what you want removed

Post » Fri Feb 18, 2011 9:41 pm

I've been browsing the forum have seen a lot of discussions about what people want to be added to the next TES game, well, what do you want removed?

For starters I have some examples (this is just my opinion)

- potion weight; when you're a lvl 40 barbarian and have like 500 hit points, you have to drink about 20 strong potions of healing to revive yourself, therefore, I have to carry around 70 healing potions, which can be a large burden.

- Inventory weight, I am not saying there should be no limit on how much you can carry, just something like a percent-based inventory, for example, an iron longsword would take up 10% of your inventory, or something like that, and as you get stronger, the percent of your inventory an item takes up decreases, just an idea, not something I have to have.

- AI, no, i don't want to remove AI completely, I just want a couple tweaks, specifically the fact that all spell casting enemies (especially zealots from the Shivering Isles) just summon a creature, cast some sort of really powerful spell that takes half your health down, and run inhumanly fast to the other side of the world and you're left fighting their stupid little monster and trying to catch up to them, Bethesda, at least make those smuggly little spell-flingers' run a little slower!

Now that you've got some examples, tell me what you want kicked out of the TES in the next game.
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Chris Guerin
 
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Post » Sat Feb 19, 2011 5:48 am

I like all those parts of TESIV.

I cant think of anything I dont want in the game aside from anoying bosmers.
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A Lo RIkIton'ton
 
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Post » Sat Feb 19, 2011 1:15 pm

I've been browsing the forum have seen a lot of discussions about what people want to be added to the next TES game, well, what do you want removed?

For starters I have some examples (this is just my opinion)

- potion weight; when you're a lvl 40 barbarian and have like 500 hit points, you have to drink about 20 strong potions of healing to revive yourself, therefore, I have to carry around 70 healing potions, which can be a large burden.

- Inventory weight, I am not saying there should be no limit on how much you can carry, just something like a percent-based inventory, for example, an iron longsword would take up 10% of your inventory, or something like that, and as you get stronger, the percent of your inventory an item takes up decreases, just an idea, not something I have to have.

- AI, no, i don't want to remove AI completely, I just want a couple tweaks, specifically the fact that all spell casting enemies (especially zealots from the Shivering Isles) just summon a creature, cast some sort of really powerful spell that takes half your health down, and run inhumanly fast to the other side of the world and you're left fighting their stupid little monster and trying to catch up to them, Bethesda, at least make those smuggly little spell-flingers' run a little slower!

Now that you've got some examples, tell me what you want kicked out of the TES in the next game.

I think this still fits in suggestions and:

if you are playing s level 40 barabrian who can't carry potions, you are a little weak. Regardless, you have to try and balance your character so your not entirley depedant on potions (unless you are an alchemist of course.)

I agree somewhat with your second point. Items should have a weight, and your weight limit changes with strenght/endurance, but size doesn't. To upgrade the SIZE limit of what you can cary, you should be able to by a new backpack/horsepack/carridge/house.
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 12:44 am

I'd say level scaling. There should be places and quests we can go to or do till later levels like in Morrowind, NO LEVEL SCALING! :)
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Charles Weber
 
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Post » Sat Feb 19, 2011 7:20 am

Level scaling, No more axes under blunt(Seriously) Remove Bandits in glass, and Marauders in Daedric, remove the Quest marker, or at the very least, make it an extra.
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Ice Fire
 
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Post » Sat Feb 19, 2011 1:46 pm

Ok. level scaling is a big no no.
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Misty lt
 
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Post » Sat Feb 19, 2011 9:06 am

Spell scrolls!

And I think potions shouldn't overlap what spells can do. If there's a healing spell, I want there to be no healing potion.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 7:24 am

Forks.


What are they good for?
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FITTAS
 
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Post » Fri Feb 18, 2011 9:44 pm

Spell scrolls!

And I think potions shouldn't overlap what spells can do. If there's a healing spell, I want there to be no healing potion.


I wouldn't see why. Some people just don't like to be spell casters or are classes that aren't that efficient in spellcasting.


Forks.


What are they good for?


Atmosphere, immersion, a somewhat believable world. That's like saying what are trees or rocks good for, you can't use those for anything.
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Wayne Cole
 
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Post » Sat Feb 19, 2011 10:48 am

Atmosphere, immersion, a somewhat believable world. That's like saying what are trees or rocks good for, you can't use those for anything.




Oblivion had forks and it was a turd because of them. Remove forks. Game gets 10x better.
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 2:22 am

I wouldn't see why. Some people just don't like to be spell casters or are classes that aren't that efficient in spellcasting.
Yeah, and? And so they shouldn't have the benefits of the spells without the skill to perform them. Spell scrolls defile and murder the role playing aspects of the game.
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Nick Swan
 
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Post » Sat Feb 19, 2011 3:08 am

The lack of aquatic creatures :turtle:
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Roddy
 
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Post » Sat Feb 19, 2011 2:11 am

Oblivion had forks and it was a turd because of them. Remove forks. Game gets 10x better.

Lol, stop spamming already.

Yeah, and? And so they shouldn't have the benefits of the spells without the skill to perform them. Spell scrolls defile and murder the role playing aspects of the game.

I was talking about potions, sorry for the confusion. I agree with you on spell scrolls.
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Princess Johnson
 
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Post » Sat Feb 19, 2011 1:34 pm

I was talking about potions, sorry for the confusion. I agree with you on spell scrolls.
Oh, my bad.

With potions and spells, I think there needs to be a little exclusivity in what they can accomplish, because right now the potions are everywhere and act as stand-ins for some of the spells. Light and Night Eye for instance. It makes sense to me that a potion in magical conditions could let you see in the dark. I don't think it's likely to let the world glow around you. So, light stays in Illusion magic and night eye stays in Alchemy. There's a destruction spell for Corrode Armor. This seems kinda lame as a spell since the fireball could cook them inside that armor. As a potion you throw at the person, it becomes an interesting part of combat.

The Witcher had some nice potion effects that you couldn't get with spells and vice versa. Less overlap in what the potions do would help a lot. I'd also like to say that I'd prefer no instant health potions, just ones that work over time.
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YO MAma
 
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Post » Sat Feb 19, 2011 9:41 am

...
I'd also like to say that I'd prefer no instant health potions, just ones that work over time.

Fortify health should work instantly, restore should work over time. That would make them distinguished.
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emily grieve
 
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Post » Sat Feb 19, 2011 4:35 am

Oh, my bad.

With potions and spells, I think there needs to be a little exclusivity in what they can accomplish, because right now the potions are everywhere and act as stand-ins for some of the spells. Light and Night Eye for instance. It makes sense to me that a potion in magical conditions could let you see in the dark. I don't think it's likely to let the world glow around you. So, light stays in Illusion magic and night eye stays in Alchemy. There's a destruction spell for Corrode Armor. This seems kinda lame as a spell since the fireball could cook them inside that armor. As a potion you throw at the person, it becomes an interesting part of combat.

The Witcher had some nice potion effects that you couldn't get with spells and vice versa. Less overlap in what the potions do would help a lot. I'd also like to say that I'd prefer no instant health potions, just ones that work over time.

Ah I see what your saying. That would indeed make the game more interesting, I think a potion that you could throw on your enemies to corrode their armor would be pretty awesome. I guess my reply was more in response to the fact that you used healing spells and potions as an example. I just don't think it would make sense at all to take away potions that do healing even if there is a spell for it to. I always thought of them working differently anyways. The spell more for using magic externally to heal, and the potion for working inside the body to heal wounds. And I agree potions that work over time would make it much better and more realistic.
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Tina Tupou
 
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Post » Sat Feb 19, 2011 4:02 am

Spell scrolls!

And I think potions shouldn't overlap what spells can do. If there's a healing spell, I want there to be no healing potion.

Why? serve totally different purpose in the game and is suited for different characters, why not remove blunt as we has blades. Why remove spell scrolls? yes I seldom use them as a spell you can only use once or twice just get confusing but remember like potions they also benefit npc.

Main problem with scrolls in oblivion is the lack of suppliers, something you can only use once never get used, used them in Morrowind as you could get access to spells you was unable to cast and you could buy them 10 and 10.
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Davorah Katz
 
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Post » Sat Feb 19, 2011 5:23 am

Remove level scaling, remove fast traveling (have teleport spells and travel services in the towns instead).
Remove the quest marker (give better quest explanations instead).
Remove the persuasion and lockpicking minigame (or improve the system significantly).
Remove the constant effect on all enchanted apparel, and cast on strike effect on all weapons (let people choose what they want when they enchant, also put cast when used back into the game).
Remove the skill perks at levels 25, 50, 75 and 100 (give us skill perks, but obtainable by quests, achievements, and skill trainers).
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Jesus Duran
 
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Post » Fri Feb 18, 2011 9:43 pm

Level scaling is the number 1 thing. Some enemies should be hard, some easy. All types of armor and weapons should be available from the very beginning, although may not be accessible until you're a higher level, or somehow get lucky and fight your way through at a lower level. A bandit should have the same stats/equipment at level 1 as level 100. If a player has to retreat and come back to a certain quest at a later date so be it.

I say don't make stealing so clear cut. Do it like in Morrowind. A player would have to use common sense as to whether something was able to be taken or not like in real life. If it's not yours, don't take it, or there may be consequences. That way if you take something of someone else's it wouldn't appear stolen in your inventory and/or want to showcase it in your house, it wouldn't say "Steal *item*" when looking at it. And you could sell the item to anyone except the person you stole from. That is just something that bothered me in Oblivion and Fallout. And definitely no "karma" loss, or anything like that, cause who would know that you stole something?

I say get rid of quest markers, and all compass markers. In Morrowind, you had to take time to search for the person/place you wanted, which in turn often led you to secret places, caves, camps, etc. Gave you a better more realistic interaction with the world. As for the compass markers in Oblivion that show where ruins, caves, etc are I want that gone. Makes the vast world much smaller, because you don't have to search for a hidden cave or ruin. It's on the compass. There is no element of exploration, no sense of accomplishment when you clear out a hard to find cave and there was a nice reward inside.

Remove level scaling, remove fast traveling (have teleport spells and travel services in the towns instead).
Remove the quest marker (give better quest explanations instead).
Remove the persuasion and lockpicking minigame (or improve the system significantly).
Remove the constant effect on all enchanted apparel, and cast on strike effect on all weapons (let people choose what they want when they enchant, also put cast when used back into the game).
Remove the skill perks at levels 25, 50, 75 and 100 (give us skill perks, but obtainable by quests, achievements, and skill trainers).

I agree on the fast traveling. Teleport spells and Travel Services to all major towns and some non major towns. But definitely teleport spells.
I agree on the persuasion minigame as well. Morrowind's persuasion was much better, it had no idea how to even use the Oblivion one. And didn't feel like reading instructions on it. So I hoping for Morrwind style, or something new and actually creative.
As for the lockpicking minigame, I'd say use the Fallout style lockpicking. Perhaps make it a bit harder? I thought the Fallout lockpicking was really cool.


I agree about the spell scroll thing, but it's not a big deal to me, I can see it coming in handy for a begining character with low stats, needing some levitate(if it's even included) or some lockpicking. And I definitely agree on the potion overlapping deal, a throwing potion for "on target" would be cool, and make a hell of a lot more sense. Just treat it more of a weapon rather than an aid.
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Rachel Eloise Getoutofmyface
 
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Post » Sat Feb 19, 2011 11:47 am

I say don't make stealing so clear cut. Do it like in Morrowind. A player would have to use common sense as to whether something was able to be taken or not like in real life. If it's not yours, don't take it, or there may be consequences. That way if you take something of someone else's it wouldn't appear stolen in your inventory and/or want to showcase it in your house, it wouldn't say "Steal *item*" when looking at it. And you could sell the item to anyone except the person you stole from. That is just something that bothered me in Oblivion and Fallout. And definitely no "karma" loss, or anything like that, cause who would know that you stole something?


Stealing in Morrowind was totally broken, could make stealing from shops almost game breaking. If you stole some generic item from a merchant like a diamond all diamonds even the ones you bought from him would be tagged as stolen and he would attack you if you tried to sell one to him.

Oblivions system worked well enough, other option is to drop the stolen flag on cheap generic items like ingredients, and let the other items be sellable to other merchants.
I agree that a karma system don’t fit in Elder scroll,
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Shianne Donato
 
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Post » Sat Feb 19, 2011 3:16 am

Why? serve totally different purpose in the game and is suited for different characters, why not remove blunt as we has blades.
Well we need blunt for the blunt damage and blade for the slashing damage. You're not going to take on a skeleton warrior with a sword or a bow and arrow.

Why remove spell scrolls? yes I seldom use them as a spell you can only use once or twice just get confusing but remember like potions they also benefit npc.
Spell scrolls prevent the mage's guild from being an interesting faction. In the last game they didn't even require specific spells for anything, and the one time they required spellcasting, they provided all the scrolls on location that you would need to complete the puzzle. With spell scrolls, anyone can cast teleport or banish daedra. What is there to even look forward to as a mage when the level one barbarian can whip out just as much magical power with his scrolls? How does he even read the daedric writing on them? Spell scrolls were always a bad idea for the series, and the games were better in role playing before them.
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Joey Bel
 
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Post » Sat Feb 19, 2011 2:56 am

Forks.


What are they good for?


AAAABSOLUTELY NOTHING!!

Say it again y'all.
FORKS!! Huh, good God.
What is it good for?
Absolutely nothing.

Listen to me


Closed Cities, I want them open to the rest of the world as in Oblivion's mod.
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Marcin Tomkow
 
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Post » Fri Feb 18, 2011 11:50 pm

Voice actors that sound like my grandma and actors with a nasal voice. I'm talking about the female Altmer and male Breton voices.
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how solid
 
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Post » Sat Feb 19, 2011 8:01 am

*facepalms* I knew that was coming. :facepalm:
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Amber Ably
 
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Post » Fri Feb 18, 2011 11:55 pm

Spellmaking and Enchanting. Making your own spells like it was a piece of cake destroys immersion. There should be a set number of spells with unique names that you can learn from scrolls and trainers but that's enough. If you make these spells interesting by adding a description and unique icons that's all we will ever need.

Enchanting is also gamebreaking because you could make a full set of armor enchanted with shield and then next to nothing could hurt you. It can exist as a skill instead with limits on how strong enchantments you can make.
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Karine laverre
 
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