Great. Congratulations. Again-- we get it. Please let people post constructive criticism and ideas. Bethesda doesn't need you rushing to their defense. Had you read my original post, you'd see that I am in love with this game, it's my favorite game in years-- but that doesn't mean it's flawless and it certainly doesn't mean it cannot be improved.
Again, this thread is for suggestions to future DLC and expansions. Ideas.
And I just gave constructive criticism that focuses on ideas that were not fleshed out, or that lacked in substance. Ideas that hurt the overall experience of an open world game. I said earlier that I agreed with some of your ideas, had I not been getting ready for work I may have even touched upon each one.
I had a few ideas on how this game could be made much, much better-- not to mention a whole lot more fun. I'm sure a few of these ideas could be recognized by the Creation Kit and talented modders, and perhaps some of this will show itself in an expansion / DLC. I was just wondering what you all thought, and if anyone had their own ideas to spout them off here.
- Dungeon Puzzles: There is a huge lack in puzzles. Some like the claw puzzles are just annoying as I they involve actually looking at the item. Most of the time I tried to logically figure out the puzzles by looking at in as an ascension, which is what the first puzzle was (worm -> moth -> bear). However they soon became a test for my patience where I tried all different combinations until it was right. As for the stone puzzle there was one that blew my mind. It wasn't overly difficult but very clever.
Spoiler It had the 3 different stones, and at first I was kind of unsure how to approach it as the normal hints were not there. However I noticed that there was a waterfall behind one, grass around another, and an open shoot above the other. It ended up being that you had to match the different animal with its habitat.
More puzzles like that would have been nice.
- Dungeon Bosses: I don't really agree, there are some bosses but their really just in certain dungeons. Having a huge amass of bosses in each dungeon would become tiring after awhile, especially since most everyone already hates dragons which are somewhat like a boss. You could argue that the bosses should be special in some way, and Dragon do have different abilities, Dragon Priests are pretty dynamic, higher level Dragurs have different spells and shouts, and most of the time boss type characters have special armor, or weapons. Having actual boss battles themselves really have only ever been at the end and really lend themselves to adventure games.
- Loot: As a lover of loot [censored] I agree. A lot of the higher level loot is very lore based (like daedric artifacts and such), however loot in dungeons really is just something for me to denchant or sell. But honestly that how it is in games like torchlight, diablo, or WoW. You'll always find crap, but sometimes you'll find something awesome (like Dragon Priest masks, or Daedric artifacts).
- Combat and Physics: I believe KoA has been based for being very button mashy and it is. You'll almost always be clicking one button, or two as the amount of buttons needs to be small and localized. One could argue that it could be much more flashy but honestly that would break the illusion of realism this game somewhat tries to employ. I like watching KoA as it looks beautiful, but at the core it's almost always the same buttons, or combo of buttons.
- Quest Variety: I don't really agree. I understand wanting quest variety, but RPGs are terrible with this. The quests are almost always the same, no matter the game. "God kill goblins", "Go fetch me twelve elf toes", "Go deliver this letter". This is a problem with RPGs and not Skyrim.
- Dialogue and Consequences: I agree, there are not enough consequences for your actions. The game in a lot of ways is designed to allow as little room for human error as possible. This isn't really an attack on others saying "You're stupid", but sometimes people just do crap on accident. I can't count the number of times I've hit an NPC on accident, or clicked the wrong option. Crap happens, and to have a huge consequence for it is annoying. In a way the game does punish you for doing stupid crap, it just never tells you. You could kill and NPC on accident, or lead a dragon to a town only to have a certain member die. However there needs to be more room for guild, and quests consequences. I'm tired of feeling like the golden child.
- Alignment and NPC's: The technology is there, but the execution isn't. Morality systems always feel like cheap imitations. I also don't like the developers having to define what is good or bad. If a morality system was in place you'd have to assign a good/bad side to the war, and the bandits would probably be labeled as bad guys. Honestly I feel like that kind of limits the discussion one could have about these subjects. I've seen the many threads on this forum discussing the different sides of the civil war and with a morality system that defined who is good, and who is bad those discussions would be reduced. Until a game can make morality seem more then a gimmick I'll continue to frown upon it.
- Guilds: Reminds me too much of Assassins Creed and even in Assassins Creed it was still really boring. Managing the new recruits and sending them on missions was cool at first but was very shallow. I agree that guilds need more dynamics and I'd like to see a system like Morrowind where there was a level of interplay between the guilds. They dealt with each other more often and some actually hated each other. It felt like they were all intertwined in some way, and honestly most of the guilds feel really isolated. I like how I'll sometimes see companions members roaming around, or stormclock/imperial soldiers, but other then that they just feel... distant.
- Useless Perks / Secondary Professions: Lockpicking has bad balance between player skill, and skill level. It falls way to far onto player skill and doesn't have enough limitations enforced by the skill level. As for speech it is just very reduced and doesn't play a huge role in the game, and really doesn't have much to offer. Lockpicking at least has a couple of perks of worth without too much investment. Speech just really doesn't offer much outside or more gold for merchants.
There I went back and wrote my opinions on your post.
As the pieces are in place for the developers.
You can't tell me they don't have several months with the Alpha model before release.As such the fact modders can fix simplistic issues in a matter of hours?
The proof is already there, as shown by their last two releases and the impact of the modding community on the game.
Also I don't think the examples given by the OP are in any way a "wishlist" as opposed to simple game mechanics that have just been poorly implemented by Bethesda.They had ample time to address such issues, it's almost as if they plan for the modders to polish off their game, for free.
The last few months are really focused on fine tuning certain things. Adding new ideas would only slow down the development process and allow for less time ironing out bugs, or optimizing. As I said before my point wasn't to argue what Bethesda could have done, because things can sound great on paper, but fail with execution. There are a lot of games that come out with this great idea but ultimately fail. My point was merely to show the immense amount of time it takes for developers to even get to the same stage as modders.
As for ideas being poorly implemented you'd be hard pressed to find a Bethesda game that has ever implemented them before. There are games like Dark Souls and Kingdoms of Amalur that don't have worlds as full realized as Bethesda, or have that long history of lore behind it. I've never gone out and read lore, or peoples interpretations of lore until TES, that to me is somewhat amazing.