What would make this game better?

Post » Sun Jan 09, 2011 2:51 am

And how many actors did the voice work for Oblivion?

Fourteen voice actors, total. Four for unique NPCs, ten handling everything else.
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Laura Richards
 
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Post » Sun Jan 09, 2011 10:28 am

  • More weapon types
    As in, add more than just Iron-Daedric
  • Better Voice Acting
    Have two voice actors per race. One male one female
  • More Armor Types
    See Weapon Types
  • Better Dialouge
    Don't make them talk like psychos jumping from topic to topic
  • Use for Merchantile and Speechcraft
    Self-Explanatory

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Alex Vincent
 
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Post » Sun Jan 09, 2011 7:07 am

travelling merchants ala fallouts caravans


likin that idea. sixier armor for the women that want to look sixy when killin stuff
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Brian Newman
 
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Post » Sun Jan 09, 2011 8:56 am

  • More weapon types
    As in, add more than just Iron-Daedric
  • Better Voice Acting
    Have two voice actors per race. One male one female
  • More Armor Types
    See Weapon Types
  • Better Dialouge
    Don't make them talk like psychos jumping from topic to topic
  • Use for Merchantile and Speechcraft
    Self-Explanatory


More weapon types properly means restoring spears and halberds, restoring using the different types of blades to be separate skills, restoring axes to their own separate skills, adding morning stars, restoring marksman thrown weapons, ect.
What you call 'more weapon types' and 'more armor types', is actually 'more weapon and armor materials types'.

Better dialogue does not mean the lack of voice actors and the way that generic phrase sets are applied inaccurately to and by the NPC types. Elderly beggar NPC suddenly talking like upper class snob is among the best known descriptions of the problem. Better dialogue would mean different, and likely more, dialogue than what is currently in the game.

How is 'use for Merchantile and Speechcraft' self explanatory, when you fail to explain the problems you have with how they are used and by extension, unuseable, now?

Jenifur Charne
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sw1ss
 
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Post » Sun Jan 09, 2011 7:05 am

A dedicated stabbing animation, for tidy kills!
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Victoria Bartel
 
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Post » Sun Jan 09, 2011 1:01 am

Personally I would like a lot of little things, and I made a list. This is what I would add .
In every city, or near by based on what the city does to make money.
? Bank
? [censored] house
? Bath house
? Laundry
? Carpenters
? General store
? Tailor-cobbler
? Tannery
? Ore smelter
? Children
? Farm animals (chickens, sheep, pigs, cows, goats)
? Outhouse and bathrooms, Please I need to go ?
? Wood stove
? Coal
? Wood piles
? Slaughter house
? Stone mansion
? Usable carts-wagons
? Stone quarry
? Other clothes (a new loin cloth would be good)
? Other weapons (spear, crossbow, siege weapons)
? Slums outside cities
? Taxes?
A LOT MORE NPCs
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Susan
 
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Post » Sat Jan 08, 2011 10:35 pm

? Children


I disagree with you on that. What good would children do? You can't kill them, so if you're role playing as an assassin all that will be left is kids.
http://www.uesp.net/wiki/Oblivion:M%27aiq_the_Liar
Infromation on why kids aren't allowed to be in video games like this is simply said my M'aiq.


"M'aiq believes the children are our future. But he doesn't want them ruining all of our fun."

A reference to discussion on the forums during development about whether children should be included in Oblivion. One group wanted children to be in to add realism; the other group argued that if children were added then the player would be allowed to kill them and the game would be denounced as a child murder simulator. A counter to this would be to make the children invincible, but the opposition countered this saying that doing that would ruin any initial realism.

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Kaley X
 
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Post » Sat Jan 08, 2011 11:14 pm

HAHAHA....

Just swinging the sword around huh? I like that... make me wnder if you play the game ...

I've played it and never beat it, I got to busy side tracked stealing stuff... didn't know that once you rest those points I was adding up were levels...

I could go to sleep each time and I would level up.... So I slept 10 times in a row and was done with the leveling up...
the level system could use a lot of work... You don't even know if you can even level up until you accidentally sleep.


But back to your little sword swinging remark... epic... If you go to the third person mode.. You will notice, if you push a direction and swing... you swing in a different manner.

Monsters/other races all look like fugly people.. I wish they would change that to where each race looks nothing like a human --- Different shapes and sizes and what they look like, but mainly keep the race just change what they look like entirely would be gold.

A horse is cool but having a flying bird or bear you could ride would be cooler.

weather changing, leaves changing color in different seasons... ya know thats only a matter of texture changing...

crafting your own weapons, using raw material or forging with different weapons. by melting them down...

better character animation... doesn't need to be 100 percent motion fluent, but if you are running in a specific direction your legs should be at least appearing to be running in that specific direction...
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Josh Trembly
 
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Post » Sat Jan 08, 2011 6:07 pm


Just swinging the sword around huh? I like that... make me wnder if you play the game ...



Read the OP's post again. He wants more than swinging a sword around. But even if he didn't, so what? Who are you to judge the way other people play?

We play games to have fun. Everyone's idea of "fun" is slightly different. If a player has fun swinging a sword around that's none of my business, and it's none of your business either.
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louise tagg
 
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Post » Sat Jan 08, 2011 11:23 pm

If the characters didn't look [censored] if the armor didn't look like it belonged in the YMCA and probly many other things.
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carly mcdonough
 
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Post » Sun Jan 09, 2011 6:11 am

A better physics engine. I can understand that they thought watching NPCs get killed and sent flying slowly 25 feet away looked cool, but when that same model is applied to books, fruit, plates, and everything else as you move quickly past it, the world ceases (for me) to be immersive, and the illusion of reality is lost. Besides, people don't fly off 25 feet if you kill them, and I'd just as soon do without that, too. I know you've heard it before, but Morrowind was better, in this respect.

I can also do without the inane, repetitive pseudo-dialog between NPCs. It looks just like it is: some bizarre, pre-programmed series of responses that are triggered by single words, and breaks the reality of the game. I'm with Pseron Wyrd that the actual written content is pretty good in the game; sometimes, exceptionally good. But the NPC dialog, despite the quality of the lines, makes little to no sense in context.
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Silencio
 
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Post » Sat Jan 08, 2011 9:20 pm

I really didn't like the voice acting for all the dialog. The acting was well done, and the writing was entertaining but it just bugged me after a while especially when playing through the game more than once or twice. I'd really prefer if the game just had that sort of thing for certain quest plots and stuff and not just every random person you run into in a town which could also help distinguish important npcs from generic ones.

Another thing that really got me was the armor sets, I know they were done that way to cut down on over-enchantment bonus' but armor is kind of eye candy and having more armor points (like head/torso/shoulders/upperlegs/knees/feetect.) I think it looks better than one large armor set. More armor and weapons variation would have made the game a little more interesting to me.

The game didn't feel very open ended having miscellaneous side quests apart from the main quest would make the game seem more immersible. I think that is probably the biggest difference of what made TESIII being somewhat of an excellent game (I'd give it a 9/10 even after like being 8 years old I'd only deduct one point for graphics) while Oblivion was more of a 6.5 out of 10 game not much to do besides the main quest, excellent graphics if not annoying amounts of grass that you don't want to kill anything lootable in.
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mimi_lys
 
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Post » Sat Jan 08, 2011 9:18 pm

A better physics engine. I can understand that they thought watching NPCs get killed and sent flying slowly 25 feet away looked cool, but when that same model is applied to books, fruit, plates, and everything else as you move quickly past it, the world ceases (for me) to be immersive, and the illusion of reality is lost. Besides, people don't fly off 25 feet if you kill them, and I'd just as soon do without that, too. I know you've heard it before, but Morrowind was better, in this respect.

I can also do without the inane, repetitive pseudo-dialog between NPCs. It looks just like it is: some bizarre, pre-programmed series of responses that are triggered by single words, and breaks the reality of the game. I'm with Pseron Wyrd that the actual written content is pretty good in the game; sometimes, exceptionally good. But the NPC dialog, despite the quality of the lines, makes little to no sense in context.

One of the problems with the physics engine is not that things can be bumped and fall. It's the overreaction of objects to being bumped that causes all the complaints.

Another obvious bug with the physics engine is when the game forgets the bone structure of an object and it 'melts' and stretches. And note that I say 'object'. Yesterday when I was playing, in Leyawiin, the exterior of Gundalas's store was hit by that bug, resulting in large sections of roof and walls stretching away in sheets.

Bethesda would have had to craft at least 5 times as much NPC-NPC dialogue as they did, to merely begin to make it reasonable. But that would have rendered the game as taking up too much space to fit on a single DVD for playing on the primary release platform for the game, the XBox 360.

Jenifur Charne
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Farrah Lee
 
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Post » Sun Jan 09, 2011 5:34 am

One of the problems with the physics engine is not that things can be bumped and fall. It's the overreaction of objects to being bumped that causes all the complaints.


Thank you for your comment. :) I agree that's one problem, but my remarks encompassed objects that fly away without being touched, simply by passing them by. There's nothing like moving along a series of tidy bookshelves quickly only to discover 25 books littering the floor afterward.

Another obvious bug with the physics engine is when the game forgets the bone structure of an object and it 'melts' and stretches. And note that I say 'object'. Yesterday when I was playing, in Leyawiin, the exterior of Gundalas's store was hit by that bug, resulting in large sections of roof and walls stretching away in sheets.


Interesting. I've never encountered this .

Bethesda would have had to craft at least 5 times as much NPC-NPC dialogue as they did, to merely begin to make it reasonable. But that would have rendered the game as taking up too much space to fit on a single DVD for playing on the primary release platform for the game, the XBox 360.


My suggestion? Not do something if you can only do it so poorly that it comes across as a major irritant, rather than a success. It was not as though the ultimate fate of this hyped randomized NPC dialog system couldn't be assessed in advance.

Like Pseron Wyrd, too, I find it irritating that there are so few voices in the game. This is one area that wouldn't have taken that much effort, and could have made a world of difference.
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JUan Martinez
 
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Post » Sat Jan 08, 2011 8:37 pm

Ope..

I had another Idea, which i'm going to make a nice topic of my own up on general discussions of elderscrolls..

Either way, yea... hOPe ya get all that figured out.
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JD FROM HELL
 
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Post » Sun Jan 09, 2011 3:15 am

I would prefer that NPCs at least try to save themselves by running away when they are on the brink of dying in combat. Even better would be if they could offer to yield. A pop up menu could be used to make the offer. If you accept, then their inventory could come up and you could take what you want from them.

I would like more game setup options. For example; bandits, to me, are a nuisance. I would like a setting in the ini file to adjust their aggressiveness so that my character can travel about without having to kill everything he/she encounters. Someone else might enjoy those encounters and increase the aggressiveness. Other possible options would be requiring sleep, food and warm/cool clothes.

I would like animations for my character when eating or sleeping. I would like them to move about a bit when in an idle third person view; scratch, look around, fold their arms, stretch, etc.

There are more but these are the ones that come to mind over and over again.

As to the physics, I can accept that this is a fantasy world with different physics that real life. I actually like seeing a body go flying from a destruction spell.
I agree that stuff on shelves, tables, and counters, should be a little more sticky. It should take an intentional act to remove them.
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Love iz not
 
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Post » Sat Jan 08, 2011 11:58 pm

Maybe there could be some gameplay difficulty options, rather than just a lousy slider, allowing you t ochoose options that would make the game easy / normal / hard / expert (far beyond just gimping your damage and increasing foe's hp).
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Lucky Girl
 
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Post » Sun Jan 09, 2011 2:53 am

One word WEREWOLVES, the best part of playing Morrowind was the werewolves. That would b absolutely fantastic in Oblivion
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Angelina Mayo
 
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Post » Sun Jan 09, 2011 3:11 am

Another thing where Bethesda fell down is with the spell casting in both Morrowind and Oblivion.
In both games, there is a Silence spell; used to prevent spell casters from saying the incantations in order to cast spells, but in game PCs and NPCs never actually say anything before casting.

Jenifur Charne
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Laura Ellaby
 
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Post » Sun Jan 09, 2011 12:19 am

yes, i guess in none of the games you actually heard mages with their mystic incantations...
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Anne marie
 
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Post » Sun Jan 09, 2011 2:06 am

My character finds it unnecessary to say anything to cast a spell. She notices other spellcasters behave similarly. We have no problem with silent spell casting, in fact we rather like it. We think the problem here is with the name used for the effect 'silence' - it doesn't silence anything. In fact NPCs can talk just fine when 'silenced'. Perhaps the effect should have been named differently. 'Disable spellcasting' doesn't sound very creative or cool, but something like that is more accurate. :)
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Laura
 
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Post » Sun Jan 09, 2011 8:01 am

Still to my utterly suprise and I am sure there are mods for I atleast have Rendeer's Guards Mod .... But If you hack and slash in a room not yours nobody seems to care so long you don't attack a npc ... But If you pick up or move a item you are called a thief and not to forgot if you steal a 'spoon' ..... That seems nearly to be a capital punishment ...
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Rex Help
 
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Post » Sun Jan 09, 2011 9:14 am

Perhaps the effect should have been named differently. 'Disable spellcasting' doesn't sound very creative or cool, but something like that is more accurate. :)

Now that I think about it, something like Seal or Negate powers would have made more sense.
It was always weird, having NPCs screaming at me right after being "silenced".
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Laura Simmonds
 
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Post » Sun Jan 09, 2011 5:11 am

Now that I think about it, something like Seal or Negate powers would have made more sense.
It was always weird, having NPCs screaming at me right after being "silenced".


I think it means it "silences" the victims magicka, so they cannot use it. Still, it is a silly term. I too would prefer something like Negate Magic, or Neutralize Magic.
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Mrs Pooh
 
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Post » Sun Jan 09, 2011 3:43 am

What would make this game better?

1) more open ended dialogue options with the possibility of turning almost anyone into a follower or enemy
a. this would go with a more interesting/challenging speechcraft mini-game--the current one svcks
b. it would also have to come with improved AI especially with followers who tend to get in the way and fall off cliffs and that sort of thing with the current engine
2) more housing options--should be able to aquire any uninhabited house or cleared-out dungeon
3) spears
4) ability to thrust swords, not just swing them
5) metamophosis magic with ability to transform into different shapes/monsters . . . maybe lycanthropy too
6) multiplayer deathmatch (just kidding)
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james tait
 
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