going in head-on, and no self-respecting Jarl would want him/herself associated with weaklings. It's just an affront to your ancestors, son, who fought hard to wipe those sorts of pointy-eared pansies out. Now, if you really need someone offed with nobody seeing, you gotta ask an elf to do it. Or maybe one of them Nibens, they's close enough to Elves that it don't matter. It's just what they do. Ain't no shame in getting an Orc to make you armor or a High Elf a potion, we Nords are a practical folk.
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des lynam
 
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