• The Elder Scrolls V: What do you want for it?
    369 replies, posted
Also many talked about items, well in my opinion it's not just about having more items, but also more interesting items. In Oblivion you never had that anticipation/anxiousness you had in, for example, Diablo 2 when something dropped, you never felt your hearth jump when you saw the item/item name and you never really felt like there was going to be something interesting, just another Daedric sword that is identical just that it adds 5 in fire damage instead of 4 fire damage. Also I don't really like the "material tiers" (Daedric, Glass and so on), it's nice that they specify the material, but I think that the objects should not be classified solely on the material, but on the power/rarity of the object instead.
[QUOTE=acds;16413780]Also many talked about items, well in my opinion it's not just about having more items, but also more interesting items. In Oblivion you never had that anticipation/anxiousness you ahd in, for example, Diablo 2 when something dropped, you never felt your hearth jump when you saw the item/item name and you never really felt like there was going to be something interesting, just another Daedric sword that is identical just that it adds 5 in fire damage instead of 4 fire damage. Also I don't really like the "material tiers" (Daedric, Glass and son on), it's nice that they specify the material, but I think that the objects should not be classified solely on the material, but on the power/rarity of the object instead.[/QUOTE] Ooo that's a good idea, I hated doing dungeon runs for loot and...oh look its ANOTHER glass sword. Wee. Also, I'd like a better levelling system that isn't 'you have to swing your sword and hit something 999 more times before you level up!'. In theory its a good idea, but it was way too easy to level up a mage class as opposed to a warrior.
[QUOTE=abigserve;16413823]Ooo that's a good idea, I hated doing dungeon runs for loot and...oh look its ANOTHER glass sword. Wee. Also, I'd like a better levelling system that isn't 'you have to swing your sword and hit something 999 more times before you level up!'. In theory its a good idea, but it was way too easy to level up a mage class as opposed to a warrior.[/QUOTE] Yeah the levelling system wasn't good at all, and easily exploitable (I made a summon skeleton spell that had 1 in everything, costed 1 mana and did not have any cooldown, so I just spammed that spell and got to 100 in that spell type very quickly). Also the weapons had only one model, if you think about it there was only one type of glass dagger, one type of daedric battleaxe and so on. So there was no variety, if you were to pick up 500 elven battle axes they would all look the same. And that made it boring, because you knew that you would end up with that Daedric sword and you knew what it looked like, and even if you found a magical Daedric sword it would still look exactly the same, except for an ugly glow on it maybe. And this got extremely frustrating at higher levels where the only viable was Daedric or Glass. Same goes for armors. There were some special objects that had unique models, but those are few and nearly all quest objects, so there was no point in exploring in an attempt to find a good weapon, if you wanted that item then you already knew to go to the shrine, do the quest and get the weapon.
[QUOTE=acds;16414064]Yeah the levelling system wasn't good at all, and easily exploitable (I made a summon skeleton spell that had 1 in everything, costed 1 mana and did not have any cooldown, so I just spammed that spell and got to 100 in that spell type very quickly). Also the weapons had only one model, if you think about it there was only one type of glass dagger, one type of daedric battleaxe and so on. So there was no variety, if you were to pick up 500 elven battle axes they would all look the same. And that made it boring, because you knew that you would end up with that Daedric sword and you knew what it looked like, and even if you found a magical Daedric sword it would still look exactly the same, except for an ugly glow on it maybe. And this got extremely frustrating at higher levels where the only viable was Daedric or Glass. Same goes for armors. There were some special objects that had unique models, but those are few and nearly all quest objects, so there was no point in exploring in an attempt to find a good weapon, if you wanted that item then you already knew to go to the shrine, do the quest and get the weapon.[/QUOTE] Also, using only vanilla enchantments and created spells, you can get to over 1000 in speed and agility. Someone jumped from Dive Rock to Lake Rumare without using any mods, cheats or console commands. [media]http://www.youtube.com/watch?v=JBY6mlvB9B4[/media] Jump to 2:19 for the actual jump. Also yeah, I'm rather tired of the completely linear weapon/armour scale. Francesco's has a plugin that adds an arseload of new things. It's good, breaks out of the boring equipment scale in vanilla Oblivion. You'll see new stuff every dungeon you go in.
[QUOTE=MegaJohnny;16393211]I'd prefer the towns to be marked but undiscovered. Perhaps, as soon as you enter the main town cell you discover all the gates.[/QUOTE] From my opinion, the towns being available to you made perfect sense, as in the game you were just a prisoner in jail, it's not like you'd been BORN in jail and never been out in the towns before.
[QUOTE=Buttman;16414243]From my opinion, the towns being available to you made perfect sense, as in the game you were just a prisoner in jail, it's not like you'd been BORN in jail and never been out in the towns before.[/QUOTE] I've not played far into the main quest and not been above level 14 due to loss of saves or mods that need a new character, but I always suspected that he was put in the cell by some godly force for a purpose. Do we ever find out why the PC was in jail and if he ever had a life before the evens of Oblivion?
[QUOTE=MegaJohnny;16414220]Also, using only vanilla enchantments and created spells, you can get to over 1000 in speed and agility. Someone jumped from Dive Rock to Lake Rumare without using any mods, cheats or console commands. [media]http://www.youtube.com/watch?v=JBY6mlvB9B4[/media] Jump to 2:19 for the actual jump. Also yeah, I'm rather tired of the completely linear weapon/armour scale. Francesco's has a plugin that adds an arseload of new things. It's good, breaks out of the boring equipment scale in vanilla Oblivion. You'll see new stuff every dungeon you go in.[/QUOTE] I remember having a spell that let me do things like that in Morrowind, let me nearly jump across the whole continent, the only problem was the landing, which was tricky (I had to hit a body of water, or else...). About the mod: Yeah, I wish that the developers took a hint from the modders sometimes.
[QUOTE=acds;16414296]I remember having a spell that let me do things like that in Morrowind, let me nearly jump across the whole continent, the only problem was the landing, which was tricky (I had to hit a body of water, or else...). About the mod: Yeah, I wish that the developers took a hint from the modders sometimes.[/QUOTE] tat was te icarus scroll
[QUOTE=MegaJohnny;16414269]I've not played far into the main quest and not been above level 14 due to loss of saves or mods that need a new character, but I always suspected that he was put in the cell by some godly force for a purpose. Do we ever find out why the PC was in jail and if he ever had a life before the evens of Oblivion?[/QUOTE] I think it's just what happens in tes. Correct me if I am wrong but all the games have you starting in jail, or being released in some way. It's just part of what makes it tes.
[QUOTE=Pj The Dj;16412754]Elder scrolls is full of metagaming. Get rid of it all. Fuck it. I don't want a magic inventory system, I want a bag where I can throw shit in it and if I want to do something I get the item out of the bag. I also want to wear that bag. [B]Continuing with metagaming shit, I want weapons that do damage based on where the damaging area of the weapon is in the world, not play the animation and damage is taken from whatever happens to be standing in the way. No levels for weapons, instead, because weapons must be used against certain parts of the enemy to be effective, and all in real time, you should just have to get better at the game controls yourself, including positioning yourself, and attacking at the right time. Damage is done realistically from the very start, whack with a large hammer = pretty fucked up, not -100 health. Weapons do what they say on the tin, they don't have stats.[/B] We shouldn't know what a potion is just by having it in the inventory. We have to know ourselves, label potions as they are. There should be no guarantee that you didn't fuck up while making potions. We have to do the ingredient mixing by our own, not through an interface that matches up ingredients for us. We should not be everybodys bitch, all these games consist of are doing what other people tell you to do. Our actions should affect people, shops, towns, cities etc. The world shouldn't be a load of shit. Where does all the weapons come from? Who the fuck knows, they just exist. Nobody works in oblivion, they just stand around with their items that came from nowhere. Everything should have a source, and people have to work to get things to shops, crafters etc, for example miners bring iron to blacksmith, and if you want you can kill everybody and take over the mine or ambush the guys transporting it etc etc. Also, shops should not buy everything you have, because that just makes no sense at all. Things should be happening, in previous tes games, the world is just at a stand still, waiting for you to come along to be their bitch. People should be able to move around from place to place, change homes, change job, become a criminal, get wealthy, start new settlements etc all by themselves. Shouldn't just stand around and fiddle with themselves. People can ask you for help, in relation to their jobs, transport or something like that, or you can ask them for help. These would be generic things, but they should make an impact on the game world. You help shop owner out of debt and he stays there for longer and things change. Being a friend with somebody actually changes things in your favour, not just a minigame to get the next part of the quest. Enemies shouldnt just stand around for no reason, they should be there for a purpose. to take an example, bandits, ideally they would exist because some people in a town got together and decided to kill and steal shit. They are still people, they're not just genericenemynpc2425. They can leave the life of crime, or continue onto great riches from it, or you can just destroy them right then and there. none of this is simulated constantly. It would all work how oblivion already works, you approach an area, and it decides what has happened since you've been gone, based on previous history. Sometimes it creates new things.[/QUOTE] Sounds to me like you would really like the skate series, that is if you are into skateboarding at all.
I'd like to see dynamic environments & terrain for epic battles and some kind of weapon crafting thing (think Spore editor-like thing for weapons)
I just want them to remake Morrowind with better graphics, combat and less crashes. That game was epic.
Fast travel is a must for me.
I think it would be better if they toned down the level scaling and instead have improvements from skill increases come in smaller increments so that the player is becoming better, but doesn't become godlike. In other words, so if you're level 20 fighting against a level 5 enemy, you can kill the enemy easily because you're a lot better, but you'll still die quickly if for some reason you just stood there and didn't make any effort to defend yourself. I know some degree escalation is always a part of RPGs, and it should be in order to have some sense of progression. On the other hand, I think that if you have to scale the rest of the world up to keep up with the player as much as they did in Oblivion, you would be much better off reducing the amount of escalation as it's clearly not being conducive to gameplay. In Oblivion the progress of the player character as he/she became more powerful stopped seeming like a good thing and started to feel more like an annoyance. It felt like they altered way too much of the rest of the game just so that one mechanic would work well.
They should implement lua for on-screen rendering and possibly a land randomizer that would create a physbox and texture it. Also DMM should be in it since it's already been implemented in the gamebryo engine. Check out pixelux, they have a video of it.
Maybe Euphoria would be a good idea. I think it would be cooler if people actually grabbed onto things, and stuff. And the player could be a Euphoria thing too, not some immovable wall that will only move if punched by Dagon. Also, we need some undiscovered continent that is extremely huge with lots of rocky cliffs, and gigantic enemies that only get hurt if hit in weak spots, and a climbing system similar to SoTC, but that works in first person(That's how I always play in games that have it.). Also, I think it would be cool if I try and cut someone with my sword, but they block it with theirs, my sword should actually COLLIDE, making it either bounce off theirs, or pushing theirs away. That is all.
Mount & Blade Horseback Combat, Dark Messiah/Mount & Blade blend for on-ground combat. An actual crime and punishment system. No 'beat to death'ing in the street. They knock you unconscious, shackle you, and then let you sit in the dungeon for a night. Then you go to court and plead your case (or don't, or mock it) and get sent back to your cell. There you can, if you're lucky, try to break out of prison. If they hate you enough, you get to be executed the next morning; else 'time passes' and you get out several days later. The next morning, if you're a big name in the thieves or assassin's guilds, they will attempt to rescue you or not. If they don't rescue you, you get one final lockpicking check (if you're great at lockpicking or very agile), while you're on the stand to be hanged by the neck and they're delivering to the crowd your crimes, to escape your bonds (probably being pelted by vegetables and so forth). The more infamous or famous you are, the more people there are in the crowd. Then you have to wade through an angry crowd and guards to live again to fight another day, or take them all on by disarming one of the guards and fighting them all the way to the gates. Of course, if you've escaped like that, the guards [i]will[/i] decide to kill you; unless you're in a province where the law matters above all else. In that case, they put you in the palace dungeon to have your head chopped off. If you manage to escape that time, they will put a large bounty on your head, everyone knows who you are, and the guards will kill you on sight unless they think they can overwhelm you and knock you out. You also gain a powerful enemy who stalks your every move, trying to knock you out and bind you whenever you sleep in an insecure area to claim your bounty. The only defense against him is clever traps or sleeping in an incredibly hostile area (unless it's a mage, in which case all bets are off). So on and so forth. AIs that don't need prompting to do things that matter to them. Built-in states as opposed to triggered states. Actually participating in large army battles if you go through the Imperial Legion, after going through all the training required of you, and perhaps even gaining a Knighthood and a small piece of land to do with what you wish. An actual 'camp' ing system. The ability to choose between sleeping on the dirt or on a blanket in a tent. No 'fade to blacks' when you go to bed and you're in your camp area. You go find your bedroll, get in it, and then your eyes close. Maybe some screenshots of particularly memorable things flash on the screen that occured that day or in your lifetime with accompanying sound clips while you're sleeping. You wake up and have to break camp or leave it there for someone else to pilfer (or ward it with spells and traps if you'd like to stick around for a while). Attracting potentially unwanted attention with your campsite, such as bandits and assassins, and having to fend them off with nothing but what you were wearing when you went to bed or kept nearby. (And sleeping in armor should require some sort of mastery or feat, as it is incredibly uncomfortable unless it's just leather [and even that's pretty horrible]) Actual caravans bringing supplies back and forth from the cities, and larger ones from other Provinces, which can be raided. The ability to set up a shop and, once it's up and running, take on an apprentice who eventually runs the shop for you as well as allowing you to bring 'new ideas' back to the apprentice (now master) and get him to forge you stuff for free. Same deal with magic. Being able to go to a tailor and 'piecemeal' your own clothing together for a high fee. Or learning a relevant skill and doing it yourself. Fletching for marksmen. An actual encumbrance system (no, light, medium, heavy, maximum) which affects your stats. Integrating many of the improvements Deadly Reflex offers as far as timing and blocking goes, perhaps some of the things put in by Unnecessary Violence. Have NPCs that are carrying things (like bandits carry blankets and so forth) actually use them. For instance, at nine in the evening, bandits check their inventory to see if they've got any camping supplies, check to see if they've encountered anything recently (random roll), and then decide or don't decide to set up a camp. Then they actually go to sleep in their tents and whatnot. Being able to 'gift' things to people. For example, stealing a valuable object and then, while the guards are looking for it, planting it on someone to get them in trouble. You should be able to break them out of jail and so forth if they're going to be executed to gain them as an ally/companion, just so long as no guard saw them so they don't ever overhear that you were the one who stole the thing. Of course, you could also taunt them in jail and have a small chance that later in the game they escaped their execution and come after you with a score to settle. The Euphoria physics system. Make the time-of-day flowcharts more easily editable. As you become more and more powerful, not only do your enemies become more powerful but they also become more numerous. Allow the players to climb on stuff, maybe have some freerunning elements. Re-use VATS but have it tied to the player's stamina or MP. Let it allow the player to do complex maneuvers at speeds which normally controls wouldn't allow the player to do, or would be too difficult/strange to pull off in first person. Attributes, skills, and so forth increase as you successfully use them, not arbitrarily when you 'suddenly wake up more brilliant than last night'. This applies to HP and so forth. You have to get hurt to get harder to wind. You have to run more to gain more fatigue. So forth. For assassins: They should look to Assassin's Creed for a good example. What else need be said? For spells: They should take a long look at Midas' Magic Spells of Aurum and Supreme Magicka. For magey assassins: Let people kick off walls and so forth in slow-mo, hurl items at people with magical spells to knock NPCs off-balance or trip to the floor, and knock a group of fiends off themselves with a 'pushing' spell. Being able to 'reel in' a target while they flee and follow that up with running them through with your sword. Enchanting your weapons so that you can reflect arrows back at marksmen by blocking at the right time. Make a spell that enchants your person with a deadly contact poison that gets transmitted to an NPC when you touch them and goes off several seconds later; but doesn't care who it affects (so if somebody runs by and accidentally bumps you, well...). Basically, do all the things a regular assassin gets to do, but let the magic do most of the work for them, and be a lot harder to detect; except for mages, who will either instantly know or strongly suspect you and try to follow you around to make sure you're up to no good. For spellswords: Allow spellswords to enchant their blades with particularly nasty spells if used effectively in combat. (A "Knocking" spell which, depending on how you swing your blade, Knocks your foe backwards, into the air, to the left and right, or straight back; these can be chained for maximum effectiveness but is meant for one-on-one combat (unless you have really fancy footwork); the spell is triggered by hitting block right before you connect with someone's bod. Et cetera.) Allow spellswords to wield large weapons in one hand or two one-handed weapons at once. Alchemists: Give alchemists the ability to make 'grenades' out of their potions, the ability to make things for arrows that aren't just poison (see Thief: The Dark Age). Allow alchemists to poison people's food and water, with the chance of them getting caught decreasing as their trade gets better (eventually becoming colorless, odorless, scentless, and tasteless). Perhaps even allow master-level alchemists to make tossable emitters of the masterful poisons or sleeping agents at their beck and call to discreetly clear a room of enemies without giving anyone a chance of being alarmed. Monks: Let great monks disarm people, or turn the weapon against its owner. Allow them to just switch over to the "VATS" mode whenever they feel like it and stay in it for however long they can stand it. They get a boost in "VATS" mode to the rate it drains. Allow players to dodge blows when unarmed or take advantage of an NPC having just attacked and thus exposing a weak point. So forth. Tie all of this to Hand-to-Hand and Agiilty. Etc.
[QUOTE=Confused111;16367589] Also realistic healing/damage modeling, like you can lose an arm, get a badass scar across your eye, causing blindness in that eye (which would make half the screen black), and more things to make your character actually unique, other than the fact that you can kill anything in one hit.[/QUOTE] If my arm was lost in battle i [B]defiantly[/B] wouldn't play as him anymore. Maybe scars would be cool but if there was blindness that would be like what you are talking about i would hate that and riot, because that is total retardedness. And how do you kill anything in one hit, I never was able to do that except for tiny stuff, Well unless in crouch mode.
[QUOTE=B3ast;16424246]If my arm was lost in battle i [B]defiantly[/B] wouldn't play as him anymore. Maybe scars would be cool but if there was blindness that would be like what you are talking about i would hate that and riot, because that is total retardedness. [b]And how do you kill anything in one hit, I never was able to do that except for tiny stuff, Well unless in crouch mode[/b].[/QUOTE] As in, you aren't the strongest thing in the game, which you usually are. Unless you intend to make your character suck. Also, look at what I said after that. You would get something like Dare Devil, having everything turn slightly blueish, like electricity colored. The spell, I mean. [editline]08:37PM[/editline] I think that it would be cool if you weren't the only one who committed crimes and stuff. Maybe a Guard would become paranoid, like that one guy, Glarthir or whatever, and try to kill only certain people, like the captain of the guard for that town.
All I really want for TES5 is armor and weapons with the aesthetic quality of Fallout 3's.Most mods add in armor/weapons in TES4 that look ten times better than the vanilla stuff, but Fallout 3's actually looks cool.
I'd like to see side quests that didn't feel like they where just side quests. A lot of the quests in oblivion where just variations of "go and kill that for me" I'd like to see more sidequests like the dark brotherhood one, where there's an awesome story that's actually fun to go through.
an interesting world none of that generic coniferous forests and grey castles crap
I want to see the Black Marches, and i want spears back. And a fucked up world like in Morrowind or Shivering Isles.
[QUOTE=Sigma-Lambda;16425506]an interesting world none of that generic coniferous forests and grey castles crap[/QUOTE] This too. The world was so boring and bland, there wasn't really anything interesting since the dungeons were always the same textures/models placed differently. Again, I think Dark Messiah had some really cool enviroments (the temple, the necropolis at the end and so on, but they don't need to copy DM, just have something interesting to visit).
[QUOTE=Confused111;16367589] Also realistic healing/damage modeling, like you can lose an arm, get a badass scar across your eye, causing blindness in that eye (which would make half the screen black), and more things to make your character actually unique, other than the fact that you can kill anything in one hit.[/QUOTE] That would suck, alot. That's like turning The Elder Scrolls into a roguelike.
Mount & Blade style large battles torwards the climax of the main quest.
More guilds and maybe more missions for it, whether it be some small pointless ones, I think it needs small missions before big missions, I really enjoyed the Dark Brotherhood.
Really pissed me off in Oblivion how they used the same voice actors for Nords/Orcs and Argonians/Khajiits, Dark Elves/High Elves/Wood Elves. They sucked ass at acting too, GET BETTER/MORE VOICE ACTORS, OR NONE AT ALL! I hated talking to Jauffre and having that Vincente guy from the Dark Brotherhood sound EXACTLY LIKE JAUFFRE! I would also love it if they brought back the old Morrowind style voices for the Dark Elves, the raspy evil sounding voice.
Dynamic lighting, and more variety to locations, not just forts, caves, inns, and cities
There were mods for Morrowind and Oblivion that added ships and a Morrowind mod that added flyable dragons.
Sorry, you need to Log In to post a reply to this thread.