» Wed May 18, 2011 8:18 pm
On that note, I'd like to see some more nice touches if you settle into a community rather than going adventuring. They've obviously taken a few steps in that direction with crafting (i.e., given sedentary character concepts something to do) but it'd be nice to have more to talk about over time with NPCs, so that you don't exhaust their conversation topics the first time you meet and then never address the issue again. I understand that there are huge practical problems with that, but Bethesda's games have always had the framework to support a more dynamic world. At the very least, making the town economies shift a little on their own without player input would give NPCs something current to talk about.
A really, really crazy, out there idea, in line with the above: being able to go to the local tavern with an NPC and have a low-brow philosophical discussion while both thoroughly drunk. Or discuss current events, like the war. These wouldn't be tied to any specific NPC, more to broad personality types that any particular village would support. It'd be a hell of a cost in voice-acted audio, but just being able to have an actual conversation with people would go a long, long way.
Further continuing the above theme: tricky, potentially game-breaking uses for speechcraft. I want a speechcraft perk that lets me talk NPCs into murdering each other for me, damnit! Take the risk of breaking the game in the name of player freedom and emergent gameplay!
I'd like to see spears return, but I'm not keen on crossbows in Skyrim's setting. Too high-tech. If Bethesda does get around to spears, they should have a one-handed throwable type, as well.
A joinable necromancer faction, and more detailed necromancy. You remember Diablo II, right, Bethesda? Let me have my skeleton army again!