I made the "No_Fast_Travel" for both Fallout 3 and New Vegas (based on an Oblivion mod) and I agree that there should be no means of fast-travel, unless by caravan/etc.
it's the only way I can see it fitting for this game (or any kind of game, for that matter)
the only reason that fast-travel was an option in Daggerfall, was due to the enormous size of the world
it is
not necessary in this world
no "sleeping" out-doors (waiting/whatever), unless it does
not regenerate health
in order to regenerate health, you should sleep in a bed, inside a
safe environment (i.e. an inn, your own place, or similar)
no health-regeneration (this was a "perk" in Daggerfall, which would cost you a lot of "minus-points" (to the leveling-system)
no magicka-regeneration (see above)
no map, unless you can have a "printed" version of said map (I've not even opened the map in-game yet; and I'm about 8 hours into it; nor do I
ever use fast-travel)
you should be able to buy a
scroll or similar with an "overview" map, to give you a sense of direction, i.e. mark the most important cities/strongholds (preferably with the option to make your own notations on said map - this should be perfectly achievable to mod in, since there have been mods for previous Elder Scrolls games, which allow you to "write your own journal" in-game)
no quest-markers (easily fixed through the .ini file; but preferably modded into a compilation)
no compass (whoever "invented" the idea of a compass in games such as these should be cast out as a heretic) (once again, easily fixed through .ini file, but should be modded into said compilation)
no more "text" displaying whether a container/chest/barrel/etc. have anything inside, or not
no more level-scaling (Morrowind had it as well, although not nearly as apparent, Oblivion's was horrible)
climbing-gear(?) (would require "open-cities" - once again; Daggerfall had climbing, and there is a mod for Morrowind which add climbing-tools; as long as it isn't over-powered I see no reason why it should not be implemented into the game)
revised combat-system (I'm thinking Gothic 1 style-combat preferably, but in this case I think we'll "have to settle" with something akin to Daggerfall)
slower leveling (make you work for it)
athletics/acrobatics as skills (don't overpower them such as in previous installments of the series; just make them "just right")
no health-displays on enemies (any and all enemies - this was (IIRC) "easily fixed" in Morrowind)
all weapons/armor/etc. available from scratch (just 'cause I've leveled don't mean that the world around me should start selling "better equipment", they should be readily available from scratch)
going further with the idea above, perhaps actual requirements on the gear, instead (has worked fine in plenty of other cRPG's - don't see any reason why it wouldn't work in this game)
no cross-hair what-so-ever (the "ordinary" cross-hair is easily removed with .ini/menu tweaks, alas the "sneak" cross-hair is there still)
going further with above - no "indication" whether you are hidden or not
as OT mentions - cloaks, or similar and I dare say that there should be some kind of penalty for
not wearing it, unless you are a Nord who should (supposedly) be used to the cold - a Khajiit on the other hand??)
revamped economy altogether (this has been a necessity in all Elder Scroll games; whereas the Gothic series has managed this quite splendidly)
class-specialization(?) - a Warrior may know a spell or two, but should mostly rely on scrolls to get them safe through a battle - with room to create dual-class, but limit it so there's no more "jack-of-all-trades" roaming around
sleep-requirement - you
must sleep [x]-hours
every day/night (in a
proper location) or your stats shall suffer
psychology - Daggerfall-style although as a requirement (i.e you're required to choose a foe which you fear more than others, hence engaging in combat with said foe will lower your chances/also a "favored" foe, meaning the exact opposite of said foe)
languages (I dream of the day that the Everquest linguistic system come to use in other cRPG's, alas this is purely a dream and remain highly
optional)
more variety in height/"weight" of the different races (make them actually seem unique in comparison with each-other)
open cities would once again give reason to (re)-implement the "levitate" spell which I (and many others) sorely lack since Oblivion made the "different world-cell towns"
the day a modder (or several) make Bethesda games actually have interiors in the same world-cell as the world itself will be the day computers grind to a halt - but still... no more loading into different world-cell just because you enter a house/dungeon/castle, please (once again
not probable to happen, due to restrictions on the engine, but imagine being able to freely wander in and out of houses, etc. whilst firing bows/throwing spells at oncoming enemies)
Really Almost Everything Visible When Distant - this was hands down one of the
most significant mods for Oblivion, since it
completely and utterly ruins
immersion when rocks/etc. suddenly pop up in front of you - I realize that this would heavily strain a lot of computers, but it should be less so than "ugridstoload", which is just ridiculously demanding on certain computers - this would (of course) be utterly optional - and I wish that we someday may get a "Graphics Extender" as such is available for Morrowind (MGEUI)
is it just me, or are
weapons indestructible? hence no need for repairs? (seem odd to me)
(as been stated before, and also more for the sake of immersion, rather than actual Roleplaying, but greatly heightens the sense of participating in a role in a world) - arms/legs/feet/torso/etc. in
first-person - I (as well as
many others)
hate being a floating head
I (as the majority of humanity) have 10 fingers - at least 8 of these can have a ring on them - likewise necklaces - I can (and often will) have
at the very least 3 at the same time
ability to block with one-hand-weapon whilst dual-wielding (i.e. I use a sword in both hands, I should be able to block with
at least one of them - preferably both, at any given time - script extender would be required and could probably succeed in this)
darker nights - now I realize this is tundra and there's snow, etc. but I do live way up north and even in winter-time it's still very dark, no matter if there's snow or not - same would apply to dungeons, etc. (I realize this is probably an easy .ini fix that I've yet not delved into, but still... should be in said mod-compilation)
spears - why these were ever removed from the series post-Morrowind is anyone's guess... but it would (logically) be the best weapon to use under-water
these are a handful of changes/additions that I'd like to see (as well as those of OP) -
most of these are entirely doable (if the Creation Kit is anything like the previous editors for Morrowind/Oblivion/Fallout 3/New Vegas - and with a little help from Script-extensions)
I've got plenty more, but I'll settle with these for now
I dare say that with every iteration of the Elder Scrolls franchise (engine-wise) we are given more opportunities and can tweak/enhance the gameplay further than the previous installment, although I lack some neat features of the mods created for Morrowind (mainly MGEUI and Morrowind Enhanced), there are still a lot of things we
can change given the right tools
Oblivion suffered severely due to the lacking draw-distance and the
bland setting, whereas Morrowind wasn't quite as developed (engine-wise) as Oblivion, but it did make up for what it lacked (in engine) with genuine character/environment/lore/etc.
Daggerfall was probably the "richest" game in all of the series (content-wise, and I'm not only talking land-size), but alas the more streamlined the series got the more it had to narrow down, also to meet the "casual" gamer (Morrowind being the first Elder Scrolls game developed for other platforms than PC)
also with the times we are facing now, where cRPG's have been dumbed down to such a degree that even my grand-mother would be bored (we are a
far cry from the days of Ultima IV/V) - but we are given much more
potential, if only we have the right tools and the right people behind the wheel
I for one will almost certainly start making mods (once again) for Skyrim, since I've been actively modding for Morrowind, Oblivion, Fallout 3/New Vegas and am somewhat familiar with the engine(s)
Skyrim leans towards Gothic/Risen in many aspects (mining/cooking food/blacksmithing/etc) but is
severely lacking in a lot of other areas
would Gothic have had the same availability towards modding I'd never grown tired of the series (we're talking 1-3 here), but alas
Bethesda (since Morrowind) have provided us with the best tools to create worlds which we can fully enjoy and explore at our own leisure, they have certainly embraced the modding-communities, but unfortunately they have catered to the casual-gamer and are streamlining the experiences more by every iteration of their engine(s)
I am hopeful that we can
at the very least achieve some sort of
complex (and to many more enjoyable) cRPG experience with the Creation-engine
partly because we (the modders) are familiar with the engine (you can call it whatever you want, but in the same way that the .netimmerse engine for Morrowind is basically the same as the Gamebryo engine for Oblivion, the Creation-engine is basically the same that we've been working with throughout all these years)
modding will (most probably) start out slow - but as more and more people acknowledge the gem in the rough here that is Elder Scrolls V, we might,
we just might be able to turn this once-upon-a-time great (outstanding) series of games into something which better suits the label of a true
cRPG, for what we have right now is (as with Oblivion) an Action-Adventure with stats
they [Bethesda] have severely crippled our options (making new skills, etc. may prove impossible), but they've at least given us a stronger engine/game-world to expand upon - and I think that as long as the modding-community is still active and prepared to work hard for it - we may yet prove that cRPG's are, always have been and always
should be just that - a
Computer Role-Playing Game