well that is what I am saying most of the forum is opposed to changes and back it up with no reason, however there are some convincing arguments, but I have never really heard one for guns even though they are supported by lore most people think bethesda will screw something up if any new element is added
Consider me on board with adding (primitive) guns if only because I think a TES game with a 16th century vibe would be neat. Though something like that could also be a new IP. I'm just saying that "open world sandbox games" don't need to be post-apocalyptic or medieval. Though if it were TES it might be a nice backdrop to finally show Akavir. I think they probably will show the continent, someday. (I'm not saying that is good or bad)
The thing is, I can see why they'd stay away from guns because considering the accessibility they tout they wouldn't want players to pick up a gun and be pissed when they can only shoot it once. Any guns in TES should be the muzzle-loading variety that you might open a fight with, but not a main weapon. You could still make them interesting though with their own set of perks and abilities. Sadly, what I'm envisioning is probably "too complex".
Each time they are developing a new game I hope that they keep the things that work and people love, and build on those things with new things to progress the series. Each time they add a few steps forward (one of which is always graphics) and more than a few backwards. It seems to me the new direction is reverse. Don't get me wrong, the graphics are gorgeous, but I would trade them in a minute for npcs that have more personality than a Barbie doll.
I want to say that I love Skyrim. It is a great game, but it could be better. I never played Morrowind or Daggerfall, I played
other old RPG's that were somewhat similar. I still do to this day. I plan to pick up Morrowind sometime too. Anyway, let me get to the point.
Skyrim did improve on things from Oblivion. The voice acting is better, the world looks prettier, the dungeons are each unique, the people and items are more detailed, the animations are better, the combat is better,
and the skill system is better.
In Oblivion blade and blunt were basically the same thing. They got the same perks at the skill benchmarks and functioned exactly the same in gameplay. In Skyrim though within one-handed and two-handed maces, axes, and swords are actually different from one another. Not in
huge ways, but they're still way different than they were in Oblivion. Swords can get more critical hits, maces can ignore armor, and axes can inflict damage over time. That's a good start and I would love to see this concept developed further in the next TES game.
Really, the skills from Oblivion weren't removed for the most part. Athletics and acrobatics are gone, but most everything else is still there, only now they are represented by separate "perk trees" within overarching skills. There is so much more they could do with this concept so I hope they continue it and add more depth to it.
Magic lost a lot of spells which is a bad thing, but the magic skills themselves now do a lot of interesting things. The idea of double casting is neat. I don't know that we need the ability to make custom spells, just having spells scale-some with increased skill would be nice as well as more diversity in the spells.
What happened to water walking? Why take that out? Why not let us use the concept for "stoneskin" to enchant items to directly increase our armor rating?
I like that you can meet many followers and order them to do things. I like that you can befriend people and gain access to certain items. I like the randomly generated quests. Now I just want them to cut down on the level-scaling in both encounters and loot. More sensible loot would be nice.
I was hoping they'd do away with the "tiers" like Oblivion had. For example I don't think you should ever be able to find much 'Dwarven' stuff for sale as if my lore is right selling it is pretty much illegal and even acquiring Dwemer relics is hard. It would be neat if say you could only find the occasional weapon or armor available in Stormcloak controlled cities or from criminal venders. Even then most Dwarven stuff you'd find for sale would be scrap metal, necessitating that you level smithing yourself to be able to forge it into proper weapons and armor.
Same again with glass, ebony, dragon, and daedric.
With enough variety in furs, leathers, iron, and steel armors you wouldn't need "armor tiers" exactly.
I really hope they'll find some kind of common ground between "Directions" and "Quest arrows". All they really need to do is add dialogue and let me turn off the arrows in the options menu. That's it. Is it so hard for a note to mention a specific region I can see on the map? Is it so much to ask that a quest giver at least give me a general direction and/or landmark?
I've been trying to play Skyrim without the quest arrows but it is impossible if I want to ever complete anything. Even if I clear every dungeon I come across if a quest later tells me to go there the dungeon will often reset so my previous visit didn't accomplish much.
...and honestly, doesn't the quest arrow kind of contrast with the exploration aspect? Fast travel I can live with, because I just don't need to use it and it can save tedium, but there must be a way to tone down the quest arrows.