A Few Things to Make Skyrim Better (Also, to Make a Better E

Post » Sun Dec 23, 2012 11:19 pm

I have been reading a few threads recently, (mainly the "3 things that will make skyrim better" thread) so I have decided to make a thread that will name off the few and/or the main improvements that should be added into a future title, or considered in the current game.

1. The NPC: You are walking around Whiterun with no care about the world, until you here this for the 300th time "I work with my mother...". For starters, who the Oblivion (don't hurt me) cares that you work with your mother that is being seduced by every man in town? Second, do you have anything new to say? That is the issue here, NPCs repeat their dialogue all the time. A way to fix this? Keep their mouths shut when you walk past them first of all, UNLESS they have new dialogue ANd when you directly talk to them. Their dialogue should change when the world around them changes. Not only is NPC dialogue an issue, but also their behavior. I know the AIs in the game are radiant, but they should also be realistic too. Citizens complain about dragons destroying the world, yet when one lands in town, they kick the living Oblivion out of it without a sweat. Citizens should retreat from the hostile area while the experienced fight the threat. (That seems to be the opposite when a dragon lands in the College of Winterhold). In short, NPC should be realistic AND should change their dialogue when an earth shaking event occurs.

2.Reputation: This is similar to the number above. You become the poud Harbinger of the Companions, yet people treat you like dirt. Why? Do they not realize I can sneeze and they basically break every limb in their bodies? No. And that is what should happen (not breaking limbs thing). If I am largely recognized as THE DRAGONBORN, I should recieve the reputation of one, and not common rubble.

3. hardcoe mode: I heard of this plently of times, but I never get sick of hearing about it. For ones that don't know, it is a mode in whoch the game takes a more realistic step, forcing you to have to eat food, sleep a certain amount of time, ect. (No using the bathroom, everyone knows that's sick. Anyone realize there are no bathrooms in the game? That's why.) This mode will make the game more challenging, yet not exactly annoying. It makes use of food as well, since it seems to be almost pointless in the real game. Weapon degradablility sould also be added to only this mode (because in reality, weapon degradability is the worst thing you can implement into combat).
4. Skill Perks: People suggest that the perks in the skill trees should be revised. Some suggest that the x% and the *doubles the amount* perks should be added to when you level up in that certain tree, and the erks should be new abilities for that tree. For example, Archery. Ex. every five levels or so or less, you gain 10% more damage/speed/stamina in archery. In the perk trees, perks like zooming that change the game up should be in the skill trees.

5. Factions: PROMOTIONS! Whoa, sorry for shouting. It is just that I find it dimwitted that a faction hands you the highest rank in their club, JUST for doing a few quests. I don't really mind being the leader or not (besides, as of right now I have no reputation in the game), I just want to grow up in the factions through promotional means. I do not know how it will work, maybe through the means of your levels in the skill tree dedicated to the faction? Maybe sidequests as well, but they have to be entertaining (such as a special way to kill a contract for the Dark Brotherhood). Whatever the case is, I much rather have promotions than to be unrealisitcally promoted highest rank. Also, a few more hings about factions. I actually want to have the ability to not to be able to join other factions when I am in a specific one. For example, if i am a member of the College of Winterhold, then I will not be able to become a Companion. I find this to be good due to your critical choice of who to join. Also, I want the factions to feel like what they are. That means I would love to participate in classes in the College, go on hunts in the Companions, and do theiving missions in the Theives Guild (I don't mean the tiny jobs I have to do.) I want the experiences in those factions to be unique and dedicated to that faction.

6. Difficulty: Now everyone knows that a higher difficulty means less damage to kill you and more damage to kill them is a not very well thought out way of difficulty. Rather, it should be the enemies are diffuclt through their means of skill. They have more powerful combat skills, such as weapons and armor. So it may seem like the bad way of difficulty, but actually, it is just the enemy is more threatening through means of experience. I am not really sure how to make difficulty more 'difficult'. Any suggestions?

7. Enemies: Yeah, I know, it may seem like the number above, but it is not. Instead, it is how the enemies are. If you are facing, let's say, an Orc, he will have Orc related weaponry and skills. He will be experienced in two handed, but also one handed, and blocking. What I am saying here is that enemies should use all availiable skills that are expected to use. If you are facing a Mage, he will use all means of magic to kill you. Now, there also should be enemies that specify in a certain skill tree. Like a Two Handed Warrior. He will have most to all perks in that tree to prove to be a challenge. There should also be omnistic enemies that specify in all skill trees with scattered perks in the trees, making that enemy unpredictable.

8. Combat Variety: Big one here. You know, it does get boring when you only have daggers, axes, maces, and swords for one handed combat. There are special weaponry that are different weapons, but what I want is base weapon variety. For example, for two handed, how about having such weapons as spears and scythes, and for one handed have such weapons as flails? And have them in base category, which means they can be created at a forge as iron, steel, ect. It will make combat more interesting if they were added, since different weapons have different play styles that you have to cope with a certain weapon. Also, instead with perks associating with a certain weapon, the perks can be categorized as sharp and blunt. Now for spells, specifically Destruction. Some mention spell creation (it is a shame that I never tried that out before, but it does sound interesting), but right now the problem with spells is that it needs variety. Instead of spells that are just the more improved version of the spells, (which spells should be more improved instead through higher spells but through leveling up.), there should be varieties of spells that serve many different purposes. For the next few lines, it is credited to the OP of a thread that talked about a pure magic dlc. The OP mentioned Elemental Fusion in the Destruction school. When you use, lets say flames and frostbite, together, they will create a different element. Now back to variety, Destruction should include more elements than frost, shock, and flames. Variation should be implied to other schools as well, EX. Conjuration, where you can summon all sorts of daedra that specify in a certain profession.

9. Clothing/Armor: Another OP had this neat idea about forging. Using materials that create Dwemer armor, you can create light armor with those same materials. I would go mre in depth, but the issue now is with clothing. There should be more variety with clothing, so that the player does not have to stick with armor. Whenether armor or clothing, appearance customization should be like morrowind, where you can select armor/clothing pieces from as little to shoes.

10. Choice and Consequence: Not advertising, but Mass Effect is outstanding when it comes to this. Whatever you chooe will affect your future. Now I don't mean which person you want to talk to about a certain subject, I mean an actual situation where it makes you think deeply about your choice. This is a true RPG element.

11. User Interface: There isn't muh to talk about here since I have no real issues with it, but others do. People recommend a mod called SkyUI (I, in return, do not use mods) that is a better interface than vanilla. I guess the main problem with the current UI is that it lacks in comparing armor/damage ratings with loot and your currently equppied items. Also, people have problems with the Journal and Quest objectives, again I have no problems with them but others do. If i can be explained to about this, I would probably understand.

12. Quests: Simple. Make quests more nteresting other than fetching. End of story.

People/Items of Interest: These things should be killed/ removed from inventory, no matter the cost. If you mess up, that is your own doing.


Well I believe that is it for improvements for the game. This was all typed on another system other than a computer so I apologize for any errors and rushing. Maybe if this gets somewhat popular, I can make a second thread of this recapping all listed items plus additional ones that are more organized and descripted.

Tell me what you think and any other suggestions you may have. I will be sure to read responses. Again, I apologize for errors and rushes.
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Albert Wesker
 
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Post » Mon Dec 24, 2012 5:25 am

Good post! I especially am in favor of the faction promotion idea. I don't want to be Harbringer in 5 quest. It's just to unrealistic.
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