Gameplay Changes that i would make in a patch

Post » Tue Jun 12, 2012 5:18 am

Just some suggestions for a 1.6/ Free dlc/ Cheap dlc. I know im not the most loved person on this forum, but it wouldn't be a crime to point out what you agree with as well as what you disagree with.

Perks-
-Remove all the 1/5 perks that increase something's effectiveness by 20% or make something 50% easier. Make the skill count towards more, alllow the player to diversify in perks.
-Two effects in enchanting- Lower the skill level required to get this, but also have the two effects subtract from eachother. Perhaps add ranks for 3 and 4 effects. (which also subtract from eachother)
-Two conjurations- Half the duration, or double the magicka for the second one. Perhaps make it easier to attain.
-Change the perk trees of heavy and light armour so that they are more different. (because right now you can have weightless heavy armour - That sounds like an oxymoron to me)
- Conjuration Gains a "daedra" path
- Give Enchanters a perk which allows them to enchant items without an alter. Probably adept level.


Spells-
- All destruction spells have weaker/more powerful versions of themselves- Gained from the same tome.
- Alteration gets water-walking, elemental shields, slow falling , Open lock.
- Restoration Get's fortify Attribute/drain attribute spells. Before you ask- Each "attribute" affects a wide variety of skills. Attributes don't have to be added to achieve this.
- Illusion Regains paralyse.
- Conjuration gets.. Daedroth, Hell hound, Scamp, Clanfear and possibly a winged twilight.

Graphical/sound effects-
-Fix the rift's grass problem.
- Cloth physics as seen on the game jam. Add to skirts/tassets/robes.
- Vertex shader, as seen on the game jam
- Better/seasonal weather- as seen on the game jam.
- Vampire voice moddifier- So they sound like the guys in morrowind.
- Unique fog/tinting effects for each location. I remember a guy telling me that redmist cave was called redmist cave because of red mist. It did not have red mist.
- Improve face animation
- If possible- Allow complexion/warpaints/dirt to affect the body.
- Better name custom potions and provide more suitable bottles.
- Rain impacts
- Better ambient sound.
- Creature Roaring

Combat-
Hand to hand damage increases with stamina level.
Introduce one handed marksman weapons.
Introduce polearm weapons
Add dodge animations.
Add diving out of the way. Sprint jump?
Improve ai. Allow them to jump too.
Improve animations/reactions. (not refering to cinimatic animations)
Add burning/bleeding/elletrocuted/freezing/poisoning to death animations


Creatures/npcs
- Different units in civil war
- Werewolves have the same colour hair as their human form does
- Werecreatures a rare random encounter. Force a change every week that requires innocents to die.
- Werebears
- Diverse Draugr/falmer. From Zombie hordes to conjurers .
- Ability for the game to spawn More enemies at a point rather than high level ones. It's more satisfying to kill 10 draugr than one or two deathlords (the seventh in a row in the late 40's)
- Add some waterlife. New fish/ Dreugh.
- Add boars, wolverines, sea-birds, Retextures/resizes of current wild animals.
- Swiming a duel wielding animations
- Provide boss level mages flying abilities. (like dragon priests)

Items
Fix the Nordic Armour. Rather than have two Different Helmets/body pieces for male/Female- Make two armours. Leather ancient nord (what females have now) and plate ancient nord (what males have now) Also split the helmet so that the man may wear antlers and the woman may wear horns.
Lootable draugr helmets.
One handed marksman weapons/ Crossbows.
Polearms.
Add the nord armours- Ring mail, Chain mail, Scale, More helmets, Nord fur
Add the dumner armours- Netch, Chitin and indoril
Create different Lockpicks of different quality
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Cathrin Hummel
 
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Post » Tue Jun 12, 2012 11:57 am

Three very simple fixes :
Athletics/acrobatics : each stamina level up adds 1% or so to speed and jump height; no need for extra perk trees, and can be added to existing characters.
Hotkeys : each key has a left and right hand assigned, rather than just a single weapon/spell.
Spells : there are potion and disease effects with no spell, easy to add as the effects are already in-game: slow and drain melee damage for starters. No extra effects need be programmed.
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Claire Jackson
 
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Post » Tue Jun 12, 2012 1:33 pm

- Rather then a perk that removes the need of a work station, i would like a perk that lets you disenchant an item without destroying it.

- A perk in the enchanting tree that lest you put any enchantment on any item.

- There should be no HP regen unless you take a certain perk in the restoration tree.

- Ability to bash, but not block, while dual wielding.

- Expert level illusion spell that lets you permanently control a weak to average animal. Bosmer should have this from the start.
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christelle047
 
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Post » Tue Jun 12, 2012 7:10 pm

enchant perk:
Allows you rather than disenchanting and enchanting on a new items. Improve the enchantment which is already on an item. Which makes you possible to get an higher enchantment than if you would put it on a unenchanted item.
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Emmie Cate
 
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Post » Tue Jun 12, 2012 8:40 am

I like the "effectiveness" perks. You can grind wolves or rats and pop yourself up to 100 melee, but that doesn't necessarily mean you're a master swordsman. If skill is effort, the perks are dedication.

The only thing I really want is a little effort put into making magic scale (and make mages more viable without resorting to smith and enchant). I'll grant you that MW and OB mages were pretty overpowered, but there was no need to nerf it that badly for Skyrim.
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john page
 
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Post » Tue Jun 12, 2012 3:27 pm

1.) fix the settings options, or, lack thereof. ie. hud, questmarkers, m/h/s, new locations, enemy indicators, etc.

2.) add 'hardcoe'-type toggles.

3.) better a.i., including, adding the newvegas companion wheel.
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LittleMiss
 
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Post » Tue Jun 12, 2012 2:25 pm

1.) fix the settings options, or, lack thereof. ie. hud, questmarkers, m/h/s, new locations, enemy indicators, etc.

2.) add 'hardcoe'-type toggles.

3.) better a.i., including, adding the newvegas companion wheel.

This is what i miss as well. How hard is it to put in toggles, and why did they not do it? I cant seem to find a legit reason. Dont know anything about game development, so be nice if i am wrong about they not having a legit reason.
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Sheeva
 
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Post » Tue Jun 12, 2012 5:51 pm

I think you should be able to make arrows at the forge.
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lisa nuttall
 
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