Future DLC Suggestions (Not Dawnguard) - Thread #6

Post » Sun Nov 18, 2012 12:43 am

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/
http://www.gamesas.com/topic/1392686-future-dlc-suggestions-not-dawnguard-thread-5/

Please remember to use spoiler tags when discussing any spoilers.
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Hella Beast
 
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Post » Sat Nov 17, 2012 4:00 pm

I think returning to Solstheim could be an interesting concept, it must have changed quite a bit in the last 200 years. Also, visiting Orsinium would be nice.
Other than that I haven't given it much thought.
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x_JeNnY_x
 
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Post » Sat Nov 17, 2012 7:39 pm

maybe some new perk trees like unarmed, acrobatics and unarmoured.
or some new perks for existing trees would be nice to.
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Jesus Lopez
 
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Post » Sat Nov 17, 2012 2:39 pm

Show us some new world areas and enough with snow .... Make orsinium , high rock morrowind oromethingelse ...
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Sabrina Steige
 
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Post » Sat Nov 17, 2012 9:44 pm

Show us some new world areas and enough with snow .... Make orsinium , high rock morrowind oromethingelse ...

Enough with snow? This is Skyrim were talking about here. There must be snow! :disguise:

But anyway, a DLC to Orsinium or perhaps back to Solstheim both sound good to me. Bringing back some of the older skills they removed would be great also, as mentioned above. Maybe they could just maybe bring back spellmaking? No? http://i.imgur.com/bG7ie.jpg
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Mr.Broom30
 
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Post » Sun Nov 18, 2012 12:03 am

Err, first, sorry for the repost. I put this post in the preceding thread, and intended to add links and sources, but I can't edit it anymore as the fifth thread has now been closed. :( So here it is, with links to relevant sources.


Hello there! My exams ended, so I finally could delve into 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 http://uesp.net/wiki/Lore:The_Exodus.
As the Dreughs lived in the so-called Castles of Glass and Coral, and as http://uesp.net/wiki/Skyrim:Yngol_Barrow has been sealed by the Coral claw, it is possible that the http://uesp.net/wiki/Skyrim:Yngol_and_the_Sea-Ghosts, 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 http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_36, some Dreugh-like amphibious war-machines inspired by the Dwemer animunculi. Maybe he wasn't http://uesp.net/wiki/Lore:Great_Houses#House_Sotha of the 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 House -- moreover, if the Dunmers (or unchanged Chimers?) have been forced into hiding underwater for such a long time, and given http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_1, then they possibly evolved into a new race.
Besides, the Dreughs are referred to as "http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_28" 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 http://uesp.net/wiki/Lore: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, http://uesp.net/wiki/Dawnstar:Quest_Walkthrough, could live there? With a Gehenoth? Maybe it could be an opportunity to meet an emperor crab?

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 http://www.youtube.com/watch?v=lAupJzH31tc. 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.
Use of coral and nacre in crafting.

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. (Maybe related to the bouncing light balls living in Yngol's barrow?)
Lamiae.
Medusae.
Small Slaughterfish.
Blind Slaughterfish.
Electric Slaughterfish. (Blind and Electric slaughterfish are mentioned in Morrowind by http://uesp.net/wiki/Morrowind:Briring, a Nord who lives in the Skyrim Mission in Ebonheart)
Clockwork Dreughs.
Homunculi.
Fabricants.
http://uesp.net/wiki/Skyrim:Opusculus_Lamae_Bal
Ice tribes.
http://uesp.net/wiki/Lore:Gehenoth#Gehenoth
Marine Dragons.
Whales.
Krakens.
Narwhals. (Sheogorath mentions them -- and of course, He is a reliable source)
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 http://uesp.net/wiki/Lore:War_of_the_Bend%27r-mahk#The_War_of_the_Bend.27r-mahk, the cities of Elinhir, Jehanna and Dragonstar, Orsinium, the borderline town of http://uesp.net/wiki/Shadowkey:Places, 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 http://uesp.net/wiki/Lore:Gardtide#Gardtide called Druagaa. The similarity of the names "Druagaa" and "http://uesp.net/wiki/Skyrim:Druadach_Mountains" might be a clue that the Reachmen are somehow linked to this Deity. It would also be an opportunity to add the http://uesp.net/wiki/Skyrim:Briarheart_Geis#Briarheart_Geis, mentioned in game files, but not present within the game.
We know nothing, so far, about the Orichalc Tower. But we discovered in Skyrim that Orcs use http://uesp.net/wiki/Lore:Orichalc to craft their weapons and armors. We know that Diagna, who brought Orichalc to the Yokudans, http://uesp.net/wiki/Lore:Diagna#Diagna. Maybe the DLC could allow us to know more about the http://uesp.net/wiki/Lore:Goblin-ken 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 http://uesp.net/wiki/Lore:Umbra%27_Keth#Umbra.27_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 http://uesp.net/wiki/Lore:Shadow_Magic and Penumbric weapons
A Penumbric forge
A werebear perk tree
Ability to hire Goblins, Ogres, Gremlins.
New random encounters : http://uesp.net/wiki/Oblivion:Adventurer (once Orsinium is rebuilt) -- Some of them could carry lesser artifacts from previous games, like http://uesp.net/wiki/Oblivion:Hrormir%27s_Icestaff
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.
http://uesp.net/wiki/Lore:Dragonstar
Snowline.
The Fearfrost Caverns. (Home to a peaceful tribe of Goblins)
The Wrothgarian.
Orsinium.
Some parts of the http://uesp.net/wiki/Lore:Crypt_of_Hearts.

Creatures and plants added :
Goblin-ken : Goblins, Gremlins, Ogres.
http://uesp.net/wiki/Lore:On_Lycanthropy
http://uesp.net/wiki/Lore:Herne_%28creature%29#Herne
Umbra' Keth
Giant centipedes (the ones that Goblin-ken once herded near the Old H'roldan -- in case it isn't already the chaurus)
http://uesp.net/wiki/Lore:Special_Flora_of_Tamriel (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.
Spoiler
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, http://uesp.net/wiki/Lore:Sai. Some quests could revolve around Sai and his friend, Grellan, and maybe his daughter.
It would be an opportunity to discover the link between Alduin and Thartaag http://uesp.net/wiki/Lore:The_Story_of_Aevar_Stone-Singer.
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 (Yes! We need 'em!)
New ores : Stalhrim and Adamantium
Netch leather and shalk chitin
Being able to hire Falmers.
Sai-related bonus obtained by sparing wolves.

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 http://fr.wikipedia.org/wiki/Berserk)
http://uesp.net/wiki/Bloodmoon:Fryse_Hag
http://uesp.net/wiki/Bloodmoon:Reaver
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 http://uesp.net/wiki/Lore:Shalidor#Shalidor with his magic, the player could be able to rebuild it. We would also unveil the secrets of the http://uesp.net/wiki/Skyrim:Hired_Thug%27s_Missive.
The player could also be able to do some quests for the nine totemic deities http://www.uesp.net/wiki/Skyrim:The_Dragon_War.
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 http://www.uesp.net/wiki/Skyrim:The_Song_of_Pelinal,_v4 of Heldon, in which clues could be found on how the Ayleids interacted with the Falmers, and how http://www.uesp.net/wiki/Skyrim:The_Adabal-a the Men-of-'kreath to Cyrod. I think that 'kreath is an http://en.wikipedia.org/wiki/Apheresis_%28linguistics%29 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 this god's 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 http://www.uesp.net/wiki/Lore:Morihaus#Morihaus could be encountered, providing new pieces of information about Belharza the Man-Bull, http://www.uesp.net/wiki/Lore:Alessian_Empire 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. I want to do something with all those souls...
A new, very powerful version of the Ayleid spell called "Fingers of the Mountain".
New ores : http://uesp.net/wiki/Lore:Magic_from_the_Sky, 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, http://uesp.net/wiki/Lore:Knightfall, http://uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/Skyrim (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
Mountain lions
Imps in the Jerall Mountains (they could have built a citadel somewhere?)
Inhabitants of the Hive of Nilichi's God : possibly http://www.imperial-library.info/content/caitiff, Elytras and enslaved Men-of-Ge. Hopefully new creatures. Maybe Chitin Atronachs?
http://uesp.net/wiki/Skyrim:The_Nirnroot_Missive (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 http://uesp.net/wiki/Lore:Places_S#Stirk.
Spoiler
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 http://www.uesp.net/wiki/Skyrim:Unfinished_Quests, 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, http://www.imperial-library.info/content/infernal-city-lore-notes#Skyrim, 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, http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_7, http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_1 or the http://www.imperial-library.info/content/havok-wellhead 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. Possible links between Goldbrand and Dragonbane could also be investigated. Maybe we could discover more about Eltonbrand as well?
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...
Having something to do with the mysterious Wintersand Manor, the key of which is carried by Nazeem, would be nice as well. Similarly, the Irontree mill house and the Longhouse of Stonehills should be added as there exists http://uesp.net/wiki/Skyrim:Keysin the game files, but the places themselves do not appear in-game.
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
Throwing weapons (I think I read somewhere that shurikens came from Akavir, but I am not sure anymore)
Table games in Inns and Taverns (chess-like or whist-like)
Flails
http://uesp.net/wiki/Morrowind:Wings_of_the_Queen_of_Bats
Hand-to-hand perk tree (with addition of cestus -- http://www.uesp.net/wiki/Dawnstar:Chung)
Throwing weapons and a related perk tree
Spellcrafting and a related perk tree
The soulbug companion from the game jam
Better interactions with follower and spouses
Enhanced, deepened interactions with followers and spouses.
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.
Named soulgems.
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.
Passwalling through ice for Volkhiars.

Places possibly added :
Stirk.
Some Dungeons within Skyrim.
Maybe some places in Akavir (Ionith?), or on http://uesp.net/wiki/Skyrim:Brief_History_of_the_Empire,_v3

Creatures possibly added :
More Daedra (much more!)
Real bats (ones you can interact with)
Pine thrush
Rock warblers (where do all those eggs come from?)
Pheasants (where do the hanging ones come from?)
Harvestable tomatoes and carrots, fresh Elven Ears and Frost Mirriam.
Jills
Akaviri fauna?

Factions possibly added :
Stendarr vigilantes (made joinable)
The Dragonguard (ancestors of the Blades)
A faction of Dragon-protecting Knights, related to http://uesp.net/wiki/Lore:Goldbrand.
Penitus Oculatus (made joinable)
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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Chantel Hopkin
 
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Post » Sat Nov 17, 2012 5:28 pm

The next DLC should be as big as the Shivering Isles, if not bigger. I would love to have it take place in Pyandonea (See: http://www.uesp.net/wiki/Lore:Pyandonea) .
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Lyd
 
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Post » Sat Nov 17, 2012 11:43 am

I'm almost certain we'll see something in Morrowind and/or Cyrodiil involving the Thalmor. Too many loose ends there.
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Rex Help
 
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Post » Sat Nov 17, 2012 9:50 pm

Nothing to do with a different province.

Its called Skyrim, not High Rock.
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Theodore Walling
 
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Post » Sat Nov 17, 2012 2:42 pm

Jeez Verbose! You put a lot of effort into that.

For me it just has to be the continuation of the CW/Thalmor questline. Tullius and Rikke have virtually promised it in post-war dialogue
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Adriana Lenzo
 
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Post » Sat Nov 17, 2012 4:23 pm

Jeez Verbose! You put a lot of effort into that.

For me it just has to be the continuation of the CW/Thalmor questline. Tullius and Rikke have virtually promised it in post-war dialogue

Indeed, it took me several hours (and days of thinking) :smile:

I would love, indeed, to do something with the Thalmor in the DLCs, but I would prefer to do something foreshadowing a larger, major conflict, rather than overcoming it in some final battle. I think that the conflict with the Thalmor deserves a whole, full-fledged game, not a "simple" DLC. Somehow, the people of the Aldmeri Dominion are the ones who have had to suffer the most from their cruel tyranny. Here the Thalmor originated. I am wondering how much the fall of the Cristal-like-Law contributed to their ascent. There are many mysteries surrounding them, and I feel that there would be justice if there were overthrown by the people of Alinor, and that it should end at the Thalmor's root, in Alinor or Valenwood. Any of these places deserves at least as much effort as was put into the immense, magnificent Skyrim... In my opinion, the ultimate (?) fate of the Thalmor should be saved for a future Elder Scrolls game, located in the Dominion.
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gandalf
 
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Post » Sat Nov 17, 2012 6:37 pm

-snip-
Yeah those look good. I like the good amount of content you forsee them having. There were lots of enemies I would really like to see in Skyrim. IMO any of them would be a lot better than DG.
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CYCO JO-NATE
 
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Post » Sat Nov 17, 2012 11:12 am

The next DLC should be as big as the Shivering Isles, if not bigger. I would love to have it take place in Pyandonea (See: http://www.uesp.net/wiki/Lore:Pyandonea) .

This is almost what i think will happen or should
Actually wrote this out for the last thread but thought i would fit it in here for you to check out


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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Iain Lamb
 
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Post » Sat Nov 17, 2012 1:14 pm

I don't know if anyone has said anything similar to this as I just now came across this thread so my apologies if it's been said.


I would really like to see something done with the Falmer. It won't have anything to do with them formerly being the Snow Elves, but just the Falmer. Maybe we need to defend Skyrim from an all-out assault on the above ground from Falmer attacks. The ransacked and raided caravan carriage near the Dragon Bridge has my mind running. A dead horse lays in the bushes while two dead nords lye in the street. The carriage is flipped on it's side and all the goods are missing. There's nothing but a bunch of Falmer arrows laying around. I don't know how many of you saw it or if you even noticed the arrows but it's definitely interesting. Certain books in Skyrim go into some explanation about how Falmer are now raiding caravans and travelers above ground now because resources below are becoming scarce. Basically the pillaged caravan with evidence of a Falmer attack gave me this idea and I would love to see it implemented in some way.


My second idea is a common one I'm sure. I would like to see the Thalmor and Aldmeri Dominion expanded on. They have a large role in Skyrim yet nothing really comes of it. I don't have any real ideas on what they could do with this but anything would be fine with me. However, I would love something involving killing Thalmor and possibly eradicating the Dominion from Skyrim.
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Cool Man Sam
 
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Post » Sat Nov 17, 2012 11:36 am

I want to take the fight to the Thalmor. They're fairly interesting villains, but so far Skyrim doesn't really DO anything with them.

I've said this before, but it'd be a great opportunity to send us to Artaeum, and show us some more of the Psijics. I could also see it as a really interesting opportunity to do something with the Sload or Maormer- maybe they're controlling the Thalmor from behind the scenes, or (now this'd be a great twist) these two races, which have always been portrayed as villains, could become unlikely allies to the Empire.
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Alexis Acevedo
 
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Post » Sat Nov 17, 2012 5:55 pm

More stuff along the lines of the dwemer side-quest added in DG, which you have to seek out via in-game hints. Absolutely loving that quest so far, haven't had a buzz about a quest like this for quite some time. More like this please Beth!!!
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djimi
 
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Post » Sat Nov 17, 2012 9:31 pm

I don't know if anyone has said anything similar to this as I just now came across this thread so my apologies if it's been said.


I would really like to see something done with the Falmer. It won't have anything to do with them formerly being the Snow Elves, but just the Falmer. Maybe we need to defend Skyrim from an all-out assault on the above ground from Falmer attacks. The ransacked and raided caravan carriage near the Dragon Bridge has my mind running. A dead horse lays in the bushes while two dead nords lye in the street. The carriage is flipped on it's side and all the goods are missing. There's nothing but a bunch of Falmer arrows laying around. I don't know how many of you saw it or if you even noticed the arrows but it's definitely interesting. Certain books in Skyrim go into some explanation about how Falmer are now raiding caravans and travelers above ground now because resources below are becoming scarce. Basically the pillaged caravan with evidence of a Falmer attack gave me this idea and I would love to see it implemented in some way.


My second idea is a common one I'm sure. I would like to see the Thalmor and Aldmeri Dominion expanded on. They have a large role in Skyrim yet nothing really comes of it. I don't have any real ideas on what they could do with this but anything would be fine with me. However, I would love something involving killing Thalmor and possibly eradicating the Dominion from Skyrim.

Yes, I have also seen this dead horse, and have tried to find the quest related to it or the lair of the Falmers who attacked the carriage, before realizing there wasn't any such quest. I hope they'll add one.
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Phoenix Draven
 
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Post » Sat Nov 17, 2012 4:26 pm

Nothing to do with a different province.

Its called Skyrim, not High Rock.

Well, Morrowind was called Morrowind, not Solstheim, yet that was an expansion pack.
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Alexx Peace
 
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Post » Sat Nov 17, 2012 10:50 am

This is almost what i think will happen or should Actually wrote this out for the last thread but thought i would fit it in here for you to check out 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

Though it's unrelated to Pyandonea, I think it should add a side quest wherein you delve into the tomb/crypt of the Champion of Cyrodiil to retrieve his/her Imperial Dragon Armour. The story behind it could be that the Vigil of Stendarr (obviously they would love the Champion of Cyrodiil) moved his/her corpse and armour from Cyrodiil to a heavily guarded secret location in Skyrim because his/her previous crypt was discovered and kept getting raided by bandits, thieves, etc.
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Danel
 
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Post » Sat Nov 17, 2012 8:24 pm

Great War II

Snow Elf DLC

Dwemer Back In Time DLC

Ysgramor DLC

***Nightingale DLC***
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OnlyDumazzapplyhere
 
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Post » Sat Nov 17, 2012 12:12 pm

Ninjas vs. Zombies.
Yknow, to cover all of the clichés since we already got Vampires and werewolves covered.

Also a daedric prince DLC. Preferably Sanguine, since his tendency to act on emotions and desires seems to match Nordic culture.
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suniti
 
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Post » Sun Nov 18, 2012 2:16 am

. I'd like to have more than one follower. It'd be way more fun if you can have your own small army.

2. Following up on the more follower idea, I'd like to be able to take over holds and sack villages with my small follower army. You'd give the command to attack the area and all of your followers will start to go on a rampage. To take over you would have to either kill the Jarl/Village Guard Captain or make them surrender and banish them. This could be a whole new questline where you take over skyrim with those awesome battles that you took part in during the Civil War questline. The more followers you have the better the chance of winning.

3. I'd like to be able to have 1h weapons and 2h weapons equipped at the same time. It would work like this: (since I'm on ps3 I'll have to explain with ps3
controls) You'd have a bow set as your two handed and 2 daggers as your 1h weapons. You would press L1 to draw your bow and then proceed as normal. When you put away your bow you could press R1 and this would draw your daggers and the combat continues as normal. But it wouldn't just be bows and daggers. You'd be able to use any 1h weapons (including magic) and any 2h weapon.
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steve brewin
 
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Post » Sat Nov 17, 2012 8:17 pm

how about underwater combat ?
better lighting for underwater or at least for the reptile race algonians because they should be use to it , you know
A perk allowing titan grip (2 handed gear in each hand)

I also think it may be time to see what is happening outside of tamriel
since we are able to summon dragons and most likely will get fly ability at some point maybe the islands north of the sea of ghosts
or perhaps panydonea (spelling may be incorrect)
More diverse caves and caverns maybe some that go under ground in Skyrim and a huge journey underground like 3 hours and come out in highrock or daggerfall
I would like to see the redguards h0omeland also and with dragons this could be possible ?
Even if dragons were simply like a flight path so we could not go to other places in tamriel
it just would seem a lot larger I think
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Markie Mark
 
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Post » Sat Nov 17, 2012 2:00 pm

bump
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latrina
 
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Post » Sat Nov 17, 2012 12:09 pm

Well, Morrowind was called Morrowind, not Solstheim, yet that was an expansion pack.

Yeah, but he is talking about how people are suggesting to go into a whole province as a DLC, like High Rock and Hammerfell. A whole province should be a full game, not shorten down to some crappy DLC. Not saying Bethesda's DLC is bad but we all know that making a whole province only a DLC would obviously make the province far more smaller and lack the interesting things it has to give, wasting its full potential. Solstheim and Orsinium being an exception, as they're smaller.
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Marilú
 
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