Ways to Improve Skyrim

Post » Sun Jun 10, 2012 8:56 am

But considerably less annoying than what there is now.
I choose any smithing spot but Whiterun. That woman just wont stop talking. The same lines.
It would be great if she only did it once a week, or month.
I dont think they should do it once and then forever stop. The world would become very silent after a while.

It would be great if I could practice my secret hobby of human statue making on her...
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Ymani Hood
 
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Post » Sun Jun 10, 2012 2:42 pm

It would be great if I could practice my secret hobby of human statue making on her...

Have you been watching that 1970's b-horror movie where the mad artist bronzes his victims?
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:)Colleenn
 
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Post » Sun Jun 10, 2012 3:03 pm

Perks: Perks need more specialization. Remove magnitude perks like Armsman. Remove "ranked Perks". At character selection you will select Primary, Major, and Minor Skills. Depending on which you chose depends on the magnitude of all Perks and damage/effectiveness of Skills and abilities. With all of these free slots, introduce true Spells and Abilities added that modify playstyle to add specialization to the class you are building. Further, increase how Perks synergize with one another to promote and foster Hybrid and Custom builds.

*Unarmored tree added. More distinction is in place for the Armor classes and made more interesting.
*Hand to Hand tree added.
*Lockpicking and Pickpocketing is now "Security".
*General Perk tree added. Does not share Perk points with anything else. Stamina, Health, and Magicka each has a branch.
*Lycanthropy Perk tree added
*Vampire Perk tree added

Combat: Add in more Active Defense skills and Active Offensive skills/spells. Overhaul Magicka in terms of cost/regen and allow damage to scale for Destruction spells. Removal of "tier" system where spells become "obsolete". Overhaul Sneaking to drain Stamina while active.

Crafting: Crafting Perks no longer share Perk points with current Perks.

Overhauled Smithing tree. Light and Heavy trees now mirror one another. *Added new Tier to Light Armor branch in between Glass and Superior Armors. Glass Weapons & Daedric Weapons now have same Base values. Glass Armor effectiveness now matches Dragonscale. Dragon crafting now moved after Arcane Smithing and requires only 80 Smithing. Fletching added to Smithing table.

Overhauled Enchanting tree. Disenchanting items no longer destroys an item, instead it is Researched. You can now overwrite Enchantments. Fortify Skill has been REMOVED from the Enchantment table. Only Unique items will have Fortify Skill on them. Fortify Enchants have been replaced with more unique Enchantments.

Overhauled Alchemy. Poisons can now AUTOMATICALLY be reapplied to a weapon if the option "auto-consume" is selected. You will be notified when you no longer have a poison applied to your weapon.

Itemization: Items now scale instead of having fixed Base values only. This will allow itemization to always progress. Armor and Weapon dye added. Appearance slots added. Appearance only gear can now be found and crafted. Clothing can now be worn in conjunction with armor. Cloaks and tabards have been added. You can now make your own Emblem or display a current faction emblem.

Scaling: Enemies now always scale. Difficulty settings will determine how enemies scale in relation to player level. Scaling continues now post-50 for adventurers seeking a greater and continual challenge. All enemies now have tiers and deadly versions throughout the world that will appear. "Elite" versions may spawn akin to Bandit Chiefs periodically. This is an option under difficulty settings.

AI: AI greatly improved. Enemies will attempt to use a ranged weapon, spell, ability or in some cases teleport to you if they are unable to reach you due to pathing issues. Based on difficulty setting, enemies will also gain new tactics, spells an abilities. Added option under difficulty settings to increase possible encounter size. Companion AI improved greatly along with expanded dialog options for them. You may now turn Friendly Fire off.

Factions: Factions reinstated. You are able to climb ranks which unlock new features at your disposal. You can choose to wage war against other factions or remain neutral.

Housing: Many more options added including the ability to add ALL crafting tables to your house, FT to your house, and use your Housecarl to sell items for you or gather materials for you.

Horses: Horse speed increased significantly. Stamina bar added for your horse and Stamina pool increased greatly.

Conjuration: You may now control pets actions in some cases and give them basic commands. Conjured pets provide better synergy with the caster. Conjure options greatly expanded.

Off the top of my head...
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kirsty joanne hines
 
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Post » Sun Jun 10, 2012 4:05 pm

Have you been watching that 1970's b-horror movie where the mad artist bronzes his victims?

House of Wax with Vincent Price.


We should make RPG babies.
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Emilie Joseph
 
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Post » Sun Jun 10, 2012 6:53 am

House of Wax with Vincent Price.

No I was thinking of another one.
A British one, they are all on an island, there is some taking advantage of the era and showing boobs, and it all ends with a mad dash down the cliffside. Lots of smoking cigarettes and old wife vs. new wife a la Picasso if I remember. Its been a long time.

But I am a great fan of Vincent Price myself.
That voice alone, there is no match :smile:
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Laura Richards
 
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Post » Sun Jun 10, 2012 5:54 am

No I was thinking of another one.
A British one, they are all on an island, there is some taking advantage of the era and showing boobs, and it all ends with a mad dash down the cliffside.

But I am a great fan of Vincent Price myself.
That voice alone, there is no match :smile:

No no I meant I wasn't watching what you mentioned but rather House of Wax :)

I would have so many wax statues in Skyrim...

Nazeem would be the first.
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HARDHEAD
 
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Post » Sun Jun 10, 2012 11:44 am

Combat dynamics- If an intelligent NPC notices you use melee weaponry (especially two-handed or dual wielding), they should attempt to stay out of range and use ranged attacks. This is most noticeable in dragon battles. They should be smart enough to continually strafe the player.

NPCs should also use potions and poisons to give themselves an edge in battle.

Stealthing NPCs should be invisible and capable of inflicting sneak attacks.

Many more attacks and deadlier combat should be implemented, making defenses more necessary, and combat less of a back-and-forth comparison of who has the largest health pool.

Diseases and poisons should be debilitating, and require more time to recover from. Environmental diseases such as frostbite, burns, hypothermia, etc should exist.

Increased NPC awareness by day, decreased by night, depending on type and race. Light sources should be necessary for NPCs to spot a player unless that player makes a lot of noise or the box has abilities that allow detection in low light.

Allow doors to be bashed open by both players and NPCs. Allow doors to be relocked with the key or lockpicking skill. Allow locked doors to be trapped.

All factions should be able to be destroyed with consequences for doing so. Remove essential status from the majority of NPCs, replace with killable by player tags to prevent deaths by accident.

Faction interactivity is a must. If you restore the Thieves' Guild, it should have an impact. Perhaps the Companions will be hired by those stolen from to eliminate you. Being GM of multiple guilds should be nearly impossible, and require more or less discretion depending on what guilds are involved.

Part 2 to follow later.
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Jessica Colville
 
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