What do you feel like is missing from Skyrim?

Post » Wed Jun 13, 2012 12:47 pm

Argonian and Khajiit!
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Nany Smith
 
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Post » Wed Jun 13, 2012 5:03 pm

imho thes:

-No dragonbone weapons
-cannot upgrade silver weapons(but we have silver ingots)
-Cannot be a vigilant of stendarr
-lack of varying armor/weapon types
-arrow crafting
-unique weapons
-unique armor

-cannot craft staffs
-cannot create unique magic abilities


are the most important features missing for casters in general
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Christina Trayler
 
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Post » Wed Jun 13, 2012 8:37 pm

The Jeweled Pitcher on the shelf of the Thieves Guild! (Seriously 75 quests and I don't get that final reward?)
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Sheila Esmailka
 
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Post » Wed Jun 13, 2012 6:40 am

Dialog with topic discussions and directions, and meaningful consequences (both with dialog choices and in the world).
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james kite
 
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Post » Wed Jun 13, 2012 2:08 pm

whats truly missing is when you craft a weapon you cant give it a name. example when you smith a deadric sword option should appear to name blade to what you want it. that be best for skyrim. making skyrim 20% cooler
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Mandy Muir
 
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Post » Wed Jun 13, 2012 6:10 pm

I'm trying to get a general idea of what most of you on the forum feel like was left out of the game. Anything from armor types, to acrobatics, to certain stories not told, to items (anything).

For me, I know I'm a little upset about these:

-No dragonbone weapons
-cannot upgrade silver weapons(but we have silver ingots)
-Cannot be a vigilant of stendarr
-lack of varying armor/weapon types
-arrow crafting
-unique weapons
-unique armor
-lack of genuine dialogue
-lack of people in cities(I feel like whiterun needs more random people since it is the place to go to buy and trade, like mentioned in game)
-cannot craft circlets
-cannot craft staffs
-cannot create unique magic abilities


Just a handful of things I was wondering on. I can give more details if need be, but my main idea of the post is to figure out what else people thought was lacking in the game. I'm hoping to get enough recognition for some of the more popular things so we can hopefully see them as patches or dlc in the future.

Honestly OP, while I find that I am perfectly happy with Skyrim the way it is, having the Perk trees be expanded would be outstanding. The Perk trees are a refreshing improvement for the ES series, but I'm also realizing (the more that I play) that there is so much potential to have a very deep Perk system.

Along with what they give to us in the first DLC, I'd be ecstatic to see expanded Perk options. If this one doesn't come true, then I'll still be very, very happy with the game I'm playing.
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Amy Gibson
 
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Post » Wed Jun 13, 2012 12:40 pm

A larger variety of enemies. There are many enemies in Skyrim, but you see ALL of them by level 15 or so. Where's the Goblins or imps or ghosts? Where are enemies that can only be harmed by silver weapons? Where are the silver weapons? I'd like to see several varietie of every monster too, not just one type of giant that looks the same as all others. Do it up D&D style with 2headed giants, stone/cave giants, hill giants, Frost giants, etc.
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steve brewin
 
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Post » Wed Jun 13, 2012 7:44 pm

A strong stats system, a good journal, believable guilds and guilds questlines, a mature and complex dialogue writing.

Adding up all the parts, it seems Skyrim has all the elements to make it every bit as good as Morrowind or Oblivion. But as you pointed out, there are some key things that are either totally awol, or pretty weakly implemented. It's as if there was a huge bull session at Bethesda, and everyone got a chance to throw ideas down. Great, some good ideas, some not so original, but they work on paper.

So different folks worked on different aspects and stories, but it does not appear anyone saw the importance of having a single narrative style used, in order to connect all the miscelllaneous dots. YOU are the dovahkin, so how do the guilds view you? How do your primary adversaries ( oh there isn't one, save Alduin...) react? How do the leaders of each hold, or each guild acknowledge you. Why aren't you the "Savior of Skyrim" if you defeat Alduin? Help one side win the civil war? Your path is cleared a bit to becoming a Thane, and buying houses, but there's no siginificant acknowledgement by anyone. Indeed, many of the townfolk prattle on, as if Ulfric or Tullius were still out there threatening them. I could count numerous examples of AI being stuck in a info vacuum, but suffice it to say the game world doesn't seem to progress forward in real time like earlier ES entries did.

I know there were those who grew bored with the duration of the questlines in Oblivion, but shortening them to the extremes we see in Skyrim was a serious mistake. There is little opportunity to connect with the leader of the companions guild, or the mages guild, certainly nothing to the quasi -relationship one experiences with Modryn in Oblivion. And relying on random generated quest objectives, cuts out even more of the background story and depth, while highlighting the reality that they are re-dundant and/or repetitive.

Skyrim is hollow where it's heart should be.
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Alex Blacke
 
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Post » Wed Jun 13, 2012 8:51 am

I'm all for longer quest lines, but only if you can make them interesting. The Mages' Guild in OB was longer than the College in Skyrim, but was pretty dull when so much of it required going from location to location to get approval. The Thieves' Guild in Skyrim IS pretty long (especially if you're going for the whole "restore it to it's former glory" bit), but requires a lot of fetching. Not that Morrowind or OB had perfect quest lines, a lot of them just boiled down to samey fetch stuff.

The DB seem to be my favorite in both games, as they have a decent blend of length and interest.

My other gripe with guild questlines is the utter lack of final "stuff". In nearly every case, you get the reward a few missions before the end, so when you hit the end of the line it's just a pat on the back and a new title. Look at the Companions, for example - all you really get at the end is the ability to craft Ancient Nord armor, and that's long obsolete. At least the Nord Hero weapons have a stat boost. I always had to wonder if the armor was supposed to get something similar, but was never implimented.
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jessica Villacis
 
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Post » Wed Jun 13, 2012 2:08 pm

Decent sized towns

Decent sized amount of npc's

Npc's that don't drive me mad with their constant repetition

Open windows for buildings.


Thats about it for me, obviously in a perfect world i'd want ground-breaking stuff like open cities with hundreds of people walking around, euphoria physics, far superior random quest/dialogue generator etc, even random peoples and migrations, random camps being set up and possibly turning into towns over time etc if they don't get raided by wandering bandits or monsters, but of course the current tech won't allow any of it.

To tell you the truth I dont even know whats is missing in Skyrim. What I can tell you is that I played Morrowind and Oblivion for years and Im already bored with Skyrim. I cant even fault Skyrim I just dont feel there is as much reason to play it as the other two and I just get bored.

You read my mind, i can't put my finger on it either, but i haven't played Skyrim anywhere near as much as i did Morrowind and Oblivion.
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Eileen Collinson
 
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Post » Wed Jun 13, 2012 6:31 am

lack of "drama"
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JESSE
 
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Post » Wed Jun 13, 2012 12:07 pm

1st person for horses and being able to make torches, are the only things that i wish were added
everything else is perfect :cool:
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IM NOT EASY
 
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Post » Wed Jun 13, 2012 11:51 am

Adding up all the parts, it seems Skyrim has all the elements to make it every bit as good as Morrowind or Oblivion. But as you pointed out, there are some key things that are either totally awol, or pretty weakly implemented. It's as if there was a huge bull session at Bethesda, and everyone got a chance to throw ideas down. Great, some good ideas, some not so original, but they work on paper.

So different folks worked on different aspects and stories, but it does not appear anyone saw the importance of having a single narrative style used, in order to connect all the miscelllaneous dots. YOU are the dovahkin, so how do the guilds view you? How do your primary adversaries ( oh there isn't one, save Alduin...) react? How do the leaders of each hold, or each guild acknowledge you. Why aren't you the "Savior of Skyrim" if you defeat Alduin? Help one side win the civil war? Your path is cleared a bit to becoming a Thane, and buying houses, but there's no siginificant acknowledgement by anyone. Indeed, many of the townfolk prattle on, as if Ulfric or Tullius were still out there threatening them. I could count numerous examples of AI being stuck in a info vacuum, but suffice it to say the game world doesn't seem to progress forward in real time like earlier ES entries did.

I know there were those who grew bored with the duration of the questlines in Oblivion, but shortening them to the extremes we see in Skyrim was a serious mistake. There is little opportunity to connect with the leader of the companions guild, or the mages guild, certainly nothing to the quasi -relationship one experiences with Modryn in Oblivion. And relying on random generated quest objectives, cuts out even more of the background story and depth, while highlighting the reality that they are re-dundant and/or repetitive.

Skyrim is hollow where it's heart should be.

This. This so much.
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Cat
 
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Post » Wed Jun 13, 2012 7:46 am

- Spellmaking.
- Many, many spell effects.
- NPC's giving directions.
- Interesting questlines.
- A quest journal.
- Stats, stats, stats! (In what towns am I thane? What guilds have I joined? Where is my 'paper doll'?)
- Unique items.
- Interesting NPC's.
- Racial diversity.
- Interesting settlements and cities. (They are too small)
- An economy.
- New lore.
- Diverse enemies.
- Customisation options (e.g. clothing and apparel slots.)
- Maturity.
- RPG
- A challenge.
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Chase McAbee
 
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Post » Wed Jun 13, 2012 3:27 pm

- Spellmaking.
- Many, many spell effects.
- NPC's giving directions.
- Interesting questlines.
- Unique items.
- Interesting NPC's.
- Interesting settlements and cities. (They are too small)
- An economy.
- New lore.
- Diverse enemies.
- Customisation options (e.g. clothing and apparel slots.)
- RPG
- A challenge.
All this + Armour and Weapon variety.
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barbara belmonte
 
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Post » Wed Jun 13, 2012 8:02 pm

What do I think is missing well I would say cohesive consistency is missing nothing really jells together in the way that is should. Do one small quest and its mentioned by guards on the other side of the map. Do something that should have far reaching effects and there is not even a whisper of it let alone any effects .
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trisha punch
 
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Post » Wed Jun 13, 2012 3:00 pm

What do I think is missing well I would say cohesive consistency is missing nothing really jells together in the way that is should. Do one small quest and its mentioned by guards on the other side of the map. Do something that should have far reaching effects and there is not even a whisper of it let alone any effects .

Worse than that.
Kill Nimhue the poisonous spider.
It respawns.

Clear a mine of Forsworn.
The miners go back to working there allright.
The Forsworn respawn.
Next time you pass through there, all miners die.

Etc, etc, the game is full of sloppiness like that.
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STEVI INQUE
 
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Post » Wed Jun 13, 2012 6:44 am


You read my mind, i can't put my finger on it either, but i haven't played Skyrim anywhere near as much as i did Morrowind and Oblivion.

Perhaps this is due to the fact that at the end Skyrim is the old same soup with new ingredients; you know,it's easy to get bored if you eat always the same dish.. :bunny:

and i'm ready to bet that probably you've played Oblivion less than Morrowind - if you've done this first :biggrin:
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QuinDINGDONGcey
 
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Post » Wed Jun 13, 2012 2:22 pm

I don't think there are enough dragons. I want more dragons, mostly because it would annoy everybody else. I love feeding off people's misery.
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Christine Pane
 
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Post » Wed Jun 13, 2012 4:42 am

better quest chain and i mean CHAIN like all quests relate and affect each other in some way even the most minor ones :P

I know it would be a MASSIVE amount of work to do this but I believe its the the most average part of skyrim tbh
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Rude Gurl
 
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Post » Wed Jun 13, 2012 5:05 pm

I feel the lack of needing sleep or food in the game takes the realism out of it, the player should have a rest bar or at the very least a hunger bar, it should be combined with buffs for those that eat/sleep and it should also take more time to heal or regain stamina for those that don't
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carla
 
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Post » Wed Jun 13, 2012 4:36 pm

Working bards, first person horses, clothing and armor slots, more quests that have less to do with killing, npcs with better schedules, npcs that have a clue, attributes both negative and positive, housecats, quarterstaffs, spellmaking, more kinds of horses and dogs, carts to use with horses. At least a few dungeons where the plot doesn't require you to "meet strange creatures and kill 'em all". Consequences. More choices, less railroading.
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Matthew Warren
 
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Post » Wed Jun 13, 2012 6:40 am

Unique weapons and armor? we have relics which are much better
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k a t e
 
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Post » Wed Jun 13, 2012 8:29 pm

better quests.
NPC's that don't just repeat the same line over and over again.
Reputation system back.
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Cody Banks
 
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Post » Wed Jun 13, 2012 1:27 pm

This game needs to be more mature than anything and should be primary made for a PC and then ported for consoles (sorry console players, but it's the truth).
Also, this game misses a lot of development time.
Skyrim was in development for only 3 years while it should've been in development 5 years instead.
All the bugs, glitches, crashes, sloppiness, weird/bad design choices, crappy quest(line) and more are mostly result of everything I've mentioned above.

Bethesda should revive TES Adventures imo.
From what I get, those series would perfect if made primary for consoles and secondary for a PC.
So basically:
TES --> PC --> Consoles
TES Adventures --> Consoles --> PC

A world would become a much better place then.
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Mizz.Jayy
 
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