TES V Ideas and Suggestions # 148

Post » Thu Oct 01, 2009 5:59 pm

It should also take weeks or months for the news of a murder in, say, Anvil to reach a town on the other side of a province like Leyawinn. And even then, if nobody witnessed the murder, they shouldn't know it was you on sight.

Perhaps Stealth should be altered to include a mastery perk of "cleaning up the scene of the crime" or something. Under a certain level maybe you leave a hair or some of your blood or a boot print behind and a Battlemage Investigator can come and use Mysticism to figure out your identity..but after a certain level of Stealth you become smarter and figure out how to remove evidence from the crime scene. At level 100 you are uncatchable, with no witnesses.

I haven't played the Thief series, but there was a neat mod for TESIV by scruggs... what was it called? It added arrows that could 'turn off' light sources, and ropes you could climb, and all sorts of fun things to manipulate the environment in favor of stealth. Part of it also including the importance of concealed/hiding dead/unconscious NPCs.

There's something I would like to see (maybe) from what little I managed to play of Gothic. In the game, at the point where you would "kill" an NPC (or be killed by an NPC), they instead will be prone on the ground, helpless, for about half a minute. You can then decided if you want to deliver a "finishing blow" to kill the NPC, or if you just wanted them disabled but not killed. I think this might be a cool thing to implement in a TES game: it would enable the ability to mug NPCs, or subdue them. I can see it being used in quests where you need to rough up or beat some sense into an NPC before they will talk to you. Maybe after beating an NPC, you can let them go (if they promise not to attack you again), or you could try to force them to serve you or be your pack mule (and they might revolt and attack you rather than be enslaved), or escort you to hidden loot, or get info out of them. So, in other words, there's a lot of opportunity for role playing and having different reactions and things to say to a 'beaten' NPC, rather than just slaughter half the non-law-abiding population.
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DeeD
 
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Post » Thu Oct 01, 2009 9:34 am

I haven't played the Thief series, but there was a neat mod for TESIV by scruggs... what was it called? It added arrows that could 'turn off' light sources, and ropes you could climb, and all sorts of fun things to manipulate the environment in favor of stealth. Part of it also including the importance of concealed/hiding dead/unconscious NPCs.

It was http://home.comcast.net/~scruggsyw/Thieves_Arsenal.htm.
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Becky Cox
 
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Post » Thu Oct 01, 2009 10:22 am

:D

A thought on Teleportation; Bethesda could waste resources on making a Portal-like system :D


Yeah, I wouldn't call it a waste though, I'd like to see a portal teleport system similar to the one in that game called Portal. I would like to use these portals to both teleport to specific locations and to mark several locations in a book or on a staff so that I can open portals to several marked locations and be able to change those locations or delete them when I choose. Being able to target a ceiling or a tree when I cast the mark spell rather than mark my exact location would be useful too, suppose I wanted to get to the top of a cliff, I'd just cast mark, target the top (if the distance isn't too far for the spell, I'd say 20 to 40 feet maximum mark distance) and then pop through a portal in the floor. I could always enter the bank through the ceiling, or mark the inside of the bank vault and then wait until closing time.

Stephen.
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Steve Bates
 
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Post » Thu Oct 01, 2009 9:26 am

The ease of using portals in the style of the game Portal does have some problems in the sense of adapting them to Mark and Recall. For one, it doesn't mesh well with various ideas to make the spells less "easy" (i.e., highly abusable). For another, because it's generally used to travel a long distance in a large game world, a loading time would almost certainly be involved, instead of the easy poof from Portal.

My thought on that technology was to adapt it to a Passwall spell. If you cast the spell on a wall it would open the entrance portal, while the exit portal would appear directly on the other side. Since you can see through and the distance between the two is relatively negligable (and could probably be modified to create a "tunnel" effect), from the player's perspective it would be no different from a temporary hole opening in the wall. If the difficulty check were determined by things like wall thickness/material/shielding, it would fizzle on non-walls like cave surfaces because there's nothing on the other side for an exit portal. Ability to step through anything thicker than your average artificial wall would be an interesting trick reserved for very powerful wizards.
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Dagan Wilkin
 
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Post » Thu Oct 01, 2009 4:11 am

I have a suggestion.. im not sure if someone already post this ..

how bout' a spell that can enchant your weapon?... like i enchant my sword with fire.. and my sword should have the fire effects like a "sword on fire"..

thats all.. :)..

ps: sry for my bad english and take easy on me.. this is my 1st suggestion for tesV :)..
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Leonie Connor
 
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Post » Thu Oct 01, 2009 4:59 pm

I have a suggestion.. im not sure if someone already post this ..

how bout' a spell that can enchant your weapon?... like i enchant my sword with fire.. and my sword should have the fire effects like a "sword on fire"..

thats all.. :)..

ps: sry for my bad english and take easy on me.. this is my 1st suggestion for tesV :)..

Had a thought on that a while back, you can simply "stream" a spell through a weapon and use it as a fluent enchantment. While it drains your OWN magic the weapon doesn't have to be really enchanted to do this.

And yea you could also stream healing spells through a weapon, though while this wouldn't be too useful in combat some healers could use needles to channel energy directly into deep tissue and heal more effective that way.
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Roisan Sweeney
 
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Post » Thu Oct 01, 2009 11:54 am

How about a weapon that can cast a spell.

e.g. you hit a skeleton with ur "Flaming Fire" long sword, and the skeleton bursts into flames. or You stab someone in the back with ur "Silent Danger" dagger and the dagger paralises them and the fall over twitching (NOT RAG DOLL). Or you miss with ur "Feirce Flame" sword and it shoots a fire ball at them instead.
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Daniel Holgate
 
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Post » Thu Oct 01, 2009 11:22 am

How about a weapon that can cast a spell.

e.g. you hit a skeleton with ur "Flaming Fire" long sword, and the skeleton bursts into flames. or You stab someone in the back with ur "Silent Danger" dagger and the dagger paralises them and the fall over twitching (NOT RAG DOLL). Or you miss with ur "Feirce Flame" sword and it shoots a fire ball at them instead.

Isn't that what enchanted weapons already do?
Sure you mean it a bit different but yea it can be done that way too, wouldn't even require too much tweaking to the current system I'd think.


EDIT:
I did mention before I'D somewhat even prefer it if the game used HARD shadows instead of soft shadows or at LEAST had a option to turn those on.
One big reason is because soft shadows often do the opposite of what some shadows are supposed to do, making a object look like it actually has contact with the ground.

Take this example here:
http://img294.imageshack.us/img294/9089/lightsprintrealtimeradi.jpg - Hard corners, look a bit jagged but it's good enough and the object actually looks like it's on the ground.
http://img263.imageshack.us/img263/2668/lightsprintrtrs02.jpg - Just fuzzy, looks kinda pixelated and it appears like the object is floating a bit off the ground. Nice on a distance but ruined on close up.

Hard shadows swallow less processing power, they at least look better than NO shadows at all and, in my opinion, they even look BETTER in a lot of cases. So PLEASE if you include that all objects can cast shadows (at least all STATIC ones, that would be great for stealthy characters) have a option to turn on purely HARD shadow so it's less resource intense but there still ARE shadows at least.
GTA4 did a big error there by only letting you have soft shadows, which where horribly pixelated to boot, or NONE at all.
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marina
 
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Post » Thu Oct 01, 2009 12:46 pm

The ease of using portals in the style of the game Portal does have some problems in the sense of adapting them to Mark and Recall. For one, it doesn't mesh well with various ideas to make the spells less "easy" (i.e., highly abusable). For another, because it's generally used to travel a long distance in a large game world, a loading time would almost certainly be involved, instead of the easy poof from Portal.

My thought on that technology was to adapt it to a Passwall spell. If you cast the spell on a wall it would open the entrance portal, while the exit portal would appear directly on the other side. Since you can see through and the distance between the two is relatively negligable (and could probably be modified to create a "tunnel" effect), from the player's perspective it would be no different from a temporary hole opening in the wall. If the difficulty check were determined by things like wall thickness/material/shielding, it would fizzle on non-walls like cave surfaces because there's nothing on the other side for an exit portal. Ability to step through anything thicker than your average artificial wall would be an interesting trick reserved for very powerful wizards.


That makes sense, I agree that the load screen would interfere with a Portal style portal over long distances, but how about short distance portals then, if you move too far out of range the mark spell evaporates.

I really like your passwall idea, if the interiors of buildings, say in the Imperial City, were connected to the exterior and to each other then you could cast a passwall on the wall in an alley as you run from the law and when you hear a rap on the door you cast it again to pass to the next house, you'd waste mana/fatigue by casting the spell repetitively so you'd need to time it well or use it wisely.

Been playing Dwarf Fortress II, It is truly a magnificent piece of artwork, and I'm not talking about the graphics, the gameplay and the artificial life and the size of the world and pretty much everything about the game except the graphics is awesome. Make something like this one day gamesas and do a little something with the graphics, I mean for such a huge game it's only 5.5Mb so with graphics it'd probably be around 500Mb, think about it.

Stephen.

EDIT: When I run from the law in the game I want to be able to hide instead of killing them, if I enter a building and the guards didn't see me then I should hear them grumbling outside for a while and then ignore me. If I evade them and hide in the shadows or in an alley the guards should run past me instead of straight for me.

Stephen.
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Thomas LEON
 
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Post » Thu Oct 01, 2009 5:07 am

I'd like a wound system similar to Fallout3's wound system.
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YO MAma
 
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Post » Thu Oct 01, 2009 7:11 pm

Had a thought on that a while back, you can simply "stream" a spell through a weapon and use it as a fluent enchantment. While it drains your OWN magic the weapon doesn't have to be really enchanted to do this.

And yea you could also stream healing spells through a weapon, though while this wouldn't be too useful in combat some healers could use needles to channel energy directly into deep tissue and heal more effective that way.

another alternative could just be to have the "enchant" last a certain time limit based on the strength of the spell instead of it draining magicka.
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Nikki Lawrence
 
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Post » Thu Oct 01, 2009 10:43 am

(I know that they aren't going to do the oblivion thing anymore but just as a mere thought)

Brand new patch

Benefits:

-be able to see your feet while on FPS Mode
-have a shadow when your on horseback
and so on.

Sound good?
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ruCkii
 
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Post » Thu Oct 01, 2009 10:24 am

(I know that they aren't going to do the oblivion thing anymore but just as a mere thought)

Brand new patch

Benefits:

-be able to see your feet while on FPS Mode
-have a shadow when your on horseback
and so on.

Sound good?


FPS mode? I don't think such a term should be confused with an Elder Scrolls game(s stands for shooter). :P If you mean first-person view, then no, I don't care for seeing my character's feet in first-person. It doesn't really seem like it would add much to the game.
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Rudy Paint fingers
 
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Post » Thu Oct 01, 2009 7:20 am

FPS mode? I don't think such a term should be confused with an Elder Scrolls game(s stands for shooter). :P If you mean first-person view, then no, I don't care for seeing my character's feet in first-person. It doesn't really seem like it would add much to the game.

Immersion? Why should I feel like a floating head?
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James Potter
 
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Post » Thu Oct 01, 2009 3:32 pm

1
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Sabrina Schwarz
 
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Post » Thu Oct 01, 2009 7:27 am

Immersion? Why should I feel like a floating head?

I'm all for it and http://www.gamesas.com/bgsforums/index.php?showtopic=1015283&hl=body a lot of others are too, it IS simply more immersive to see your body or at least your legs instead of just being a floating head.
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Hilm Music
 
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Post » Thu Oct 01, 2009 1:46 pm

Immersion? Why should I feel like a floating head?


An Elder Scrolls game can get more immersive than Oblivion?! That would be amazing.
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Amy Smith
 
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Post » Thu Oct 01, 2009 6:56 am

I won't dignify that with an answer.
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Destinyscharm
 
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Post » Thu Oct 01, 2009 5:37 pm

There are a lot of games that would have been made a lot more interesting and immersive if you could see your own body or at least your feet (I always prefer whole body) like "CoC: Dark corners", imagine seeing your body and the injures you got when looking down?

Honestly, looking down and seeing nothing makes it feel even MORE like a old school FPS because there your body simply doesn't matter.
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Far'ed K.G.h.m
 
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Post » Thu Oct 01, 2009 6:15 pm

-Mark stealable items with the red hand BEFORE we pick them up, but afterwards, they're ours. "Mr Imperial Guard, how do you know that this piece of cheese is stolen?" :huh:

I think, it would be better handled if there was a value limit to stolen items, if you stole a piece of cheese, no one is going to care, whereas if you steal the Governer/Count or whatever's 20,000 gold family hierloom ring, they're going to put a bounty on it.

I would say that any item >= a certain amount, which could level with you up to a limit of say 1k would be marked as stolen, and anything under the limit, no one would care.

And also, once you leave a cell, no one would care (Except people who are chasing you), because no one will remember.
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Jesus Sanchez
 
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Post » Thu Oct 01, 2009 6:13 am

I need a Mayflower truck...

I would really like to see a mechanism that allows you to easily move all your junk from one location to anohter. In Oblivion, I love the feature that lets you purchase property. It enables you to have a reliable place to sleep and store your stuff. I bought a house early in the game and put thousands of pounds worth of armor, weapons, clothes, etc, in the various containers. But, later in the game, I found other properties I liked better and wished all my junk could be in the new house instead. I don't want to spend hours hand-carrying my stuff accross the province, even with the ease of the fast travel system.

I would like to see a special container in each house. You can put stuff in that container when you are ready to move. Then, you pay some merchant a fee and *POOF* your container full of stuff has been moved to the new location.

Sorry if this has been said before.

PS. I LOVE Oblivion and Morrowind. Great job, Bethesda; I can't wait to see the next chapter!
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Wayne Cole
 
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Post » Thu Oct 01, 2009 3:56 am

Please, Please, Please give us a 64 bit exe.
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Peter P Canning
 
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Post » Thu Oct 01, 2009 8:45 am

I'd like to see differentiating physics (tall, short, fat, skinny, muscular, etc.) among NPCs and the ability to customize your own physique at creation of course.
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Elizabeth Falvey
 
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Post » Thu Oct 01, 2009 9:47 am

I need a Mayflower truck...

I would really like to see a mechanism that allows you to easily move all your junk from one location to anohter. In Oblivion, I love the feature that lets you purchase property. It enables you to have a reliable place to sleep and store your stuff. I bought a house early in the game and put thousands of pounds worth of armor, weapons, clothes, etc, in the various containers. But, later in the game, I found other properties I liked better and wished all my junk could be in the new house instead. I don't want to spend hours hand-carrying my stuff accross the province, even with the ease of the fast travel system.

I would like to see a special container in each house. You can put stuff in that container when you are ready to move. Then, you pay some merchant a fee and *POOF* your container full of stuff has been moved to the new location.

Sorry if this has been said before.

PS. I LOVE Oblivion and Morrowind. Great job, Bethesda; I can't wait to see the next chapter!

Even better, a bank? :D I would to be able to pay a certain amount depending on the weight of items I deposit, I think this would be so much better, and would help get rid of all the stupid excess gold I always have in Morrowind, Oblivion and Fallout.

Speaking of which, I would like for gold to have a lot of though into it, even as a powerful adventurer, I shouldn't be able to have anything I want whenever I feel like it, I should be rich, but the current games are ridiculus, I should have to put effort into getting gold.

Oh and houses where far too easy to obtain in Oblivion, I could get a huge mansion at level 5, I would like for my level 5 to have to RENT a small crappy shack in some run down swamp.

And, also, thieving, to encourage players to use the banks. Thieving would be less frequent in mid class areas, but in low class (run down) areas, and high class (lots to steal) areas, it would be more frequent, a house in the wilderness would also be prone to bandit raids. All of this wouldn't be done constantly at an annoying pace, and you wouldn't loose stupid amounts, of course, and you could hire guards to stand about in your house, which would lower the chance of being stolen.

Undead also should be at times seperate from necromancers - I would like for there to be one big awesome guy that rises thousands of undead that can do things on thier own, yet still have to obey him.

And, one more thing, being a bad guy should be more viable, in Oblivion mostly, I couldn't do anything with a bad guy, I would have to either spend the whole time sneaking or using illusion to avoid guards, I would like to see bandit camps, and be able to become friendly with the bandits in caves and ruins (of course you can randomly slaughter them if you like - you wouldn't be kicked out easily because they're all opportunist murderers), and maybe the ability to join more epic bad guy cults, such as daedra.
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c.o.s.m.o
 
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Post » Thu Oct 01, 2009 4:23 am

...get rid of all the stupid excess gold...

I don't mind the money system so much. After all, I have saved the world and risen to the highest rank of every guild. I think it is reasonable to expect to be rich. However, I would always like to see more expensive stuff to buy. Maybe the big houses should require BIG upkeep in the form of taxes and maintenance.

A note on Spoons, Plates, and Inkwells...

I know it is not the popular opinion, but another thing I liked about Oblivion and Morrowind was all the useless trinkets found in containers and in the game world. I was proud of the day when I didn't have to take every spoon, jug, and plate from the baddie's camp to support my adventuring. In the early levels, all that stuff makes a good form of currency. I didn't think of it as an annoyance. I hope that the developers don't include the [EMPTY] tag from Fallout 3. It is realistic to have items in the game world that are not useful. I have crap in my apartment that is totally useless, and I bought it all!

I don't think ESV will be improved by removing -- only adding. Don't take my junk!
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Amanda Leis
 
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