Future DLC Suggestions (Not Dawnguard) - Thread #5

Post » Sat Nov 17, 2012 2:04 pm

Feel free to discuss suggestions and what you would like to see in future DLC after Dawnguard.

http://www.gamesas.com/topic/1379496-future-dlc-suggestions-not-dawnguard-merged-similar-topics/
http://www.gamesas.com/topic/1382513-future-dlc-suggestions-not-dawnguard-thread-2/
http://www.gamesas.com/topic/1386134-future-dlc-suggestions-not-dawnguard-thread-3/
http://www.gamesas.com/topic/1391441-future-dlc-suggestions-not-dawnguard-thread-4/

Please remember to use spoiler tags when discussing any spoilers.
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Khamaji Taylor
 
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Post » Sat Nov 17, 2012 5:14 pm

I just really want the spears and customizable houses :)
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Siidney
 
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Post » Sat Nov 17, 2012 10:06 am

DLC Idea [edited]:

Elder Scrolls Skyrim: Echoes of Saarthal

Summary: The Isle of Artaeum has reappeared.. This time off the shores of Skyrim. Knowing that the Psijic Order has acquired an artifact of immense power from the ruins of Saarthal, the Altmeri Dominion has sent a contingent of Thalmor to the island to "police" the mages. Whilst the Psijic Order believes the Eye of Magnus is beyond mortal control and wish to keep it contained, the Thalmor desire to unlock its secrets for the Altmeri Dominion in order to bring its benefits to all the realms of Nirn. Or so each side claims.

Skyrim is holding a moot to elect a new High King. Desiring to investigate the strange appearance of the Altmeri island in the frigid waters of the Sea of Ghosts, they decide to send the Dragonborn to investigate.


New storyline: Decide between the Psijic Order and the Thalmor to determine the fate of the world.

New locale: The verdant, idyllic pastures and luscious orchards of the third largest Sommerset Isle are yours to explore.

New city: The Ceporah Tower. Altmer and even Imga have moved into the ruins surrounding the tower in order to provide a working economy for the mages concealed within the barriered doors of the tower itself. The Thalmor have set up camp within the confines of thew city and are actively reaching out from the centralized barracks. Mingle with the smiths and farmers, the working classes of the land and find out what they think of the powers vying for control of their city, and on a greater scale, the world.

New dungeons: Psijic arcaneums, Ayleid ruins, magical groves and Sommerset caves hide the island's dissident groups, magical creatures and darker, more demonic things.

New enemies: Wild Elves, the fading remnants of the Ayleid civilization, are holed up in their ancestors' ruins. Dark cults lurk in the recesses of the caves beneath the island's surface. Fey creatures of arcane original leap and dance around sinister monuments in the depths of the woods. Tribes of Goblins and Imga are known to scour the shores for the wreckage of doomed ships.. And any survivors.

New armour sets: New elvish variants for basic armor sets, including Iron, Steel and Leather, highlighting the eloquent designs of the Altmer. Hint: No more horns. Entirely new sets include a progression of Thalmor and Psijic Armors, similar to that of the Imperials. Other sets include Ancient Ayleid Armor, Altmeri Ceremonial Guard Armor, and Wild Elf Armor.

New weapons: Learn the military might of the Thalmor spear, deftly wield magically imbued tridents and harness the energies of the Eye of Magnus!

New side quests: Get involved in the magical and mystical lives of the citizens of the Ceporah Tower. Scour Skyrim for any remnants of the Snow Elf race. Tired of being hunted by the smaller races of Skyrim, the giants have begun a revolution. Subdue it quickly.. Or join them in their cause! Find the source of the sudden proliferation of goblins in Skyrim.


That's what I'd love to see in a DLC. A Sommerset Isle would be such a contrast to the bleak, snowy Skyrim. We could see the heart of an elvish society, where humans are alien like they were in Morrowind. And I'd like the "lesser" aboriginal Skyrim races to be fleshed out... The orc strongholds, the giants, the falmer/Snow Elves, etc. Rather than just camps of mobs, I'd like to see them get involved in their world.
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Britta Gronkowski
 
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Post » Sat Nov 17, 2012 8:52 am

The first post was very acruate , I can only think to add arrow enchantments and getting to ride on dragons (only those dragons that can't fly) or once you mount them they can't fly
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lillian luna
 
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Post » Sat Nov 17, 2012 10:12 am

Instead of a dragon mount, because of technical hindrances, there should be a shout that summons a dragon you can ride to custom waypoints on the map. Atleast then there would be a fixed path and an actual usefulness in it.
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gemma king
 
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Post » Sat Nov 17, 2012 5:05 pm

Am I the only one thinking of the capability to become a dragon? I think that would be quite interesting.
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Lewis Morel
 
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Post » Sat Nov 17, 2012 4:47 pm

The first post was very acruate , I can only think to add arrow enchantments and getting to ride on dragons (only those dragons that can't fly) or once you mount them they can't fly

Why would one want dragon mounts that can't fly? I would be absolutely incensed by this.
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Rebecca Dosch
 
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Post » Sat Nov 17, 2012 9:14 am

Here is my idea for a future dlc :smile:.

I know Dawnguard just came out and all, but and idea kinda came to me on a new DLC for Skyrim. To me, Dawnguard felt like Nights of the Nine and therefore the next DLC should be of the magnitude of Shivering Isles. Heres how I think it should go down. This new DLC would involve The Thalmor, The Empire/Stormcloaks(depending on which side you chose), and the Dwemer. It would all start with the Dragonborn recieving a letter from either general Tullius or Ulfric Stormcloak telling you to meet with them. The explain that the Thalmor are increasing their number in Skyrim and rumor of heavy magical activity. You would be sent with either Ralof or Hadvar to investigate these claims. Upon arriving to the area, you discover that a portal has opened to nirn and that the Thalmor have already entered. You and Ralof/Hadvar wipe out the remaining Thalmor surrounding the portal and you procede to enter.

You enter the Mantellan Crux, the world of The Blind God. Immediatly after entering, you are assaulted by undead and Daedra and you and Ralof/Hadvar fight them off. The Dragonborn would then be approached by a high ranking Thalmor saying that the only way to survive, would be to work together. You work your way through the realm into a massive, ancient ruin. You fight your way through the different tiers of the ruin until you enter an antechamber containing a large, green sould gem. The Thalmor agent explains to you that the Thalmor desire to eliminate mankind from Nirn and that Mantella is the onl way to do so. He and his associates betray you and you are forced to kill them. After marveling at its magnificence, you grasp the gem on the pedistal. You immediatly experience a vision in a different realm and are confronted by the Underking, who explains the origin of the Mantella and how Talos used it to power Anumidium, the Brass God. He explains how his soul was trapped and that he became a Shezzarine Lich and how the Mantella was lost in the flow of time. After the vision, Ralof/Hadvar said that you blacked out and that the entire place was sealed off with the exception of the northwest tunnel. You procede across a bridge in a massive chamber and you confront the blind god. You fight his oathbound champion who turns out to be the Underking. He is able to summon powerful daedra in this battle. After you defeat him, the underking allows you to leave. After exiting the Mantellan Crux, you are immediatly captured by the Thalmor. You are forced in shackles and begin walking with them to a prison camp.

On the way there, a Stormcloak/Empire batallion lead by Ulfric/Tullius save you from torment and death but the Mantella has been taken by the Thalmor. You go back to their main city for council and explain what happened and what the Thalmor plan to do with the Mantella. An old sage walks in the room and reveals himself to be a prophet. This prophet gives you the location of a rebuilt Anumidium. You, Ralof/Hadvar, Ulfric/Tullius, as well as a few other soldiers go to this location. Ralof/Hadvar become you follower at this point. You go to the dwarven ruin that houses the Brass God. As you enter, the Thalmor have already placed the Mantella inside the Collosal. It activates and speaks to everyone in the antechamber. A portal opens up and engulfs everyone in the room. The stormcloak/empire are dropped in a random place in a different realm of Aetherius. The Thalmor are nowhere in sight. There is a portal nearby that teleports you back to skyrim. The portal is just North of Rorikstead. Ulfric/Tullius send you and Ralof on a scouting mission to enter a nearby ruin. You dicover that this Realm of Aetherius is actually home to the Dwemer and that they have been thriving since they left nirn. In the mean time Ulfric/Tullius established a tent city that serves as a rest stop and barter destination. After this quest and other, you would meet the leader of the Dwemer who explains exactly what happened to them. You later find out the true evil intentions of the Thalmor and how they wish to destroy Sovngarde and the race of man. Eventually, through many turn of event, you thwart the Thalmor's attempts to send Nirn into chaos. Upon destroying atherium source holding the dwemer realm together, a whole in the aetherius opens up and engulf the Dragonborn and Ralof/Hadvar. After floating around a space like void, you wind up in a mysterius plane of aetherius and are surrounded by rolling hills and valleys. You are greated by the prophet you saw earlier in the game and he reveals himself to be Auri-El(Akatosh) and explains that you saved Nirn. He rewards you and return you and your follower back to Nirn. You are able to return to the Dwemer Plane of Aetherius at will yet part of it has been destroyed by a void and it is less stable and filled with daedra. This would provide some side quests to help purge the daedra.

The realm of the dwemer you enter would be a small world on the scale and diversity of shivering isles.

Let me know what you think :smile:
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Markie Mark
 
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Post » Sat Nov 17, 2012 2:48 am

What do you think of this :

The synod, still in search of ancient relics to gain back their lost power have found evidence of an ancient snow elf city, destroyed by the dwemer in ancient times. The ruins of this city are located in a part of blackreach, which has been closed off of the main cavern. This city would contain a magic device capable of creating a rift to another dimension.

The Psijic order learns of this discovery and calls you to the college Winterhold in order to get the device first and stop the synod form getting it.

You go to blackreach and find the city, but there you learn that the device was taken about 80 years earlier, by agents of the Thalmor. They took the device just over the border to Morrowind, near the city of backlight.

You are sent to Blacklight to investigate what happened to the device. Evidence points to an abandoned Imperial stronghold not too far from the city. After a search, The device appears to have been stolen not long ago.

You report back to the Psijic order. The only way to find out who took the device is to go back in time 80 years earlier to the time it was brought to the fort. In order to do this, you need to find the elder scroll of Time so they can open a portal in time. The scroll is hidden in Markarth, in the oldest part of the old dwemer city.

After you Find it and the rift in time is opened, you find youself in the city of Winterhold about 80 years ago. After inquiring in the city, you learn that a magical device was loaded unto a ship by Thalmor mages set to sail to backlight. It's too late already however as the ship left the port. You suddenly see a big magical shockwave forming over te ocean, creating severe storms and shockwaves. The city starts to collapse into the sea. You make your way back to the portal and back to the present.

The mages of Winterhold and the Psijic order, concerned that the thalmor have a magical device that basically caused the great collapse want you to intercept them and bring the device to Winterhold.
Since they now know the Thalmor have it, the assume they'll take it to the Thalmor embassy in skyrim, where they can keep it safe.

You ambush the Thalmor party guarding the device and bring it to Winterhold where the psijic order and the mages decide to destroy it, as it's too dangerous to keep anywhere in Tamriel. the device can't however be destroyed by standard weapons or magic.

In order to do so, you need to find a certain sword, created by the snow elves. After you find the sword, the device is destroyed and all is well again :)
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Love iz not
 
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Post » Sat Nov 17, 2012 10:31 am

Mods please delete this
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Red Sauce
 
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Post » Sat Nov 17, 2012 4:36 pm

Silverbloods VS Blackbriars?
Empire VS thalmor?
Stormcloaks VS thalmor?
PSJJJ VS thalmor?
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Catharine Krupinski
 
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Post » Sat Nov 17, 2012 9:10 am

I dont see the problem you are having thatonedragonborn with this. If you dont want to hear peoples ideas on a thread subject, then don't go on "Ideas for Future DLC" thread. Simple as that. A future DLC has to have some sort of conflict. Dawnguard was Vampire vs Human. If there was not conflict, there would be no point to a DLC with a storyline.
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Rebekah Rebekah Nicole
 
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Post » Sat Nov 17, 2012 2:14 am

Here is my idea for a future dlc :smile:. I know Dawnguard just came out and all, but and idea kinda came to me on a new DLC for Skyrim. To me, Dawnguard felt like Nights of the Nine and therefore the next DLC should be of the magnitude of Shivering Isles. Heres how I think it should go down. This new DLC would involve The Thalmor, The Empire/Stormcloaks(depending on which side you chose), and the Dwemer. It would all start with the Dragonborn recieving a letter from either general Tullius or Ulfric Stormcloak telling you to meet with them. The explain that the Thalmor are increasing their number in Skyrim and rumor of heavy magical activity. You would be sent with either Ralof or Hadvar to investigate these claims. Upon arriving to the area, you discover that a portal has opened to nirn and that the Thalmor have already entered. You and Ralof/Hadvar wipe out the remaining Thalmor surrounding the portal and you procede to enter. You enter the Mantellan Crux, the world of The Blind God. Immediatly after entering, you are assaulted by undead and Daedra and you and Ralof/Hadvar fight them off. The Dragonborn would then be approached by a high ranking Thalmor saying that the only way to survive, would be to work together. You work your way through the realm into a massive, ancient ruin. You fight your way through the different tiers of the ruin until you enter an antechamber containing a large, green sould gem. The Thalmor agent explains to you that the Thalmor desire to eliminate mankind from Nirn and that Mantella is the onl way to do so. He and his associates betray you and you are forced to kill them. After marveling at its magnificence, you grasp the gem on the pedistal. You immediatly experience a vision in a different realm and are confronted by the Underking, who explains the origin of the Mantella and how Talos used it to power Anumidium, the Brass God. He explains how his soul was trapped and that he became a Shezzarine Lich and how the Mantella was lost in the flow of time. After the vision, Ralof/Hadvar said that you blacked out and that the entire place was sealed off with the exception of the northwest tunnel. You procede across a bridge in a massive chamber and you confront the blind god. You fight his oathbound champion who turns out to be the Underking. He is able to summon powerful daedra in this battle. After you defeat him, the underking allows you to leave. After exiting the Mantellan Crux, you are immediatly captured by the Thalmor. You are forced in shackles and begin walking with them to a prison camp. On the way there, a Stormcloak/Empire batallion lead by Ulfric/Tullius save you from torment and death but the Mantella has been taken by the Thalmor. You go back to their main city for council and explain what happened and what the Thalmor plan to do with the Mantella. An old sage walks in the room and reveals himself to be a prophet. This prophet gives you the location of a rebuilt Anumidium. You, Ralof/Hadvar, Ulfric/Tullius, as well as a few other soldiers go to this location. Ralof/Hadvar become you follower at this point. You go to the dwarven ruin that houses the Brass God. As you enter, the Thalmor have already placed the Mantella inside the Collosal. It activates and speaks to everyone in the antechamber. A portal opens up and engulfs everyone in the room. The stormcloak/empire are dropped in a random place in a different realm of Aetherius. The Thalmor are nowhere in sight. There is a portal nearby that teleports you back to skyrim. The portal is just North of Rorikstead. Ulfric/Tullius send you and Ralof on a scouting mission to enter a nearby ruin. You dicover that this Realm of Aetherius is actually home to the Dwemer and that they have been thriving since they left nirn. In the mean time Ulfric/Tullius established a tent city that serves as a rest stop and barter destination. After this quest and other, you would meet the leader of the Dwemer who explains exactly what happened to them. You later find out the true evil intentions of the Thalmor and how they wish to destroy Sovngarde and the race of man. Eventually, through many turn of event, you thwart the Thalmor's attempts to send Nirn into chaos. Upon destroying atherium source holding the dwemer realm together, a whole in the aetherius opens up and engulf the Dragonborn and Ralof/Hadvar. After floating around a space like void, you wind up in a mysterius plane of aetherius and are surrounded by rolling hills and valleys. You are greated by the prophet you saw earlier in the game and he reveals himself to be Auri-El(Akatosh) and explains that you saved Nirn. He rewards you and return you and your follower back to Nirn. You are able to return to the Dwemer Plane of Aetherius at will yet part of it has been destroyed by a void and it is less stable and filled with daedra. This would provide some side quests to help purge the daedra. The realm of the dwemer you enter would be a small world on the scale and diversity of shivering isles. Let me know what you think :smile:
Here is my idea for a future dlc :smile:. I know Dawnguard just came out and all, but and idea kinda came to me on a new DLC for Skyrim. To me, Dawnguard felt like Nights of the Nine and therefore the next DLC should be of the magnitude of Shivering Isles. Heres how I think it should go down. This new DLC would involve The Thalmor, The Empire/Stormcloaks(depending on which side you chose), and the Dwemer. It would all start with the Dragonborn recieving a letter from either general Tullius or Ulfric Stormcloak telling you to meet with them. The explain that the Thalmor are increasing their number in Skyrim and rumor of heavy magical activity. You would be sent with either Ralof or Hadvar to investigate these claims. Upon arriving to the area, you discover that a portal has opened to nirn and that the Thalmor have already entered. You and Ralof/Hadvar wipe out the remaining Thalmor surrounding the portal and you procede to enter. You enter the Mantellan Crux, the world of The Blind God. Immediatly after entering, you are assaulted by undead and Daedra and you and Ralof/Hadvar fight them off. The Dragonborn would then be approached by a high ranking Thalmor saying that the only way to survive, would be to work together. You work your way through the realm into a massive, ancient ruin. You fight your way through the different tiers of the ruin until you enter an antechamber containing a large, green sould gem. The Thalmor agent explains to you that the Thalmor desire to eliminate mankind from Nirn and that Mantella is the onl way to do so. He and his associates betray you and you are forced to kill them. After marveling at its magnificence, you grasp the gem on the pedistal. You immediatly experience a vision in a different realm and are confronted by the Underking, who explains the origin of the Mantella and how Talos used it to power Anumidium, the Brass God. He explains how his soul was trapped and that he became a Shezzarine Lich and how the Mantella was lost in the flow of time. After the vision, Ralof/Hadvar said that you blacked out and that the entire place was sealed off with the exception of the northwest tunnel. You procede across a bridge in a massive chamber and you confront the blind god. You fight his oathbound champion who turns out to be the Underking. He is able to summon powerful daedra in this battle. After you defeat him, the underking allows you to leave. After exiting the Mantellan Crux, you are immediatly captured by the Thalmor. You are forced in shackles and begin walking with them to a prison camp. On the way there, a Stormcloak/Empire batallion lead by Ulfric/Tullius save you from torment and death but the Mantella has been taken by the Thalmor. You go back to their main city for council and explain what happened and what the Thalmor plan to do with the Mantella. An old sage walks in the room and reveals himself to be a prophet. This prophet gives you the location of a rebuilt Anumidium. You, Ralof/Hadvar, Ulfric/Tullius, as well as a few other soldiers go to this location. Ralof/Hadvar become you follower at this point. You go to the dwarven ruin that houses the Brass God. As you enter, the Thalmor have already placed the Mantella inside the Collosal. It activates and speaks to everyone in the antechamber. A portal opens up and engulfs everyone in the room. The stormcloak/empire are dropped in a random place in a different realm of Aetherius. The Thalmor are nowhere in sight. There is a portal nearby that teleports you back to skyrim. The portal is just North of Rorikstead. Ulfric/Tullius send you and Ralof on a scouting mission to enter a nearby ruin. You dicover that this Realm of Aetherius is actually home to the Dwemer and that they have been thriving since they left nirn. In the mean time Ulfric/Tullius established a tent city that serves as a rest stop and barter destination. After this quest and other, you would meet the leader of the Dwemer who explains exactly what happened to them. You later find out the true evil intentions of the Thalmor and how they wish to destroy Sovngarde and the race of man. Eventually, through many turn of event, you thwart the Thalmor's attempts to send Nirn into chaos. Upon destroying atherium source holding the dwemer realm together, a whole in the aetherius opens up and engulf the Dragonborn and Ralof/Hadvar. After floating around a space like void, you wind up in a mysterius plane of aetherius and are surrounded by rolling hills and valleys. You are greated by the prophet you saw earlier in the game and he reveals himself to be Auri-El(Akatosh) and explains that you saved Nirn. He rewards you and return you and your follower back to Nirn. You are able to return to the Dwemer Plane of Aetherius at will yet part of it has been destroyed by a void and it is less stable and filled with daedra. This would provide some side quests to help purge the daedra. The realm of the dwemer you enter would be a small world on the scale and diversity of shivering isles. Let me know what you think :smile:

I honestly think you may be on to something here. I can't imagine how much time and work it takes to come up with a decent storyline. But you definitely have a good idea.
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Del Arte
 
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Post » Sat Nov 17, 2012 6:04 am

I honestly think you may be on to something here. I can't imagine how much time and work it takes to come up with a decent storyline. But you definitely have a good idea.
Thanks man, I try :).
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krystal sowten
 
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Post » Sat Nov 17, 2012 2:10 pm

It would just feel right if the next DLC was the same magnitude of Shivering Isles and had a pretty deep story that touches on the lore of previous elder scrolls games.
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Gisela Amaya
 
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Post » Sat Nov 17, 2012 10:52 am

It would just feel right if the next DLC was the same magnitude of Shivering Isles and had a pretty deep story that touches on the lore of previous elder scrolls games.

I feel the exact same way! I want the DLC to be lengthy and have more new locations. Dawnguard only added 4 new locations and a dramatic, but somewhat short series of quests. I'm kind of disappointed. There is much more they could have added and much remains to be even thought of.
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Big mike
 
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Post » Sat Nov 17, 2012 1:41 am

I feel the exact same way! I want the DLC to be lengthy and have more new locations. Dawnguard only added 4 new locations and a dramatic, but somewhat short series of quests. I'm kind of disappointed. There is much more they could have added and much remains to be even thought of.
I agree. Dawnguard was a good filler and was about the same expanse as Knights of the Nine. The next DLC should definatly be a world layout one like SI. Lol, hopefully no horse armor. I cant believe we had to pay for that, lol.
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Kat Lehmann
 
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Post » Sat Nov 17, 2012 5:17 pm

I really hope that this, as the rumors go, Hearthfire is about magic. I would like to see the return of classic spells like poison target, disintegrate armor/weapons, and passwall. I would love levitate, but idk how well that would work.
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Charlotte Lloyd-Jones
 
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Post » Sat Nov 17, 2012 5:05 pm

To first post, it'd be cool if you get something extremly powerfull from both main factions quests ( samething regardless however).
Maybe Ring of Magnus a ring that add 25 less time magika regeneration, pluss 75 majika, all spels cost 25 percent less to cast

Thlamor Ending- The eye's power has bean stored into rings. Seance the Dragonborn helped he earns a high ranking amonst the High Elve's, the highest of them ( including Dragonborn) ar rewared with the ring to show as abadge of honor.
Psijic- The order decideds that seance they cannot prevent people trying to store the power's of the Eye, they seperate the eye into ring, people who are trusted are given this ring to defend with there life, and only when all ring are brought to a certain are is the Eye restored
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x_JeNnY_x
 
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Post » Sat Nov 17, 2012 3:12 am

If they do something like that, i still hope they keep in mind the other play types. In dawnguard, mages got the aetherium crown, new summonable creatures, and a vew new anti-vampire spells.
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Emma louise Wendelk
 
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Post » Sat Nov 17, 2012 2:41 am

Werebears! I'm not asking for a werebear centric expansion, just a sidequest will do. I would also like spears Iron to daedric and unique spears(like the spear of the hunter from bloodmoon).
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barbara belmonte
 
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Post » Sat Nov 17, 2012 7:34 am

1. Jumping Height Enchantment

2. Spears

3. Dragon Mounts

4. Werebears

5. Destruction Magicka Power Buff

6. Gray Fox Dlc

7. New Land Mass, Like Morrowind, Hammerfell......etc

8. Thieves Guild and Linwe Hood Bald bug issue resolved on Vamps, Dark Brotherhood Mask wearable on Males

9. Headman's Axe Upgradable

10. Thalmor Dlc
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Kira! :)))
 
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Post » Sat Nov 17, 2012 10:16 am

Spell combinations, Werebears, More Weapon types and armor, More enchantments, Spell-making and just more spells in general. That is what I want.
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Aman Bhattal
 
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Post » Sat Nov 17, 2012 2:27 am

1. Battle Giants: Intelligent warrior giants in ebony armor with companion Armored Mammoths. High Level Enemy with the ability to dragon shout.

2. Mounted Foes. Raiders on horseback or a new type Drauger riding on the backs of undead steeds.

3. New designs for Beast Races and current armor. Example: Ebony Helmets that work for Kajiitt and Argonians. That tiny little helmet has gotta hurt the snout.

4. New Towns and New Cities to explore.

5. A ability to forge weapons and spell books into new weapons akin to the Dawnguard Rune Hammer.

6. The ability to convert spells into Dragon Shouts.

7. Boots of the divine steed. I don't care what you name it, but a new enchantment that allows the player to run up a mountain like a horse.

8. Were-Bear

9. Spears.

10. A enchanting table over by the smelter in White Run. I hate having to run up to that uppity wizard in the keep all the time. :P
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Jason Rice
 
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Post » Sat Nov 17, 2012 1:43 am

I'd like the addition of werebears and true lycanthropy that can be caught by wild werewolves (which forces you into a transformation once a night every month when the moon/s are full. Werebears should be slower but more powerful than werewolves. Maybe taller than a normal bear but similiar in look. They shouldn't be in control of their powers like the companions and they should be rarer. Not really a pack animal.

I'd like to see a few tweaks to destruction magic as well as a bunch of misc bug fixes. Some more non combat magic maybe.

More marriagable NPC's of various races, including Bosmer and the like.

More civilian clothing like nicer looking clothes, everyday clothes, travel clothes, warmer looking winter clothing like furs (like the bear fur hat, that thing is cool.)

More varying mage robes. The Arch mage robes are kinda meh.

Maybe magic customizing? Pretty please? I want to feel like a REAL mage, discovering spells and anceint knowledge. Warriors get all the fun.

The ability to allow an NPC follower to ride on your horse with you. Or at least ride an extra horse if available. More follower commands would help too.
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