Future DLC Suggestions (Not Dawnguard) - Thread #5

Post » Sat Nov 17, 2012 9:37 am

Why don't people understand this?
Helgen will not have a Jarl.
It is a town, not a city.

Helgen is apart of Whiterun Hold.
Therefore, Helgen's Jarl is Balgruff.
This
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SHAWNNA-KAY
 
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Post » Sat Nov 17, 2012 11:47 am

Why don't people understand this?
Helgen will not have a Jarl.
It is a town, not a city.

Helgen is apart of Whiterun Hold.
Therefore, Helgen's Jarl is Balgruff.

1. Offer to purchase the land near, as well as in helgen from Jarl Balgruff for a small investment, due to it's state.
2. While adventuring, look for contracting services that could help rebuild the town into a greater body of it's former self.
3. Visit one of the numerous farming families and strike a deal for able hands to harvest the lands while a split of the profit goes to you
4. Go to adventurers, recruits, mercenaries with a deal of pay in exchange for the usual militia type protection of the small crops in your township.
5. See to it that you travel to the trading capitals to obtain purchase agreements from local fisherman, butcheries or alchemists for surplus orders to helgen.
6. Venture to disgruntled members of other societies for a chance of a new life if they move their business to your new township (etc. Temba Wide-Arm, Jonna).
7. Garner a steward from a select few of professional individuals, to do such pester as handling day-to-day affairs while you're away adventuring.
8. Seek out artisans within specific societies to spice up your guards uniforms, your flags or to simply personalize a few buildings exteriors or interiors
9. Make bids with other nearby jarls to buy land or to obtain it through force. Spread out to the southern mountains perhaps or to the east, maybe west.
10. Set your policies, rules, regulations, behaviours, orders, routines, traditions, as well as balance out your city's economy to achieve what you desire


Hmph, this is just one of many ways that helgen could be made into a town again, then into a hold that people may appreciate.
While I'm not exactly savvy or very much interested in the idea, I'm not going to deny possibilities or not actually make some because it's unlikely.
It's like never stepping into a car because there is a chance for you to end up in a crash. Such close-mindedness does not do much to encourage.
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Stacy Hope
 
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Post » Sat Nov 17, 2012 3:39 am

-Followers in new DLC's be Marriable

-No more DLCs about the end of the world please

-Expansion for Companions/Thieves/DB/Bards/COW quests

-Add Thieves guild followers eligible for marriage.

-Add more DB followers

-More practical armor designs (Good job with Dawnguard Armor)

-More facial hair styles

-More hair styles

-New race? :ohmy:

My last suggestion would be that there is alot of referencing to Ysgramor in Skyrim. Why not a DLC "Return to Atmora"? Explore the Ancient continent from which the nords came from, do people still live there? does it still exsist? It would fit in nicely to the game.

Plus make some point to having cooking, and marriage better than just someone to sell knick nacks with.
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Tinkerbells
 
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Post » Sat Nov 17, 2012 8:39 am

I don't have a particular idea in mind but what I liked for ex. in shivering isles dlc in oblivion was the massive new area to free roam while doing new main quests, so my point is it would be awesome to get other places to explore, like i don't know hammerfell for example, and a quest line that is well structured, including new items and monsters. Agreed on spear they would be interesting to use along with a shield...and maybe a new kind of "paladin shield" just like in Dragon's Dogma, which is bigger and that can't be used to attack but has better stats and let you stagger less. Oh and I'd like cloaks just as in other rpgs, even if just for aesthetics, they're really cool. Just little ideas anyway...
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emily grieve
 
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Post » Sat Nov 17, 2012 5:47 pm

All of Hammerfell would be rather large for a DLC thing. Maybe Orsinium? It's a city-state rather than a large-scale kingdom, and you could probably fit everything you needed into something the size of the Shivering Isles.
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Milagros Osorio
 
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Post » Sat Nov 17, 2012 4:47 pm

All of Hammerfell would be rather large for a DLC thing. Maybe Orsinium? It's a city-state rather than a large-scale kingdom, and you could probably fit everything you needed into something the size of the Shivering Isles.

You got a point. I usually get carried over when talking about elder scrolls dlcs, the bigger to explore, the happier I am! :biggrin:
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Andrew Tarango
 
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Post » Sat Nov 17, 2012 11:48 am

As long as they don't bring the Dwemer and add Werebears. I'll be happy
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Emily Rose
 
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Post » Sat Nov 17, 2012 3:25 am

I'd pray for that road leading to Morrowind to open up.
Maybe an expedition to visit and see the land through the lens of modern graphics and to view the changes that have occurred in the past 200 years.

It would also be a great opportunity to reintroduce spears.
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ladyflames
 
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Post » Sat Nov 17, 2012 4:03 am

As long as they do not bring out the werebear.
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Bones47
 
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Post » Sat Nov 17, 2012 4:56 am

As long as they do not bring out the werebear.

Why? it was in GameJam and a part of already established yet staple skyrim lore.
As well, it appears to be a popular wanted feature. So why wouldn't bethesda do it?
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Victoria Vasileva
 
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Post » Sat Nov 17, 2012 11:41 am

I want a second chance to destroy the Dark Brotherhood. I also want to be able to destroy the Thieves Guild.
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Lori Joe
 
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Post » Sat Nov 17, 2012 12:37 pm

Why don't people understand this?
Helgen will not have a Jarl.
It is a town, not a city.

Helgen is apart of Whiterun Hold.
Therefore, Helgen's Jarl is Balgruff.

I know.

I knew someone would say that...I do not know why i still came up with this idea :tongue:

1. Offer to purchase the land near, as well as in helgen from Jarl Balgruff for a small investment, due to it's state.
2. While adventuring, look for contracting services that could help rebuild the town into a greater body of it's former self.
3. Visit one of the numerous farming families and strike a deal for able hands to harvest the lands while a split of the profit goes to you
4. Go to adventurers, recruits, mercenaries with a deal of pay in exchange for the usual militia type protection of the small crops in your township.
5. See to it that you travel to the trading capitals to obtain purchase agreements from local fisherman, butcheries or alchemists for surplus orders to helgen.
6. Venture to disgruntled members of other societies for a chance of a new life if they move their business to your new township (etc. Temba Wide-Arm, Jonna).
7. Garner a steward from a select few of professional individuals, to do such pester as handling day-to-day affairs while you're away adventuring.
8. Seek out artisans within specific societies to spice up your guards uniforms, your flags or to simply personalize a few buildings exteriors or interiors
9. Make bids with other nearby jarls to buy land or to obtain it through force. Spread out to the southern mountains perhaps or to the east, maybe west.
10. Set your policies, rules, regulations, behaviours, orders, routines, traditions, as well as balance out your city's economy to achieve what you desire


Hmph, this is just one of many ways that helgen could be made into a town again, then into a hold that people may appreciate.
While I'm not exactly savvy or very much interested in the idea, I'm not going to deny possibilities or not actually make some because it's unlikely.
It's like never stepping into a car because there is a chance for you to end up in a crash. Such close-mindedness does not do much to encourage.

I liked your ideas.
After all if we need to fight against the Thalmor, the more cities and supplies we would have, the better.

Just adding ideas:

4. Instead of paying mercenaries we should recruit either Imperial Soldiers or Storm Cloaks

6. There are a lot of Beggars in Skyrim, not counting of course the people who are passing a hard time, this people could work/live on the city.
Angi is a good example, if you helped the storm cloacks you could give her a chance to live in Helgen, if you Helped the Empire you could be able to arrest her.

8. That's easy, theres no guard wearing a black version of the guard armor(The simbol of the city could be a dragon)

10. I think that's not necessary, just give the player a change to choose to what detities he want to build a temple :tongue:
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Jeremy Kenney
 
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Post » Sat Nov 17, 2012 1:47 pm

Why? it was in GameJam and a part of already established yet staple skyrim lore.
As well, it appears to be a popular wanted feature. So why wouldn't bethesda do it?
This, a lot of people are ecstatic for werebears. The demand will only go higher when people see Beorn's bear form in the upcoming Hobbit movie.
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Elizabeth Davis
 
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Post » Sat Nov 17, 2012 2:49 pm

I just think maybe they should Increase the Main Storyline opposed to adding another decision making clan or group to join, I felt some of the other questlines were longer than the Main questline, I really think they should expand this questline, not to make a choice or join a certain side, just for it to be part of the dragonborn's journey, I think what Betheseda needs to consider is what has already taken place in the game for the particular dragonborn as far as being members of different groups, for instance what if the dragonborn has completed every questline meaning hes the arch-mage, guild master, leader of the dark brotherhood, Is loyal to all the deadric gods, a member of the companions, Leader of the vampires/Werevolves, and obviously on the winning side of the war, that particular dragonborn would have some assets and power to use toward their advantage in the next chapter of the dragonborn's journey, I believe these aspect of what the dragonborn could have already completed should be taken into consideration
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Cassie Boyle
 
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Post » Sat Nov 17, 2012 1:42 am

How about some mage robes in the next DLC. Playing the dawnguard dlc svcked as a mage.
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Vickytoria Vasquez
 
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Post » Sat Nov 17, 2012 5:28 pm

I liked your ideas.
After all if we need to fight against the Thalmor, the more cities and supplies we would have, the better.

Why thank you, Mechafist. The comment is much appreciated.

Just adding ideas:

4. Instead of paying mercenaries we should recruit either Imperial Soldiers or Stormcloaks

I'd think this would be an easy option: to garrison troops in your township in exchange for full support of that's faction's ideals.
But still, one should be offered the chance to go down a more neutral, independent path if they so choose to build their own township.
Which is why I mentioned mercenaries- because they create a personalised, relatable recruitment atmosphere for an individual patron.

6. There are a lot of Beggars in Skyrim, not counting of course the people who are passing a hard time, this people could work/live on the city.
Angi is a good example, if you helped the storm cloacks you could give her a chance to live in Helgen, if you Helped the Empire you could be able to arrest her.

Outlaws, beggars etc. while often seen to be good, fulfilling options for citizenship candidacy, can cause more commotion than is healthy.
So while I think they would definitely make ok fillers for the choices in someone's society, I'd believe there should be a radiant system to
determine whether they are accepted / start afresh in this newly forming township or once again having to feed off it's feet / elsewhere.

8. That's easy, theres no guard wearing a black version of the guard armor(The simbol of the city could be a dragon)

I'd think the choice is up to the player what they want their guards to wear, since it is *their* payed guards after all.
So no matter how convenient it is for a developer to just slap on a neutral-for-everyone t-shirt, it's not very creative.
Which makes me think that instead of the developer always being right, it's the customer = more options are better.

10. I think that's not necessary, just give the player a change to choose to what detities he want to build a temple :tongue:

Well again, that's over simplification. Hell, I've played games which go into much more intricate details than those featured in my quote.
As well, someone like me, who doesn't want a whole DLC to be another reskin of the knights of the nine DLC, would much rather be
given the option of 'choice of deities' to be something rather minor; not the full blown deal. Which is much beside the point of running a town.

...unless you have a deep belief that gods play peoples day to day lives like a puppet show.

P.S. excuse me if I sound rude, I'm half asleep at the moment and so my moral grammarical compass or de-sarcasm meter is not available right now.
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Ella Loapaga
 
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Post » Sat Nov 17, 2012 9:11 am

Adding the dispose of corpse option from Morrowind. Finally being able to recycle corpses, piles and other miscellaneous non recyclable objects would be a big burden off my save file.
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Destinyscharm
 
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Post » Sat Nov 17, 2012 3:17 pm

To bring back all killed npc, that you aren't meant to kill. Reason being is that the vampires started a holocaust on humans in my game. I have entire towns, only with children, and main people left in them.
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Isabella X
 
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Post » Sat Nov 17, 2012 1:43 pm

Helgen is part of Falkreath hold, not whiterun
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Adam Baumgartner
 
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Post » Sat Nov 17, 2012 4:16 pm

Why thank you, Mechafist. The comment is much appreciated.



I'd think this would be an easy option: to garrison troops in your township in exchange for full support of that's faction's ideals.
But still, one should be offered the chance to go down a more neutral, independent path if they so choose to build their own township.
Which is why I mentioned mercenaries- because they create a personalised, relatable recruitment atmosphere for an individual patron.



Outlaws, beggars etc. while often seen to be good, fulfilling options for citizenship candidacy, can cause more commotion than is healthy.
So while I think they would definitely make ok fillers for the choices in someone's society, I'd believe there should be a radiant system to
determine whether they are accepted / start afresh in this newly forming township or once again having to feed off it's feet / elsewhere.



I'd think the choice is up to the player what they want their guards to wear, since it is *their* payed guards after all.
So no matter how convenient it is for a developer to just slap on a neutral-for-everyone t-shirt, it's not very creative.
Which makes me think that instead of the developer always being right, it's the customer = more options are better.



Well again, that's over simplification. Hell, I've played games which go into much more intricate details than those featured in my quote.
As well, someone like me, who doesn't want a whole DLC to be another reskin of the knights of the nine DLC, would much rather be
given the option of 'choice of deities' to be something rather minor; not the full blown deal. Which is much beside the point of running a town.

...unless you have a deep belief that gods play peoples day to day lives like a puppet show.

P.S. excuse me if I sound rude, I'm half asleep at the moment and so my moral grammarical compass or de-sarcasm meter is not available right now.
Not at all, i like to hear other persons thoughts.
And i agree with most of the things you said. I just hope Bathesda give a look at this, there are a lot of good ideas on this threads.

Thanks for sharing your opinion :smile:
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Davorah Katz
 
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Post » Sat Nov 17, 2012 4:55 pm

They need to update what is found in chests, The only things I can find in chests now are Flawless Jewelry and gold, I find chests that are deep underwater or on secret ledges and there is absolutely nothing rewarding in it, I don't know if its because of my level and my smithing level that I can pretty much create anything I want but it's just stupid, I go through dungeons now and dont really look for chests anymore, especially in Vampire Form, because you can't interact with ANYTHING (how stupid)

I think there is a lot of good ideas on this thread I really hope Bethesda reads this [censored]!
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CYCO JO-NATE
 
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Post » Sat Nov 17, 2012 1:18 pm

I really think they should have a house where you can build a forge in it to allow a blacksmith to not travel so far with all the ingots and materials needed to smith. I also think that if you unlock every perk in a particular skill you should be granted an ultimate skill or perk in that particular area. For instance, I have unlocked every perk in the smithing skill tree, the ultimate skill should be able to build and create your own forge, either in a house or near your house. In addition, if you unlock all the perks in a particular category, i think you should either be able to add a title to your name or receive some kind other kind of recognition throughout skyrim. Once you complete one or two trees having a title might be a little difficult and pointless but its an idea that could be worked around a bit to be pretty cool.

I really think the idea of building and owning some sort of forge makes sense because alchemist and enchanters get there own private stations in their home, however being smith which is the hardest to lug materials around never happens, something of this nature really needs to be worked in to the next DLC
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Matthew Aaron Evans
 
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Post » Sat Nov 17, 2012 12:56 pm

Things I would love to see in future Expansions/DLC:

An arena, with a separate questline involved much like Oblivion's, allowing you to rise to Champion of the Arena, with the appropriate perks and bonuses accorded to one of that status.

Additions or extra content added to certain factions, especially the College. For the College, and idea would be the expansion and growth of the college itself, as well as the college helping restore Winterhold, to restore some of the old faith.

Player hideouts, bases, fortresses/castles. Some themed places like the player hideouts from Oblivion would be fantastic. A home fitting for the Listener (actually, a large expansion or a hideout connected to the Dawnstar Sanctuary would be cool), same with Thieves Guild for Guild Master. We are given the deed to Goldenglow Estate, but not ownership or control. Sad, because it is without a doubt the most unique potential player home in vanilla Skyrim.
Player homes are nice, but we want to become Lord of the Castle, restore the fortress to its former glory through quests and money, hire mercenaries, guard animals (war dogs, bears, sabre cats, ect.), servants, merchants and craftsmen to populate the castle. Radiant quests that would force us to defend the castle from bandit raids, or Stormcloak/Imperials if siding with the other during the CW (or Vampires or Dawnguard with DG). I think that everyone loved the Great Houses in Morrowind, getting to build your own stronghold, having to do certain quests to get required materials. Dwemer tech in a castle would be spectacular, Calcelmo could really come in to play there. Dwemer ballistae on the walls, booby traps in the secret cave entrances.

A restoration of Helgen would be nice, as mentioned before.

Expanded follower options, greater variety of commands for followers, the ability to train them in specific skills if desired (that was a Gamejam thing). Hell, throw this right in with the Castle DLC.

After the Civil War is over, nothing really changes in the game except for some guards and Jarls. Love to see some additional content for after the Civil War, changes to the cities, emphasis on growth (especially as the Empire, no more massive war, resources can be committed to other areas).

I had some other ideas written down but can't find them now.
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Laura Elizabeth
 
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Post » Sat Nov 17, 2012 1:48 am

I want a NEW plain of Oblivion I can go to inorder to change up the atmosphere in the game.

A Plain of Oblivion like Hircines realm!
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JUan Martinez
 
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Post » Sat Nov 17, 2012 5:37 am

I want a NEW plain of Oblivion I can go to inorder to change up the atmosphere in the game.

A Plain of Oblivion like Hircines realm!
I agree, if bethesda adds Hircine's realm it could give them the opportunity include werebears, lunar transformations and spears which would please a lot of fans.
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Anna Watts
 
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