What do you think skyrim is missing ?

Post » Sat Jun 16, 2012 5:10 am

Although Skyrim is possibly one of the most realistic and beautiful world's games have to offer the NPC characters lack the ability to react to events caused both by the player and other NPCs. I really believe that designers have to look at a much more dynamic approach to AI and its ability to both affect the story lines and its ability to grow the different NPCs and their relationships to the player and other characters. I am not as some may percive talking about combat AI. I mean a background mechanic that allows the different NPCs to continue to function and interact through out the world behind the scene allowing the NPC characters to build dynamically created non scripted side stories from their own interactions in the game world, other NPCs, lore and personal traits. This is a concept that could allow for games that are never quite the same no matter what way you play them. It that could not only improve the game play. It would maximise the replayability of this already amazing game.
This is not a critisisim of the guys involved making this game, They have done a superb job!
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Amy Smith
 
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Post » Sat Jun 16, 2012 1:34 am


Hilarious.
Yes quite funny I know I fell over laughing as I wrote it.

I know it was unoriginal but I actually enjoyed it its not near as bad as the travesty that is Skyrims writing.
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Haley Merkley
 
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Post » Fri Jun 15, 2012 4:01 pm

One problem I've had with ES games dating back to Morrowind, is that your station in whatever faction doesn't matter or make a difference. I was Arch-Mage of the Mage's guild when the Fighter's guild sent me there on a quest to hire a battle mage. So I go to this lowly battle-mage to tell him to head over, and he says he'll only do it if I complete some menial task for him. No, fool. I'm your boss. Get your ass over there or you're fired!

Same thing in Skyrim. I got Vex talking smack to me for not taking the jobs she wants to assign me. I should be the one assigning her jobs. There should be a log book or something with a list of available jobs. I could choose to do them myself and keep all the profit, or send any one of my underlings and only take a cut.

An other thing ES games are missing, six. This is a RPG. When I'm playing a RPG, that character is me. I want my character to do what I would do if I was living in the vast world that Bethesda created. I come home after a long day of questing, sit at the dining room table and eat a nice home cooked meal prepared for me by my wife, and chase it down with a few bottles of Black Briar mead. After which it's time for bed, and I can't even do my own wife.

I'm not suggesting he go all Geralt of Rivia with the doggy style and reverse cowgirl and what not (though I wouldn't complain if he did) a simple fade to black scene with a few seconds moaning would do the job just fine. It's completely absurd that a joke of a developer like Lionhead who includes things like holding someones face in your butt while you fart on them, is more comfortable handling advlt relationships than Bethesda.
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ZANEY82
 
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Post » Fri Jun 15, 2012 6:22 pm

To be fair, the amount of outcomes for every single choice you make would be a nightmare on the developer's part.

This isn't a suggestion to Bethesda, but morely a suggestion to video game developers that are attempting to create immersive games with a good moral choice system. Instead of making good or evil choices with what you are given on screen (E.g Save the burning orphanage or help burn down the orphanage, then attempt to brainwash the Orphans into becoming your slaves), it would be something similar to Fallout's karma meter, but with more options on what you could do.

Something like a 9-by-9 grid with a little dot that moves, according to what actions you do. Maybe Law/Free will, as well as Good/Evil? Lets say that when you start the game, the Karma meter is in the middle, meaning that you don't favour either being good or evil, or favoring Law/Free Will. You can change the Karma meter by what actions the character does. Lets say that your character ventures into a city, only to witness a gang of criminals robbing a store. You then have several options on what you could do:

1: Stop the criminals yourself (Either by Killing, Negotiating or just knocking them out) (Law/Good)
2: Help the criminals (Either by killing the store owners or just intimidating them into giving you their possessions) (Free will/Evil)
3: Get the Guards to stop the criminals (Law)
4: Ignore the situation (Neutral)
5: Kill the store owners AND the criminals, then steal everything for yourself (No side favored)

And many other options like that. Do you favour law, Free will or a neutral approach? Are you also a kind-hearted patron, a regular person or a eater of babies?

These options wouldn't be displayed on screen by what you think would be the best, you would have to act them by your character as you play. This would allow for a much better scale of Immersion and a much better moral choice system on the player's part, and it also saves the developers a major headache, no more complicated flowcharts! (And no more disappointing endings!)

(I just hope people get what I'm trying to get at...)
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Annick Charron
 
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Post » Sat Jun 16, 2012 4:17 am

Goldbrand...after all it was createdby the dragons of the north.
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Far'ed K.G.h.m
 
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Post » Fri Jun 15, 2012 5:28 pm

Factions. Much like Oblivion, there are only four, plus a couple stub factions. The game is way better, so I don't feel cheated like I did with Oblivion, but I'd still like more factions, and intertwine their stories the way they were in Morrowind.

Really!?

I feel cheated because of things like this and many other flaws:

One quest example; i have entered Cidhna mine, the most secure prison in Skyrim. After 20 minutes i'm escaping this the most secure prison through tunnel. This tunnel is so visible and has simple door which can be unlocked with a key. And a prisoner has a key.

Wait a minute! What is this?

Actually i feel like an idiot when i play Skyrim.

Only thing that is BIG in this game is map.

-Unarmed skill
-More dialogue choices
-More main and side quest choices
-More weapons(including spears)
-More armor
-Weapon and armor customization
-Magic creation
-Better writing
-Better story
-Larger cities with a larger population
-More side quests
-Lack of danger from Alduin
-Better factions
-More factions
-Better characters
-More characters
-More scabbards for weapons
-Class and attributes that work well
-Underwater combat
-Alteration spell to walk on water
-Levitation
-Jumping enchantments
-Seasons
-NPCs that state proper remarks about my choices and faction ranks
-Faction ranks
-Option to change your character's name

Which means that they should change almost everything.

Maybe in next TES! Maybe!
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Taylor Bakos
 
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Post » Fri Jun 15, 2012 5:10 pm

I think that once you have finished your adventures the nice life at home should be more... Realistic. More things could happen in the holds like bandit raids, rebellions, things like that and you should be able to have children. And natural disasters... Or just disasters, a big fire, an earthquake and so on. Oh and npc's should be more realistic and interactive.
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Lisha Boo
 
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Post » Sat Jun 16, 2012 12:54 am

More Alteration Spells, More Restoration Spells, More Conjuration Spells, Destruction that scales in damage.
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Adrian Powers
 
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Post » Fri Jun 15, 2012 11:59 pm

gripping questlines
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Claudia Cook
 
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Post » Sat Jun 16, 2012 12:13 am

Houses to buy in the Minor Holds. Id love to have a small house in Dawnstar, or Falkreath (:
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Floor Punch
 
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Post » Fri Jun 15, 2012 3:35 pm

Skyrim is missing: a full crafting list for armor and weapons.

We should be able to craft Blades Armor, Arrows, and base (non-enchanted) versions of the specialty armor (like Shrouded, for instance).
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Melissa De Thomasis
 
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Post » Fri Jun 15, 2012 10:55 pm

I agree with the people above II was disappointed with the Guilds they really didn't come close to those in Morrowind or Oblivion they were too short and uninteresting mostly only giving you "Collect" or "kill" quests to complete and then after 5-6 Missions they ended with very little climix. Kinda disappointed mostly however with the Companions not enough background and your main character was inducted into the circle very quick considering other recruit had been there longer than you so ye..not enough backstory and quests for each of the guilds. :ermm:
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Solina971
 
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Post » Fri Jun 15, 2012 12:58 pm

i dont think its missing anything. but i do hope that in DLC they add an arena, ability to craft arrows and spell making. cant wait to see what they add with DLC. according to todd there not adding more stuff to do in skyrim but there adding new stuff to do
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Chad Holloway
 
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Post » Fri Jun 15, 2012 8:01 pm

The Cloverfield monster.
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Chloé
 
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Post » Fri Jun 15, 2012 3:44 pm

Consequences for your actions. As it is you can kill Alduin, murder the emperor, and have Ulfric win the civil war and the result is a couple of offhand comments from passing guards. Thalmor and Imperials still march prisoners all over the place and dragons are still all over the place. No flags are hung at half-mast, nobody wears black and no one panics because of the crisis.

Give me a break. At least in Oblivion you knew that Ocato was blowing you off at the end and at least all the Oblivion Gates closed and people asked you about knowing Martin. But in Skyrim making it to the top of any questline is so anti-climatic it's silly.
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Vicky Keeler
 
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Post » Fri Jun 15, 2012 11:07 pm

It's missing dragon weapons. Like a sword from the fang of a dragon.
But I think it also needs more dynamic undead and ambient, atmospheric dungeons. All we have so far is Draugr which are k, and REALLY bad ghosts once in a while.
For delving into an ancient haunted crypt, it sure isn't very eerie.
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Conor Byrne
 
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Post » Sat Jun 16, 2012 2:24 am

Skyrim is really missing a thread like this in the forums, every couple of weeks.
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Craig Martin
 
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Post » Sat Jun 16, 2012 12:32 am

I wish they had added Poltergiest's, or Demons like that from Paranormal Activity. I don't know exactly how we would fight them... but the basic premise of those types of foe is fantastic. Instead we got see through NPCs that didn't act like ghosts, nor looked like them.
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Matt Terry
 
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Post » Fri Jun 15, 2012 1:14 pm

I wish they had added Poltergiest's, or Demons like that from Paranormal Activity. I don't know exactly how we would fight them... but the basic premise of those types of foe is fantastic. Instead we got see through NPCs that didn't act like ghosts, nor looked like them.

I'd like to see a wraith from Oblivion in the modern Skyrim engine. Those creeped me out.
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Penny Wills
 
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Post » Sat Jun 16, 2012 12:11 am

And one last surviving bottle of vintage 399. Just because.
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Mike Plumley
 
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Post » Fri Jun 15, 2012 4:05 pm

But seriously, a Cloverfield type monster is missing. Something huge. Something an army is needed to fight against. Not saying Clover itself... just something close to being that big. There are monsters in the world of Elder Scrolls, just nothing truely imagined back in the Nordic days or Roman days or Medieval days. Back then, folklore had such monsters. Nearly every civilisation in the ancient past has had it's own Clover, some as recent as the 1700's Europe where gigantic sea creatures were blamed for sinking ships.
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Ben sutton
 
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Post » Sat Jun 16, 2012 1:29 am

But seriously, a Cloverfield type monster is missing. Something huge. Something an army is needed to fight against. Not saying Clover itself... just something close to being that big. There are monsters in the world of Elder Scrolls, just nothing truely imagined back in the Nordic days or Roman days or Medieval days. Back then, folklore had such monsters. Nearly every civilisation in the ancient past has had it's own Clover, some as recent as the 1700's Europe where gigantic sea creatures were blamed for sinking ships.

Dragons?...........
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joannARRGH
 
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Post » Sat Jun 16, 2012 12:07 am

hand to hand skill tree.
That's the thing though, what perks would you put into the skill tree except extra damage?
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Ann Church
 
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Post » Fri Jun 15, 2012 5:09 pm

Dragons?...........

Clover could eat a dragon in one gulp. A Titan for instance would just step on one.
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Emily abigail Villarreal
 
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Post » Fri Jun 15, 2012 8:34 pm

The world of Skyrim (or Oblivion) is essentialy a dead, lifeless world.
Nothing changes, no matter how many dragons you kill or don't kill.
You can just leave everything alone, or go murder every creature and bandit, it changes nothing.
Doesn't matter how many quests you do, how many caves or ruins you clear, they were not having any effect on the world.
Nobody will thank your for it.
You can clear all the dungeons and kill off all the wolves and sell all the loot, nobody is going to get richer (beside you) and the life in the town doesn't improve, the roads won't get safer etc etc.
Consider this: If a dragon attacks a city, it doesn't matter if you kill it or won't. The city will be fine, since it cannot be destroyed, it's a static/indestructable place. There is no danger, that it will disappear, and you know it.
Basically, your actions in the game does absolutely nothing. The only thing you can change is your mate's armor and weapons , but what good does that do, when you send them away and they just gonna sit in your house?
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Ross
 
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