Future DLC Suggestions (Not Dawnguard) - Thread #5

Post » Sat Nov 17, 2012 7:57 am

Generalized suggestion - hire the people at Obsidian to handle all Skyrim DLC. FoNV and it's DLC is easily the most polished and fun software I've played in my 32 years of gaming.
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saxon
 
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Post » Sat Nov 17, 2012 11:57 am

Generalized suggestion - hire the people at Obsidian to handle all Skyrim DLC. FoNV and it's DLC is easily the most polished and fun software I've played in my 32 years of gaming.
Agreed. Bethesda is better at world building, but Obsidian guns them down in the writing department.
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Anna S
 
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Post » Sat Nov 17, 2012 4:44 am

Orsinium AND the Ashpit.

Allow to paint a story around them...

The Thalmor-led Dominion is still recovering from the loss at the Imperial City and withdrawing from Hammerfell. Thalmor agents continue to slither through the cracks, searching for any and all means to ensure their victory over the world. Meanwhile, Orsinium has become a bustling haven for numerous Orsimer on the Skyrim/Hammerfell border. Thalmor agents have made contact with the current ruler of the "Iron City", hoping to spark the king's interest in an alliance. Being the silver-tongued devils that they are, the Thalmor attempt to manipulate the Orc king's thoughts by recalling the fate of Nova Orsinium at the hands of Hammerfell/High Rock forces. While consultations are underway, the Thalmor have dispatched expeditionary forces to locate an Elder Scroll. Out of desperation, the Thalmor have uncovered ancient Aldmeri legends deep within the history of their people involving the Orsimer and Malacath. History shows that Malacath was once Trinimac, Auri-El's greatest champion and strongest of the et'Ada. His children, the Orsimer, were once proud and noble warriors of the Aldmeri people. Legend has it that Trinimac skew Lorkhan at the request of his king Auri-El. Through the use of an Elder Scroll, the Thalmor wish to restore Malacath and the Orsimer to their former selves in hopes of once-again uniting the children of Auri-El and Trinimac against the children of Lorkhan - men. Your goal is to journey to Orsinium and convince its king to set aside the wishes of the Thalmor and join the Empire, granting his kingdom provincial status if he chooses to fight against the Dominion. The journey will take you to the Ashpit to learn the truth about Malacath, revealing that it was Auri-El and his children who cast them out as beasts...

Malacath, the once-proud champion of Auri-El, now in service to the Empire, to Akatosh - Auri-El's mirror-brother.
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Kelly Upshall
 
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Post » Sat Nov 17, 2012 2:19 pm

Orsinium AND the Ashpit.

Allow to paint a story around them...

The Thalmor-led Dominion is still recovering from the loss at the Imperial City and withdrawing from Hammerfell. Thalmor agents continue to slither through the cracks, searching for any and all means to ensure their victory over the world. Meanwhile, Orsinium has become a bustling haven for numerous Orsimer on the Skyrim/Hammerfell border. Thalmor agents have made contact with the current ruler of the "Iron City", hoping to spark the king's interest in an alliance. Being the silver-tongued devils that they are, the Thalmor attempt to manipulate the Orc king's thoughts by recalling the fate of Nova Orsinium at the hands of Hammerfell/High Rock forces. While consultations are underway, the Thalmor have dispatched expeditionary forces to locate an Elder Scroll. Out of desperation, the Thalmor have uncovered ancient Aldmeri legends deep within the history of their people involving the Orsimer and Malacath. History shows that Malacath was once Trinimac, Auri-El's greatest champion and strongest of the et'Ada. His children, the Orsimer, were once proud and noble warriors of the Aldmeri people. Legend has it that Trinimac skew Lorkhan at the request of his king Auri-El. Through the use of an Elder Scroll, the Thalmor wish to restore Malacath and the Orsimer to their former selves in hopes of once-again uniting the children of Auri-El and Trinimac against the children of Lorkhan - men. Your goal is to journey to Orsinium and convince its king to set aside the wishes of the Thalmor and join the Empire, granting his kingdom provincial status if he chooses to fight against the Dominion. The journey will take you to the Ashpit to learn the truth about Malacath, revealing that it was Auri-El and his children who cast them out as beasts...

Malacath, the once-proud champion of Auri-El, now in service to the Empire, to Akatosh - Auri-El's mirror-brother.
I'd pay $20 for that.
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victoria johnstone
 
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Post » Sat Nov 17, 2012 7:38 am

I really want a Back to Morrowind DLC, since it is right across the border and they have a route already there near Windhelm. Blacklight looks like the right city to use... Blacklight and some environment around it, linked to Skyrim, with a new quest focusing on something Morrowind-y, like the old Tribunal religion or the Morag Tong.

Would LOVE it.
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Bambi
 
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Post » Sat Nov 17, 2012 5:23 am

Solstheim with spears! :)
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Brian Newman
 
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Post » Sat Nov 17, 2012 3:47 am

I want giant enemies, especially dragons. The dragons in Skyrim are sort of tiny, you know.
Beth should make some dragons as large as the http://www.youtube.com/watch?v=f4OxIBMVsq4 in Alduin's Realm.
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Julia Schwalbe
 
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Post » Sat Nov 17, 2012 6:04 pm

Well the DLC i want is only possible if you fire the writer and hire new ones.. So I will comment anyway..

A good story Expansion in a wide landscape with good sidequests.. The landscape needs quality unlike Skyrim's landscape.. I don't care about quantity.. Only when it comes to money.. :D
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Daniel Holgate
 
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Post » Sat Nov 17, 2012 3:03 am

I want giant enemies, especially dragons. The dragons in Skyrim are sort of tiny, you know.
Beth should make some dragons as large as the http://www.youtube.com/watch?v=f4OxIBMVsq4 in Alduin's Realm.

You may like a game like Dark Souls.. Has giant enemies and big dragons.. Only thing is.. Its a hardcoe RPG.. Much harder than that of Skyrim..
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Ricky Meehan
 
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Post » Sat Nov 17, 2012 7:53 am

A full expansion of the mainquest would be most preferable. The Thalmor are still a threat at the end of Skyrim's story. If a full expansion is done, dealing with the Thalmor storyline should take precedence.
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Stephanie Valentine
 
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Post » Sat Nov 17, 2012 5:15 am

I want it to be something with the Thalmor. I need to do something to them.
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El Goose
 
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Post » Sat Nov 17, 2012 3:13 pm

A war with the thalmor should be saved for the next game. I just want good meaty DLCs unrelated to the main quest.
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naome duncan
 
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Post » Sat Nov 17, 2012 3:53 am

Great collapse - morrowind volcano eruption - psjiic order - winterhold and helgen in their former glory - revisiting a part of morrowind and even hammerfell or high rock - new magic and combat dynamics to make the content appeal to all players,good plot dialogues and followers - new enemies and no more draugr - puzzles difficulty adapted to the level of the player with an optional hardcoe mode on master or something similar - mature contents and better horses attitude like the masterpiece red dead redemption - it is possible to sell a huge amount of copies even with an advlt and disturbing plot after all
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Cathrin Hummel
 
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Post » Sat Nov 17, 2012 8:49 am

I just want a refreshing, non-repetitive use for all my gold. And I want a reason to go clearing out dungeons other than making more useless gold, if they did a dlc that added at least 30 new unique and powerful items(or artifacts from previous games) to hunt down randomly in the world, I would definitely buy it.
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Jinx Sykes
 
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Post » Sat Nov 17, 2012 4:41 pm

Hello there! My exams ended, so I finally could delve in Skyrim as much as I wanted. As a result, I thought I would post an updated list of DLC suggestions so here it is.

I tried not to get too precise -- probably I failed. I don't want to suggest whole, precise storylines, just to indicate the avenues I would love to see being explored through DLCs, Skyrim updates and DLC updates.
I also tried to put my ideas in a more systematic way as usual, in hope that the key points and possible links between the ideas will appear with more clarity. However, I fear that a side result is to express them with less litteracy, in a probably less enjoyable way, making the list maybe tedious to read. If it is indeed the case, I am sorry for this. Actually, the gathering of my ideas into some rubric is quite artificial, as it is merely a way to tie them up...

I haven't played Dawnguard yet, so maybe there is stuff here which would be redundant with what happened in the first DLC

The Sea of Ghosts -- An offshore DLC

Description of the DLC
This DLC would take place in the Sea of Ghosts, adding some islands and many underwater areas. Its main focus would be both the consequences of some exploratory missions aiming at finding Roscrea and the possible recovery of the Dreughs' lost civilization (which could be allowed by Vivec's disappearance). Some plot revolving around necromancy could also be featured on the Island of Olenveld, which is said to be Tiber Septim's personal Graveyard.
As the Dreughs lived in the so-called Castles of Glass and Coral, and as Yngol's barrow has been built sealed by the Coral claw, it is possible that the Sea-Ghosts who assassinated Yngol, and probably gave its name to the Sea of Ghosts, are related to Dreughs : maybe the claw was made with material found on the defeated murderers as a way to celebrate the successful revenge or to mock them. Well, Sloads use coral too, but they live far away from Skyrim, while Dreughs are much closer.
The possible link between Dreughs and Sea-Ghosts, and their possible role in the Great Collapse could be explored. It could also be an opportunity to discover who or what Hsaarik was.
Seth lived in the Castles of Glass and Coral, where he built the Clockwork Dreughs, some Dreugh-like amphibious war-machines inspired by the Dwemer animunculi. Maybe he wasn't the only survivor of the Great House Sotha (of course, this is purely hypothetic). In case he was followed down here by other members of his House, then visiting the underwater Castles could be an opportunity to discover more about the lost Great House -- moreover, if the Dunmers (or unchanged Chimers?) have been forced into hiding underwater for such a long time, and given the ability of the Dreughs to magically operate morphologic changes, then they possibly evolved into a new race.
Besides, the Dreughs are referred to as "Altmers of the Sea" in the Lessons of Vivec. If they are indeed Mers, then the Thalmor could be interested in them. Given their hate for Talos, the Thalmor could similarly be very interested in Tiber Septim's personal Graveyard, which is supposedly located on Olenveld.
Finally, as nothing is known of Roscrea, except that it exists, the Devs are totally free to imagine whatever they want on it. :smile: Maybe some members of the Ice Tribes, who attacked Dawnstar, could live there? With a Gehenoth?

Environmental and graphic enhancements:
Addition of waves. The Sea of Ghost seems so quiet. It would be so epic if when there are storms you could see huge waves shattering on the rocks behind Solitude and Winterhold. It would also make the shore more hazardous.
Fast-growing brinicles. They would pose a threat to the player in some underwater areas.

Gameplay additions:
Underwater combat. Beause wielding a dagger while swimming should not be so difficult.
Underwater magic and Thu'ums. Some spells or Shouts should be unusable underwater while some spells or Shouts should be usable underwater only.
Functional boats. Maybe the player could own some boat and enhance it? And use some boats to fast-travel between havens, or to travel accross the seas.
The Starfrost Spell, which focuses the power of elemental winter through the caster and has been used to save Dawnstar.
A ghostly forge on Olenveld, allowing to forge and temper ectoplasmic armors and weapons like Ghostblade, Drainheart swords, Drainblood battleaxes and Drainspell bows.

Places added:
Roscrea. An Island in the Sea of Ghosts.
Olenveld. A concealed Island on the Sea of Ghosts, which was the personal graveyard of Tiber Septim.
The Castles of Glass and Coral. Underwater city, home of the Dreughs.

Creatures added:
Dreughs.
Land Dreughs.
Sea-Ghosts.
Lamiae.
Medusae.
Small Slaughterfish.
Blind Slaughterfish.
Electric Slaughterfish.
Clockwork Dreughs.
Shrieking Winds.
Ice tribes.
Gehenoths.
Marine Dragons.
Whales.
Krakens.
Narwhals.
Various sea fish.
Possibly, sharks and were-sharks, though if I had to chose between wereshark and werebear, I don't hesitate and pick the bears.
Why not woolly rhinos, tougher than mammoths, on Roscrea? And what about snow lions?

Factions possibly added:
Seafarer's guild (focused on exploration)
Pirate fleet
East Empire Company
Imperial, Stormcloak and Thalmor fleets.
Some Dreugh factions
Maybe some faction related to the Great House Sotha in the Castles of Glass and Coral
A necromancers' faction on Olenveld


Orsinium and Dragonstar -- The rise of the Pariah and the Orichalc Tower

Description of the DLC:
This DLC would focus on the Pariah people who live in Western Skyrim, that is, mainly, the Orcs and Forsworns, and on their attempts to recover their homelands -- and maybe on the forging of an alliance between them. Among the new places added by the DLC, one could find several lands in the western Skyrim, already disputed during the War of the Brend'r-mahk, the cities of Elinhir, Jehanna and Dragonstar, Orsinium, the borderline town of Snowline and the Fearfrost Caverns, inhabitted by a peaceful tribe of Goblins and maybe some chunks of the Crypt of Hearts.
The Forsworns would be joinable, and would attempt to take Markarth, Karthwasten, Jehanna and Dragonstar. It would be nice to discover the Oath that has been broken by the Reachmen -- the origin of their name : Forsworn. I guess that somehow, it has something to do with their allegiance to Hagravens and the birth of Briarhearts. As Hagravens and Spriggans are ennemies, maybe the regaining of the Reach could be achieved by the Forsworn through the restoring of an ancient pact made with the Spriggans? Given the intimate link between Spriggans and bears, it might also be an opportunity to introduce werebears (as the Reachmen's defenders?). It would also be nice to learn more about the Reachmen's Ancient Gods. Maybe to do some quests for them and obtain artifacts.
If Spriggans become important, then it would also be an opportunity to meet the Goddess called Druagaa. The similarity of the names "Druagaa" and "Druadach" might be a clue that the Reachmen are somehow linked to this Deity.
We know nothing, so far, about the Orichalc Tower. But we discovered in Skyrim that Orcs used Orichalc to craft their weapons and armors. We know that Diagna, who brought Orichalc to the Yokudans, led an attack against Orsinium. Maybe the DLC could allow us to know more about the original founders of Orsinium, the Goblin-ken, and unveil details about the links between Orichalcum, Diagna, the Orichalc Tower, Orsinium, the Orcs, the Goblin-ken and Malacath? It would be nice to try to restore Trinimac, too. We could also meet Altmer slave traders, who lead raids to capture people of the Goblin-ken.
Some quests could also revolve around Mauloch.
In the Crypt of Hearts, a new Umbra' Keth could have been spawned by the civil war in Skyrim. This would be an opportunity to learn more about Shadow Magic.
It would also be an opportunity to discover how the War with the Aldmeri Dominion affected the Redguards.

Gameplay enhancement :
Addition of Shadow Magic and Penumbric weapons
A werebear perk tree
Ability to hire Goblins, Ogres, Gremlins.
New random encounters : Orc adventurers (once Orsinium is rebuilt) -- Some of them could carry lesser artifacts from previous games, like Hromir's Ice Staff
Use of wood and bark -- especially the ones of the Ironwood trees -- in crafting

Places added :
Areas in the west of Skyrim covering the places disputed during the War of the Bend'r-mahk.
Some chunks of the Dragontail Mountains.
Elinhir.
Jehanna.
Dragonstar.
Snowline.
The Fearfrost Caverns. (Home to a peaceful tribe of Goblins)
The Wrothgarian.
Orsinium.
Some parts of the Crypt of Hearts.

Creatures and plants added :
Goblin-ken : Goblins, Gremlins, Ogres.
Werebears
Hernes
Giant centipedes (the ones that Goblin-ken once herded near the Old H'roldan -- in case it isn't already the chaurus)
Ironwood trees and Black Ironwood trees (possibly related to Spriggans)
Apple trees -- where do all these apples come from?

Factions possibly added :
The Forsworns
The cult of Druagaa
The cult of the Ancient Gods
An Orsinium brotherhood
The Silver Hand (made joinable)
Some faction in Dragonstar
The Order of Diagna
A faction of Shadow Mages


Morrowind and Solstheim -- A new Spring for Dunmers and Falmers.

Description of the DLC:
This DLC would focus on the Dunmers, and would let us discover how their society evolved after the Red Year and their fall. Maybe we could help them rebuilding some parts of their nation. Maybe we could help Brand-Shei rebuilding his House? A return of the Morag Tong or the Bal Molagmer would be nice as well.
The DLC would also unveil more about the Falmers, and let us find the Spear of the Snow Prince, and could provide an opportunity to heal the Falmers and rid them from their curse.
As there would be a Surge in the Falmers' power, maybe the Nords would get back to their faith into Sai, as Sai is thought to be responsible for the fall of the Falmers. Some quests could revolve around Sai and his friend, Grellan.
It would be an opportunity to discover the link between Alduin and Thartaag the World-Devourer.
Finally, it would allow us to explore Umbriel.

Gameplay enhancements :
Addition of Spears. (If the Hernes have already been added, some of them now wield spears.)
Jousting
Horse armors
New ores : Stalhrim and Adamantium
Being able to hire Falmers.

Places possibly added:
Western Morrowind.
Blacklight.
Solstheim.
Umbriel.

Creatures possibly added :
Rieklins
Tusked Bristleback
Grahls
Snow Wolves
Ravens
Nix Hounds, Wild Nix Hounds
Shalks
Some creatures from Morrowind
The various creatures which live in Umbriel.

Factions possibly added :
East Empire Company
Various Dunmer factions
Morag Tong
The Skaal
Berserkers (and possibly Ulfhednars and Svinfylkingars)
Fryse Hags
Reavers
Sai cult


Bromjunaar and Heldon -- The Maze of Time and the Breath of Kyne

Description of the DLC :
This DLC would be focused on time travels and on Morihaus and his links with the Thu'um. It would add several places in the Jerall mountains and allow us to see Bromjunaar and Wintehold in their former glories, to meet Numinex, Shalidor and Konahrik, as well as the eight Dragon Priests before they became liches. By discovering how Shalidor founded Winterhold with his magic, the player could be able to rebuild it. We would also unveil the secrets of the Wooden Mask.
The player could also be able to do some quests for the nine totemic deities worshipped by Ysgramor's Nedes.
The DLC would allow us to discover how Pelinal was sent back in time, and why he missed the blessing of Talos (maybe due to an intervention of the Thalmor?), how he met Morihaus. It would also add the Ayleid ruin of Heldon, in which clues could be found on how the Ayleids interacted with the Falmers, and how they imported the Men-of-'kreath to Cyrod. I think that 'kreath is an apheresis for Falkreath. We would discover new lore about those Men-of-'kreath.
We could also discover more about the Insect God reverred by Nilichi, the Ayleid Flower King - who possibly sponsored raids in the Falkreath Hold, which was once part of Cyrod, to capture and enslave some Men-of-'kreath. Maybe we could even visit his realm.
As the Ayleids seem to have considered the light as very important, one could also investigate the possible links between them and whisps. It might be an opportunity to discover more backstory about the Pale Lady, the Pale Blade and the Frostmere Crypt.
Some intelligent Minotaurs who serve Morihaus could be encountered, providing new pieces of information about Belharza the Man-Bull, second Emperor of the Alessian dynasty.
It might also be an opportunity to witness the sack of Windhelm by Ada'Soom Dir-Kamal's troops.
We might also discover who built the Skyforge and the Lunar forge, and the possible links between them.
We could also witness the building of Ancient strongholds through use of powerful telekinesis, as is depicted in Adam Adamowicz's wonderful work:
http://www.flickr.com/photos/47857688@N08/6877573627/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574125/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574457/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574807/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877575277/in/set-72157629321466509/lightbox/
and thus we could see some terrifying scenes like this one:
http://www.flickr.com/photos/47857688@N08/6877576227/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877576675/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877577027/in/set-72157629321466509/lightbox/

Gameplay additions :
A flow backwards shout. You moan every time you have to reload a save because your favourite NPC has been killed? With this shout, you can travel back in time by 10 seconds. Of course, such a shout should have a very long cool down time.
Powerful telekinesis.
A Way of the Voice perk tree, the perks of which require Dragon souls to be unlocked.
A new, very powerful version of the Ayleid spell called "Fingers of the Mountains".
New ores : meteoric iron and meteoric glass, which can be used to craft weapons and armors at an Ayleid forge. Mythril.
Welkynd and Varla Stones. Ayleid lamps (never-extinguishing lightsources).
Being able to hire Minotaurs.
Falconry (There were falconners in Heldon)

Places possibly added:
Some places in the Jerall Mountains : Cloud Top, The Pale Pass, Heldon, Farmantle Glens, The Old Fort (built with huge blocks of porphyry), the Cloud Ruler Temple, Bruma, Rielle.
The Insect God's Hive.
Some places of Skyrim as they were in the past, or some places which don't exist anymore : Amber Guard, Black Moor, Bromjunaar, Darkwood, Dragonwood, Dunpar Wall, Frostheim, Granite Hill, Helarchen Creek, Hillgrund's Steadings, Hsaarik Head, Lainalten, Laintar Dale, Nimalten, North Creek, Oakwood, Reach Corigate, Vernim Wood.
Restored Winterhold.

Creatures and plants possibly added
Snakes, Owls and Whales (they were worshipped by Ysgramor's Nedes)
Minotaurs
Men-of-'kreath
Imps in the Jerall Mountains (they could have built a citadel somewhere?)
Inhabitants of the Hive of Nilichi's God : possibly Perthans, Elytras and enslaved Men-of-Ge. Hopefully new creatures. Maybe Chitin Atronachs?
Yellow Nirnroot (in the past)
Some Snow Demons from Kamal.


Factions possibly added :
Ancient Nede Cults
Some factions related to Men-of-'kreath
Some factions in the Hive.


Aftermath and prequels

Description of the DLC :
This (possibly smaller) DLC would add sequels and new arborescence to various existing quests, and prepare the field for the next game. It would also foreshadow a major conflict with the Thalmor, by allowing the player to go to the Island of Stirk, which is probably a nexus of political strains between the Empire and the Dominion due to its geographical location.
As example of sequels, one could for example imagine that in case you chose to bring a Sapling to Whiterun, some items are crafted into the wood of the Gildergreen, which are then related to new quests. The unfinished quests of Skyrim could be added, too. So, you could kill Elisif the Fair in the name of Boethia, or collect the ancient poetic Edda for the Bards' College. Find a jewellery box for Trius.
After a side won in the Civil War, the Moot could elect a new High King. Rebuilding Helgen would be fine too.
Something involving the Dark brotherhood and the patron of assassins, who was born with a knife instead of a right hand, could be interesting.
You could be able to join the Vigilantes of Stendarr. I would love to see more Daedra, by the way. Something related to Jyggalag, Kh-Utta, Fa-Nuit-Hen or the Faydra would be nice.
After the Main Quest, some Akaviri members of the ancient Dragonguard could come to Skyrim. You could also find and wield Goldbrand, and swear to protect peaceful Dragons.
One could learn more about Giants and their culture, unveil their connections with the Moons, and discover the meaning of the engravings on mammoth tusks or of the painting on sacrificial cows.
Anything with Lamae Beolfag would be interesting, though the vampire stuff has already been covered by Dawnguard...
Actually I consider this DLC as a carryall where I put everything which didn't fit previous DLCs. It could pretty well be broken into pieces and implemented through patches, updates and smaller DLCs

Gameplay enhancements
Table games in Inns and Taverns (chess-like or whist-like)
Flails
Hand-to-hand perk tree (with addition of cestus -- the trolls have been mentioned to use cestus)
Throwing weapons and a related perk tree
Spellcrafting and a related perk tree
A locomotion perk tree, impacting the swimming (and aquatic fight), sprinting, horse riding (and fighting -- and allowing for mounted magic), jumping, avoidance of falling damages, and allowing to climb.
More complex crafting
New runes -- use of runes in crafting -- runes as temporary war tattoos
Some ways to force ennemies to surrender -- not all fights should end by death. And some AI tweaks. Why would all bandits who see me try to kill me at sight : I might want to join them. To do some random raid with them. To build an underground trade agreement with them. Their default hostility is rather immersion-breaking in my opinion.

Places possibly added :
Stirk.
Some Dungeons within Skyrim.
Maybe some places in Akavir (Ionith?), or on Cathnoquey, Esroniet or Yneslea

Creatures possibly added :
More Daedra
Real bats
Pine thrush
Rock warblers
Pheasants
Jills
River Dragons on Stirk, coming from the nearby Niben.
Akaviri fauna?

Factions possibly added :
Stendarr vigilantes (made joinable)
The Dragonguard (ancestors of the Blades)
A faction of Dragon-protecting Knights, related to Goldbrand.
The Synod and the College of Whispers (and maybe other Imperial or Aldmeri factions) on Stirk.


Oh, and if Michael Kirkbride could do something... anything... like a new book or some questline... it would be awesome.




So, what do you think about those ideas?
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Budgie
 
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Post » Sat Nov 17, 2012 2:37 pm

We need a daedric prince DLC, and Sanguine should be it.

Why Sanguine? He acts on his emotions and cravings, and he loves drinking. The Nords act on their emotions, a sense of honor and they love drinking. Seems fitting.
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Jessica White
 
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Post » Sat Nov 17, 2012 7:44 am

ELFPUNK or it's going to be lame.
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roxxii lenaghan
 
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Post » Sat Nov 17, 2012 1:59 am

We need a daedric prince DLC, and Sanguine should be it.

Why Sanguine? He acts on his emotions and cravings, and he loves drinking. The Nords act on their emotions, a sense of honor and they love drinking. Seems fitting.

I'd prefer not to explore Sanguine's realm unless the devs accept to put nudity in the game. Sanguine isn't worshipped by prudish people...
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Neil
 
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Post » Sat Nov 17, 2012 1:51 pm

New playable race :Maormer(http://elderscrolls.wikia.com/wiki/Maormer)
new continent/land mass :Pyandonea(http://elderscrolls.wikia.com/wiki/Pyandonea)
New mounts: sea serpent/creatures (water based) for transport between areas of the Pyandonea island mass
New dungions and quests:underwater caverns leading to interior island caverns

main quest extention: A message from a unknown sorce arrives by carrier stating that the dragonborn is required in a land far away the Pyandonea islands are under attack by Sanguine as he has descovered that the island is likely to hold many secrets involving ancient artifacts that could tear Nirn in 2 if used or in the his hands
the DLC would include a quest into Sanguine realm of oblivion for a battle to close his entrance into Nirn
the phyjjic order meet the dragonborn in pyandonea to create a deverse plan to reclaim the artifacts of the 8 original divines that bestowed the life energy of themselves to create Nirm on the godly artifacts known only as the (tools of creation)
Sword :judgement
Shield: protection
armor The savior
bow: direction
axe: Consequence
Boots: Initiative
Gloves:Hand of gods
Helmet: Redemption
The items are then placed in a box in a shrine of the 8 divine
the shrine changes the items into a artifact of the divine gods that is used later to close the grasp that sanguine has on Nirn forever

1 Item for each of the gods
the dungeons are
6 on the new land mass and 2 in the north western region of tamriel (small portion of upper north western map of skyrim )

each of the dungeons are completely hidden and some require using a shovel to find the entrance

New magics (water and serpent based)
spell creation
mage portals conjured by the player to travel to and from skyrim and pyandonea


New players using the new race start in Pyandonea and get a vision to go help in skyrim as the dragonborn
the player awakes as a prisoner same plot as the usual skyrim questline once in skyrim


as a leveled character you will just be contacted in game by a courier


let me know what you think and add what ever you like just some ideas about a area that has yet been seen in a very long time in Nirn history
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Emily Jones
 
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Post » Sat Nov 17, 2012 3:13 pm

A full expansion of the mainquest would be most preferable. The Thalmor are still a threat at the end of Skyrim's story. If a full expansion is done, dealing with the Thalmor storyline should take precedence.

This.

Also odds and ends that would really make the whole package better. Obviously fix as many small bugs as possible, because although they aren't directly affecting gameplay, they are still causing the product to operate outside of its intended purpose. As far as tangible things I want them to add:

1. Weapon Stacking - Let my two handed sword rest on my back when I'm casting magic or let my sword stay on my hip with my shield on my back when I'm shooting arrows. A lot of other RPGs accomplish this and it seems that the technology in Skyrim can more than accomplish this small task.

2. More unique armor and weapons + allow us to upgrade all existing unique armor and weapons through a perk (basically let us upgrade them to legendary without having to use enchants and potions).

3. Younger character models and more facial hair features or tattoos, maybe add nose rings and earrings as jewelry?

4. Some forms of unique housing - the castle add on for Oblivion was beyond sweet, maybe small add ons such as that are in order

5. Add radiant quests to marriage and the ability to adopt children - make this more of a fleshed out feature instead of the hollow shell it feels like

6. Add a hardcoe mode a la New Vegas - include the need to eat, sleep, and any other odds and ends. If this is added, add some more useful functionality to cooking, such as cooked food keeping you full for longer or sleeping in your own bed giving you a small damage bonus, etc.

7.
Spoiler
Let us marry Serana... seriously. At this point I feel like you maybe owe us this one.

That's all that comes to mind now. I know it is all minor stuff, but we already know each dlc is going to have a story arc of somekind. I agree that I want to see the main game given a proper expansion, investing more into the story of the Dovahkiin, and other things like that (maybe add more dialogue so people actually recognize you as the most bad ass hero to walk the earth in... forever). Outside of the story though, they always add in little surprises into dlc, so that is the stuff I am most focused on. I know the storyline will be solid, but I am always interested in the little bullet points. If they added half the stuff I've asked for, it would be a pretty epic dlc.
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Lil Miss
 
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Post » Sat Nov 17, 2012 2:07 pm

MAJOR snip

Sir I applaud you first for the immense post, you obviously put a lot of work into this. I liked the Orsinium and Morrowind ideas, the others are kind of meh to me. I will say that if any expansion they make focuses on underwater combat, I will be IMMENSELY disappointed. I'm the dragonborn, not a fish. Second, it just kind of goes without saying that underwater levels/worlds are a righteous pain in the a** almost universally, so I'd rather avoid that pitfall with Bethesda.

We need a daedric prince DLC, and Sanguine should be it. Why Sanguine? He acts on his emotions and cravings, and he loves drinking. The Nords act on their emotions, a sense of honor and they love drinking. Seems fitting.

Another thing I don't want to see, ANYTHING related to daedra. I feel like exploring daedric realms are such an easy copout because you can't just magically put a portal literally anywhere and then have this new landmass to explore in that doesn't really have any correlation to the game world of Tamriel. I'd kill for the opportunity to go to a place actually physically touching Skyrim.
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Vicki Gunn
 
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Joined: Thu Nov 23, 2006 9:59 am

Post » Sat Nov 17, 2012 5:29 am

-Snip-
....Wow of all the fan theories about what the next DLC should be about this is one that I'm highly impressed with. I would definitely pay for a DLC like this. Especially if its expansion worthy.
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Hella Beast
 
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Joined: Mon Jul 16, 2007 2:50 am

Post » Sat Nov 17, 2012 3:24 pm

You may like a game like Dark Souls.. Has giant enemies and big dragons.. Only thing is.. Its a hardcoe RPG.. Much harder than that of Skyrim..

Good idea. You remind me to check Dark Souls' release date and I am surprised the PC version will be launched soon on August 24.
I have played Demon's Souls a bit on PS3, and I like how the fighting action it presents.
Though this is somewhat off topic, thanks anyway.
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Jonny
 
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Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Nov 17, 2012 6:19 am

Good idea. You remind me to check Dark Souls' release date and I am surprised the PC version will be launched soon on August 24.
I have played Demon's Souls a bit on PS3, and I like how the fighting action it presents.
Though this is somewhat off topic, thanks anyway.

No problem.. Only flaw of the game is backstabbing in PvP.. Since some people may see you as infront of them when actually ur behind them..
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CORY
 
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Post » Sat Nov 17, 2012 11:15 am

Another thing I don't want to see, ANYTHING related to daedra. I feel like exploring daedric realms are such an easy copout because you can't just magically put a portal literally anywhere and then have this new landmass to explore in that doesn't really have any correlation to the game world of Tamriel. I'd kill for the opportunity to go to a place actually physically touching Skyrim.

But it's practically tradition.
Morrowind got Hircine, Oblivion got Sheogorath.
I don't see how it's a copout when such portals are 100% fine according to the lore. Whether a landmass is through a portal or 2 miles off the northern coast or through an underground passage, what difference does it make?
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Quick draw II
 
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