View Full Version : What do -you- want in TES5?
The Almighty dF Jul 03, 2009, 05:51 PM We all know Bethesda's working on a fifth Elder Scrolls title (and apparently may have even been working on it alongside Fallout 3), but what is it you would like to see in the game?
My personal wishlist:
-Varied architecture/mixed cultures, like in Morrowind. I want towns to look entirely different from each other. It's also nice seeing the races act relatively different, or have different factions within the races.
-NPCs need personalities. Some of the only NPCs in Oblivion with unique personalities are the Dark Brotherhood, and then you have to kill them.
-10+ factions again. Morrowind had like what, 12? 2 religious factions, 3 houses, 3 vampire clans, Mage's, Thieve's, Fighter's, and Morag Tong? Whereas Oblivion had... Fighters, Mages, Thieves, Dark Brotherhood, and Arena.
-Maybe a new race, like the Maormer (sea-elves) or Falmer (snow-elves.)
-More skills. I miss spears, unarmored, having the blunt weapons split up, etc.
-Drop the leveled list set up, at least for monsters/enemies. It's really annoying when you're at a high level to end up fighting things that -shouldn't- be powerful, but are. At least add in more creatures. (Just please don't bring back spiders.)
-More armor. Also, how about not having the styles dictate the strength of the armor? I hate having to wear glass armor if I go light armor or daedric armor when I go heavy armor. Daedric makes me feel like I'm playing an evil character, and glass armor makes me feel like I need to throw Gwen Stacy off a bridge.
-Skill balancing. Do not make swords the best weapons. Do not make one armor type more powerful than the other (light armor at 100 in Oblivion is better than heavy armor at 100 in Oblivion.)
-Maybe instead of just setting it in one region, it could be set in a few. If the next game -is- TES: Skyrim, then the game could feature the lands the nords have taken over. It'd be nice to someday have a game that encompasses all of Tamriel as we know it.
-I want Bethesda to spend money on voice actors. Enough to get multiple VA's for each race. If they won't, then let's go back to Morrowind style dialogue. I hate having everyone sound exactly alike.
-Facial hair would be kind of nice. The beard options in Oblivion do nothing but make you look like a coal miner.
-Drop the tutorial from the start of the game. Morrowind had the best new game setup. Come to the world on a boat, fill out some paperwork, and go on your way. A small reference is made to the main quest, that is all.
tycoonist Jul 04, 2009, 03:29 AM all good suggestions. i would add that i would like an improved combat system including:
-horseback combat
-special attacks (i.e. not just slash-slash-slash)
-using shield offensively
-decapitation :evil:
-maybe some kind of critical hit system? it would have to be well done though.
oh and also, please stop the character from being able to get higher than say 50% reflect damage/resist magic etc. it was way too overpowered. oh and make invisibility really expensive to use.
GVBN Jul 04, 2009, 03:57 AM - Much better dialogue than in Oblivion
- Make races more distinct
- No level scaling
- Level up system that doesn't suck. Playing with 4 filler majors is bs
- Much better weapons system. Marksman and hand-to-hand were completely useless. Oh and axes aren't blunt weapons
- Many voice actors instead of Patrick Stewart and 3 other guys
- Fort ruins that are actually worth exploring
GoodGame Jul 04, 2009, 09:40 AM Hire Taleworlds (Mount and Blade) to design the combat system.
Harbringer Jul 04, 2009, 01:25 PM Get rid of the annoying diolougue system, and make the game more dynamic in general. Ive always thought it would be neat if when the game started, major things like towns are always in the same place, but all of the dungeons and forts are randomly placed at set points.
leonel Jul 04, 2009, 01:26 PM Crossbows! Jerks that whined enough to Bethesda to take it out from TES4! :mad:
GoodGame Jul 04, 2009, 04:00 PM Get rid of the annoying diolougue system, and make the game more dynamic in general. Ive always thought it would be neat if when the game started, major things like towns are always in the same place, but all of the dungeons and forts are randomly placed at set points.
The original TES was like that wasn't it?
The Almighty dF Jul 04, 2009, 04:38 PM The original TES was like that wasn't it?
Daggerfall too, hence why Daggerfall allowed for a map that was, literally, larger than Great Britain. I don't think any game has ever beaten that record, except maybe SWG pre Sony destroying it, back before it was a crappy KotoResque MMO.
GoodGame Jul 04, 2009, 07:46 PM Crossbows! Jerks that whined enough to Bethesda to take it out from TES4! :mad:
;)
They should be the way Taleworlds does them, or maybe the way they are in the Age of Chivalry mod for Half-Life 2.
Harbringer Jul 05, 2009, 12:24 AM Daggerfall too, hence why Daggerfall allowed for a map that was, literally, larger than Great Britain. I don't think any game has ever beaten that record, except maybe SWG pre Sony destroying it, back before it was a crappy KotoResque MMO.
Yes but I mean original dungeons, that are all unique, just placed at random set points, it would keep exploration somewhat fresh for subsequent playthroughs.
Shylock Jul 05, 2009, 12:32 PM They need more voice actors or better yet don't use voice at all like in Morrowind.
Radiant AI should have a more varied schedule than: Wake up, walk around house, walk around town, go to tavern, go home.
Yeekim Jul 05, 2009, 02:42 PM -Drop the leveled list set up.
This!
- Level up system that doesn't suck.
This!!
Hire Taleworlds (Mount and Blade) to design the combat system.
This!!!
Harbringer Jul 05, 2009, 03:08 PM You know, the leveling system was is a brilliant concept, it just needs to implemented better. I always thought that the whole process of leveling in Oblivion was arbitrary anyway, why not just make attributes increase per two gains on related skills? And why go through all the level up screen shenanigans with wasted points and such.
The Almighty dF Jul 05, 2009, 06:49 PM Biggie I forgot.
Have it so that if an NPC is battling a monster, they won't take any accidental attacks from you as purposeful.
That's the big reason why I avoid companions and the like. They always get in the way of my attack.
Also, I was wrong. Morrowind has -13- factions, I forgot the Imperial Legion. And that's without expansions or counting the fake factions the main quest gives you (IE Blades.)
Yeekim Jul 06, 2009, 06:31 AM Why not just make attributes increase per two [or any other balanced number] gains on related skills?
And why go through all the level up screen shenanigans with wasted points and such.
Ex-friggin-actly!
One can say you could just ignore it - but the game won't let you; it upgrades every other damn creature based your level, so if you don't micromanage your character so s/he "levels efficiently", you'll get to the point where even lousiest critters start raping you.
These two design flaws are cumulative. I got to the point I became so obsessed I kept an Excel chart in the background to monitor my progress and Alt-Tabbed out every time I learned a skill... and then forgot something with each character and become frustrated about wasted points. Sounds like silly powergaming, I know - but the damn game damn near forces you to engage in it.
Munch Jul 08, 2009, 10:18 AM The most important thing for me is the character development. There were several things in Fallout 3 which I hope they don't take on thinking "oh Fallout 3 was popular let's translate these things into TES5". For example:
1. I want my skills to go up when I use them, not when I level up and dump 15 skill points into whatever I goddamn please. Idiots!
2. Attributes should be as meaningful as skills. This is done quite nicely in Oblivion: my strength attribute governs how much damage I deal when I hit you with my mace, and my blunt skill governs how adept I am at mace-wielding.
Other than those game-ruining mind-guffs, I'd like to also see:
3. A cleverly balanced enemy-levelling system. I don't want to always feel like I am at a constant strength relative to the enemies, but I also don't want to just be able to urinate on everyone once I reach a moderate level.
4. Like The Almighty dF said, don't make any one skill the best or worst in its group. Hand to hand combat was a bit of a joke in Oblivion, and Blade could arguably be the best of the three strength-governed skills. Balance it please!
5. Similar to the previous point, don't make certain classes of magic or enchantment overpowered. For example in Oblivion invisibility is game-breaking, and stacking things like chameleon or resist damage up to 100% or near that is also game-breaking.
6. Horseback combat would be nice. How hard would it be to allow you to fire your bow from a horse? Just make it a bit less accurate if there are worries about that being exploitable somehow.
7. Get rid of the stupid speechcraft game. At least that was one thing Fallout 3 did quite well. You get one chance to convince that NPC that he shouldn't cut you to pieces, I hope you practiced your speechcraft.
8. Random dungeons would be BRILLIANT. Perhaps unlikely though.
9. Don't make me "powerlevel" just to enjoy the game.
GoodGame Jul 08, 2009, 11:39 AM 6. Horseback combat would be nice. How hard would it be to allow you to fire your bow from a horse? Just make it a bit less accurate if there are worries about that being exploitable somehow.
It is pretty hard, but the mongols developed a shorter, stronger bow to do the job. Incidentally, Taleworlds did a good job of that in Mount & Blade. ;)
Munch Jul 08, 2009, 04:17 PM It is pretty hard, but the mongols developed a shorter, stronger bow to do the job. Incidentally, Taleworlds did a good job of that in Mount & Blade. ;)
Haha good knowledge, but I meant 'how hard could it be' with respect to implementing the concept in-game! The realistic difficulty of shooting a bow from horseback would also have to be a factor though, like you say it isn't easy without specialised equipment.
Harbringer Jul 08, 2009, 11:39 PM I dont want the fallout 3 speech system though.....because you get one opportunity, and its either all fail or all pass, with nothing in between.
GoodGame Jul 09, 2009, 12:43 PM I dont want the fallout 3 speech system though.....because you get one opportunity, and its either all fail or all pass, with nothing in between.
The earlier Fallouts had a pretty good branching quest system though, didn't they? Haven't really gotten into Oblivion, so I can't judge, but a well-integrated, well-consequenced story like Fallout's 1 & 2 would be good. Anything resembling a Kill 10 Foozles and return, should be not included except as an easter egg.
Izipo Jul 09, 2009, 12:46 PM What I want is enough time to be able to play it... :(
Oblivion and Fallout III are still sitting on my desk, still wrapped.
Harbringer Jul 09, 2009, 04:22 PM The earlier Fallouts had a pretty good branching quest system though, didn't they? Haven't really gotten into Oblivion, so I can't judge, but a well-integrated, well-consequenced story like Fallout's 1 & 2 would be good. Anything resembling a Kill 10 Foozles and return, should be not included except as an easter egg.
Fallout one and twos speech system consisted of, if your speech skill was hi enough, new speech options appeared, and they were always "pass" int he sense that you could click them just like any other speech option.
However, this was confusing to you, the player, because there wasn't any kind of indicator that acknowledged that that dialogue option was available to you for having a hi speech skill, often making the speech skill feel unused. In Fallout 3 they at least had the percentage next to the speech option letting you know that it was available to attempt, and your speech skill only determined you chance at success.
tycoonist Jul 12, 2009, 05:03 AM how about fully destructible terrain? i want to sculpt mountains with magic!
The Almighty dF Jul 12, 2009, 05:07 AM how about fully destructible terrain? i want to sculpt mountains with magic!
Not possible.
Bethesda has said they never plan to do this (in the forseeable future) due to how big TES games are. Imagine having a gigantic gameworld full of destructible terrain.
Can you hear your CPU crying?
I've got a 3.1GHz CPU and it's crying just at the thought.
tycoonist Jul 12, 2009, 06:47 AM Not possible.
Bethesda has said they never plan to do this (in the forseeable future) due to how big TES games are. Imagine having a gigantic gameworld full of destructible terrain.
Can you hear your CPU crying?
I've got a 3.1GHz CPU and it's crying just at the thought.
yeah, my computer wouldn't be able to run it in all probability but it would be cool if they could do it anyway. maybe just have it as an option for people who own computers which could kill a crocodile.
Maniacal Jul 12, 2009, 03:26 PM Hire Taleworlds (Mount and Blade) to design the combat system.
This.
Every other point pretty much too. I want the world to feel ALIVE! and REAL not just a bunch of preset NPCs who don't feel alive. I want ot see birds, the occaisional insect, rabbits, non-giant rats, cats, dogs, deer (at elast those were in Oblivion), fish,squirrals, owls, bees pollinating flowers, etc etc etc. If someone could combine the plant groth from the Dunia engine (really it's only ability that I know of) with the CryEngine 2 (or 3 :p) and what the TES series needs from an engine (Beth's engines and games are buggy sadly) it'd be sweet.
I want the monsters, creatures and people I face to act realistiacly, with more stronger creatures appearing when I get to higher levels yes, but still have regular forest critters running around.
I want the combat system to be liek Mount&blades yes, but the one thing I love in 3rd person (especialyl sued in consoel games) is seeing the weapon actually tear off what it hits or go into the person (like the bayonet in Call of Duty: world at War for an FPS example). No mroe of this slashing at them with no or little visible damage while their health bar slowly goes down.
Harbringer Jul 12, 2009, 11:44 PM I always felt like Mount and Blades combat system was to unresponsive, it seemed like there was always a clutzy delay on sword swings and stuff.
GoodGame Jul 13, 2009, 07:59 AM I always felt like Mount and Blades combat system was to unresponsive, it seemed like there was always a clutzy delay on sword swings and stuff.
Every item has different values, so it may well be that some items are like that. Most of the weapons definitely aren't oriented towards fencing, too.
Maniacal Jul 13, 2009, 12:16 PM I think the delay is simply the fact that you have to raise the sword up and then strike rather than always carry it as if you are half-wal through hitting people. I've never had a problem.
Harbringer Jul 13, 2009, 04:21 PM Meh I dont know, if it was more responsive I might jump on it, but I always thought it was a better idea then actually fun.
Chieftess Jul 13, 2009, 06:55 PM We all know Bethesda's working on a fifth Elder Scrolls title (and apparently may have even been working on it alongside Fallout 3), but what is it you would like to see in the game?
My personal wishlist:
-Varied architecture/mixed cultures, like in Morrowind. I want towns to look entirely different from each other. It's also nice seeing the races act relatively different, or have different factions within the races.
On that vein, I'd like to see more towns or more small villages and outposts. TES4 seems to have a lot of small villages that are inn, 2 houses, and a farm.
-10+ factions again. Morrowind had like what, 12? 2 religious factions, 3 houses, 3 vampire clans, Mage's, Thieve's, Fighter's, and Morag Tong? Whereas Oblivion had... Fighters, Mages, Thieves, Dark Brotherhood, and Arena.
Most definately! That would really expand gameplay.
-More skills. I miss spears, unarmored, having the blunt weapons split up, etc.
The wabbajocky thing is sort of like a spear/pike. I'm sure there's TES4 mods that include spears/pikes. I'm not sure how the blunt weapons splitting thing worked.
-Drop the leveled list set up, at least for monsters/enemies. It's really annoying when you're at a high level to end up fighting things that -shouldn't- be powerful, but are. At least add in more creatures. (Just please don't bring back spiders.)
I guess that's one of the great RPG gameplay debates. Non-leveled enemies, then some become too easy, almost forcing you to move on. Then again, leveled enemies wouldn't seem that realistic (gain 1 level too many, and those enemies wind up killing off everyone in open villages! :eek:) Maybe when there's more regions (a full game like TES1:Arena) they could. But, then you'd have one one region with powerful dragons, and villagers wearing glass armor or their equivalent.
-More armor. Also, how about not having the styles dictate the strength of the armor? I hate having to wear glass armor if I go light armor or daedric armor when I go heavy armor. Daedric makes me feel like I'm playing an evil character, and glass armor makes me feel like I need to throw Gwen Stacy off a bridge.
I would agree on the more armor thing, and special types of armor for certain classes or factions.
-Skill balancing. Do not make swords the best weapons. Do not make one armor type more powerful than the other (light armor at 100 in Oblivion is better than heavy armor at 100 in Oblivion.)
I think instead, have the surroundings determine the type of weapon that's the best. In the field, a sword or bow & arrows might be best. Indoors, a dagger might be better than a 7 foot claymore sword. Also, make a type of weapon more effect with a character class (i.e., assassins will always use daggers better. Orcs are better at weilding clubs.)
Even terrain: Sword
Hills/Mountains: Bow & Arrow
Indoors (tight corridors/low ceilings): dagger, shortsword, club
Against a defensive target: Hammer
-Maybe instead of just setting it in one region, it could be set in a few. If the next game -is- TES: Skyrim, then the game could feature the lands the nords have taken over. It'd be nice to someday have a game that encompasses all of Tamriel as we know it.
TES1 was like that. I'd like that, too in later versions.
-I want Bethesda to spend money on voice actors. Enough to get multiple VA's for each race. If they won't, then let's go back to Morrowind style dialogue. I hate having everyone sound exactly alike.
In this economy? Now, that being said, there is voice synthesizing software, but I don't think that's been perfected yet. Once it is, you'll probably have varied voices.
-Drop the tutorial from the start of the game. Morrowind had the best new game setup. Come to the world on a boat, fill out some paperwork, and go on your way. A small reference is made to the main quest, that is all.
I liked the tutorial for new games - at least make it optional.
all good suggestions. i would add that i would like an improved combat system including:
-horseback combat
-special attacks (i.e. not just slash-slash-slash)
-using shield offensively
-decapitation :evil:
-maybe some kind of critical hit system? it would have to be well done though.
oh and also, please stop the character from being able to get higher than say 50% reflect damage/resist magic etc. it was way too overpowered. oh and make invisibility really expensive to use.
Isn't the master skill level for weapons like a critical hit? They're a little tricky to do sometimes, but it's a more powerful attack.
- Much better dialogue than in Oblivion
- Make races more distinct
- No level scaling
- Level up system that doesn't suck. Playing with 4 filler majors is bs
- Much better weapons system. Marksman and hand-to-hand were completely useless. Oh and axes aren't blunt weapons
I don't think marksman is useless. My first game, I had a very skilled khajit archer once that picked off every enemy in the oblivion gates without even being noticed.
- Fort ruins that are actually worth exploring
I'd agree with that. Most have bandits, mages, ghosts, or vampires, and are fairly optional anyway.
Get rid of the annoying diolougue system, and make the game more dynamic in general. Ive always thought it would be neat if when the game started, major things like towns are always in the same place, but all of the dungeons and forts are randomly placed at set points.
I think random placement would make modding the game difficult.
What's the annoying part about the dialouge? The fact that most will say the same thing over and over again? (i.e., "Have you heard about the other provinces?", "Nothing I'd care to talk about...", etc.) I think until they develop a very good AI-chip, that'll be tough to do.
Radiant AI should have a more varied schedule than: Wake up, walk around house, walk around town, go to tavern, go home.
Kind of like Sims or something? (assuming that the AI actively does things like decide to look for a job if they lost their job).
What I'd like to see is more of an economy (not supply/demand and inflation - that would wreck havoc if you had a 5 trillion septim stimulus package), and an AI with "survival-instincts". That way, you don't see things like the AI eating food out of thin air, or just stand there when it sees an arrow whiz past.
Economy: (and diplomacy)
Instead of having swords and armor spawn out of mid-air in shops, shop keepers would need to hire NPCs that go out an mine the ore (maybe 10 workers can mine enough ore to produce 3 long swords per week). They would, of course, also have to hire gaurds to protect them. Then there's the blacksmith that has to create the swords (also takes time). Likewise, farmers that farm crops (in season! if you pick a carrot when it's only been growing for a week, it's not gonna heal you as well as a ripe carrot) harvest certain times per year. Different lattitudes would have 1 to 4 farming seasons, too. You'd see caravens transporting crops to the big cities, and tax carts (with gaurds) going from the count's castles and collecting taxes (gold whatever the people have) and returning to the castle. The AIs would sort out the goods, and send a portion to the capital. If you were a thief character, you could even fine the castle's "treasury room" where they keep the taxes. Stealing their money could affect the economy though... (no money? Then a gaurd might wind up jobless and wander the banks of the river as a bandit, or return to his home village). You'd even see a dialouge about it.
It would be nice to set up shop along a barren, but well travelled, roadside and have people buy things from you. Eventually, you could turn that into a town. Who knows, maybe one day, you could build a palace, train troops, and conquer the entire continent. ;)
"Survival AI":
On a normal day, the AI schedule would be "Eat", "Work", "Eat Lunch", "Work", Go home or do something fun", "Eat", "Sleep". If they find they're getting low on food, go to the market and buy food. If no food exists (they'll have a recent memory if food is low, look elsewhere), then go to the next town. If they're desperate, they might try to steal food, or create a farm. The AI shouldn't try to pick a fight with a gaurd, either... and gaurds shouldn't fight each other over venison (Must be a prized delicacy in Tamriel).
The most important thing for me is the character development. There were several things in Fallout 3 which I hope they don't take on thinking "oh Fallout 3 was popular let's translate these things into TES5". For example:
1. I want my skills to go up when I use them, not when I level up and dump 15 skill points into whatever I please.
I remember an old BBS "online" game like that (Usurper?). It had 50-some-odd skills like -
karate - knife hand strick
karate - side kick
sword - slash
sword - thrust
with each having a skill level like "minimal, novice, etc." (not sure of the exact level names - all I remember is that they were color coded). The more you used them, the higher they'd go when leveling up. I think TES4 kind of tries to do this. Whenever you level up, the thing you used the most will have closer to 5 points.
how about fully destructible terrain? i want to sculpt mountains with magic!
Might be good for sculpting out an area for a town or building, but the game would get slow after awhile with all of those added polygons laying around.
Some other things...
- Less annoying Oblivion Gates or the equivalent. There were maybe 3 types of them, and it gets old fast.
- A game where more than 5% actually has to do with the storyline. The main story in TES4 was quite short, and kind of anti-climatic.
- Do a little more than the old cliched "fetch-quests".
- More Guilds!
- A "good/evil" system like in Might & Magic 7. So, if you're in the Fighter's Guild, and Mage's Guild, there will be consequences (harder to join the opposite faction, or you are removed once word spreads) for joining the Dark Brotherhood or Necromencer's Guild. Each guild will have it's own counterpart. Like in M&M7, you could have some "final guild" (once you're a member of all guilds - maybe grandmaster) that you can only join if you're "100% good" or "100% evil" (haven't switched guilds or done backstabbing of guild members, etc.).
- Remove the "jedi mind powers" of NPCs, or, the "spread the word" system. If you commit a crime in Anvil, it should take quite a while before word spreads to Cheydinhal on the other side of the country. Rumors could spread, too. Let's say you're a famous Fighter's Guild member. Then, you join the Dark Brotherhood, and someone sees you perform some act. They could start spreading the word. Those that read the "Black Horse Courier" would hear about it quicker.
tycoonist Jul 13, 2009, 08:28 PM I guess that's one of the great RPG gameplay debates. Non-leveled enemies, then some become too easy, almost forcing you to move on. Then again, leveled enemies wouldn't seem that realistic (gain 1 level too many, and those enemies wind up killing off everyone in open villages! :eek:) Maybe when there's more regions (a full game like TES1:Arena) they could. But, then you'd have one one region with powerful dragons, and villagers wearing glass armor or their equivalent.
yeah its a tough one. but on oblivion the leveled monsters system made leveling up a disadvantage in many cases, which it clearly shouldn't be
Isn't the master skill level for weapons like a critical hit? They're a little tricky to do sometimes, but it's a more powerful attack.
tbh, i never maxed out my weapons stats... i did for most of the magic, sneak, lockpicking etc., but never for blade/blunt. i just never saw the need, and it was harder to do than the others
Economy:....
thing is, oblivion had the economy of a world of a million people for a world of actually only around maybe 1000 tops. i mean, take imperial city: its got a massive arena, and a large shopping centre but the bottom line is that it only contains a handful of actual houses. in order to generate a realistic economy, you would need far larger populations. but then of course you run into the problems of computer power.... :(
- Less annoying Oblivion Gates or the equivalent. There were maybe 3 types of them, and it gets old fast.
yeah i agree. i don't think procedurally generated gates would be too difficult. just a little variation would make them less monotonous.
- A game where more than 5% actually has to do with the storyline. The main story in TES4 was quite short, and kind of anti-climatic.
i liked the amount of side-quests in relations to the actual quest - 5% was a good amount. however, i do agree that the main quest was far too short... so my advice would be to just make everything bigger, longer and more in depth! ;)
- Do a little more than the old cliched "fetch-quests".
yeah, how long have we all been doing them for? i don't mind a couple, but it really gets old. i also want quests which are difficult to work out what to do.
- A "good/evil" system like in Might & Magic 7. So, if you're in the Fighter's Guild, and Mage's Guild, there will be consequences (harder to join the opposite faction, or you are removed once word spreads) for joining the Dark Brotherhood or Necromencer's Guild. Each guild will have it's own counterpart. Like in M&M7, you could have some "final guild" (once you're a member of all guilds - maybe grandmaster) that you can only join if you're "100% good" or "100% evil" (haven't switched guilds or done backstabbing of guild members, etc.).
yes, that would be good. however, i wouldn't be a fan of the kind of system that forces you to play through the game twice in order to access all its features.
- Remove the "jedi mind powers" of NPCs, or, the "spread the word" system. If you commit a crime in Anvil, it should take quite a while before word spreads to Cheydinhal on the other side of the country. Rumors could spread, too. Let's say you're a famous Fighter's Guild member. Then, you join the Dark Brotherhood, and someone sees you perform some act. They could start spreading the word. Those that read the "Black Horse Courier" would hear about it quicker.
agreed. i have had some bad experiences with these. i once slayed a few guards in the imperial city, but i managed to make my escape. i jumped on my horse (it was shadowmere, so i was the fastest thing on the map), rode all the way to anvil, and guess what? the guards tried to arrest me immediately! what the hell.... :eek:
Harbringer Jul 13, 2009, 09:34 PM By annoying dialogue system I mean get rid of that, game feezes, eyes locked standing board stiff while conversing and looking you dead on, its just weird and immersion breaking and makes dialogue feel like a chore.
Maniacal Jul 13, 2009, 11:26 PM I hate having to choose a class and that class only being able to use certain weapons. Unless I am playing a D&D game, TES is NOT D&D. If I want to play an assassin with a claymore I will.
The dialogue was repetitive, and the voice acting was annoying and bland, orcs sounded exactly the smae as everyone else, every race would either have it's own accent and way of speaking. Especially the beast races.
Harbringer Jul 14, 2009, 03:05 AM I think there should be more weopon specific skills, and choosing a class gives you a boost to that skil gain or something, but not outrite weopon specialization.
tycoonist Jul 14, 2009, 04:40 AM I think there should be more weopon specific skills, and choosing a class gives you a boost to that skil gain or something, but not outrite weopon specialization.
agreed. i think basically what i want in tes5 would be more freedom in all aspects.
JtheJackal Jul 14, 2009, 11:07 AM Aren't you able to use any weapon in Elder Scrolls if you have the skills already?
Maniacal Jul 14, 2009, 01:05 PM Or even if you don't, and choosing a class already gives you a boost to certain skills, you can also create your own class (which I always do if I can).
Harbringer Jul 14, 2009, 09:39 PM What I mean was that if you choose "assasin" lets say, you get a 10% damage bonus with all knives and such and such, but not outrite specialization.
Maniacal Jul 15, 2009, 12:16 AM You already get a bonus in that weapon type (which in Oblivion would be Blades, in Morrowind I think it was short-swords).
Harbringer Jul 15, 2009, 01:13 AM Yes, but that's a skill bonus, I mean a game wide ten percent bonus for damage with daggers. Meaning if you strength and blade are at 100, and so are yours but Im an assassin, im going to hit for more than you because the fact that im an assassin gives me an inherent bonus with a certain weapon type or skill set. This is to give an actual long lasting concrete bonus to choosing a certain class, as opposed to just starting with some skills at twenty five. Hence, my solution for class specialization, without getting to limiting or rewarding.
Maniacal Jul 15, 2009, 01:20 AM The fact that you are an assassin should NOT give you 10% to daggers, assassin's used whatever weapon they used, daggers and poison only being the most famous and easily concealed weapons.
Besides, I never use daggers anyways :p
Harbringer Jul 15, 2009, 03:08 AM The fact that you are an assassin should NOT give you 10% to daggers, assassin's used whatever weapon they used, daggers and poison only being the most famous and easily concealed weapons.
Besides, I never use daggers anyways :p
Prince.Scamp.
It is the concept you should be getting. Not the example:mad:
Munch Jul 15, 2009, 05:51 AM It is the concept you should be getting. Not the example:mad:
Still, I'm not sure that I like the concept. Should an assassin be inherently better at using the same weapon subgroup as some other class with the same skill and attribute values? For me at least, having a skill govern your technical proficiency with a weapon, and an attribute governing your overall capacity to do damage is enough without having class-specific unique abilities.
At the minute your class complements your race/gender choice, which I like. It (multipliers for specific weapon types) might make more sense if they were race-specific abilities, such as beast races getting a damage multiplier in hand-to-hand combat due to having claws etc, but that kind of thing already exists with other race-specific powers.
Yeekim Jul 27, 2009, 04:20 PM You know, the leveling system was is a brilliant concept, it just needs to implemented better. I always thought that the whole process of leveling in Oblivion was arbitrary anyway, why not just make attributes increase per two gains on related skills? And why go through all the level up screen shenanigans with wasted points and such.
Ex-friggin-actly!
In the unlikely event that someone else does not know this, there is a great mod around that fixes this problem.
This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3135
I can actually play Oblivion again.
The Almighty dF Jul 27, 2009, 04:25 PM In the unlikely event that someone else does not know this, there is a great mod around that fixes this problem.
This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3135
I can actually play Oblivion again.
I'd recommend Kobu's Character Development mod. That's what I've been using, and it's perfect.
bhavv Aug 02, 2009, 06:52 AM A remake of Morrowind's game design with Oblivions graphics :)
The Almighty dF Aug 02, 2009, 07:12 AM A remake of Morrowind's game design with Oblivions graphics :)
Exists, look up Morroblivion.
bhavv Aug 02, 2009, 09:37 AM Exists, look up Morroblivion.
That uses Oblivions gameplay though, which I dislike compared to morrowind.
Think Morrowind updated graphics wise to Oblivion, not Oblivion modded to look like Morrowind.
Shylock Aug 02, 2009, 11:57 PM I hope overhearing conversations will actually matter like they say it would in TES4. The only time it ever did anything was one topic in the Imperial City which didn't work anyway.
The Almighty dF Aug 03, 2009, 01:45 AM I hope overhearing conversations will actually matter like they say it would in TES4. The only time it ever did anything was one topic in the Imperial City which didn't work anyway.
Dialogue itself in Oblivion felt pointless at times.
I don't recall once ever finding Speechcraft useful, and only a small percent of the NPCs are worth talking to.
GVBN Aug 03, 2009, 04:40 AM I ran into a couple of mudcrabs not long ago. Annoying creatures
Maniacal Aug 04, 2009, 01:11 PM Yes dreadful things mudcrabs are.
*stares blankly at GVBN waiting for answer*
You now what is sad? If you ignore the infinite respawning of guards, Cyrodil's military is pretty freaking weak and small in Oblivion. Morrowind could invade and take over easily.
Harbringer Aug 04, 2009, 04:29 PM Depends on what level you are when they invade.....
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