But what do you want those packs to contain. Here are some things i read on an article, i agree with most of them.
1. A wider variety of puzzles
Give us a few new specimens of Draugr ingenuity to rack our brains over, Bethesda. Or a few animal shapes besides the whale, eagle and snake carvings, at least. Skyrim is uncommonly good at reusing ideas and assets without wearing them out, but after 50 hours of play, we need more from our mouldering tombs than spinny disc puzzles.
How about a set of magical conundrums? Perhaps we could use fireballs to activate a gemstone or something. Or some fiendish riddles, care of a more than usually bookish Master Vampire. Or maybe you could strip us of all our gear and abilities, then force us to travel through a dungeon, acquiring unique, highly eccentric spells and weapons (e.g. a banana-shaped sword) to overcome very specific threats (e.g. the monkeys from Timesplitters).
its quite obvious that people want other provinces involved in the dlc. Such as hammerfell, morrowind etc...
2. Trips to the Daedric world
In Skyrim, the only limits are those imposed by your imagination... providing your imagination is on the chilly side, has mountains and is full to the seams with ill-tempered wolves and bears. By contrast, the Daedric dimensions needn't conform to any earthly terrain archetypes - realms of dream and vision, they can be literally anything their inhabitants want them to be. Oceans of bubbling sherbet, granite blocks suspended in a purple void, Disneyland, Arkham Asylum - you name it.
There are doubtless a few surreal situations we haven't run into yet (cough abandoned house in Markath cough), but the shortage of (http://www.oxm.co.uk/26263/future-elder-scrolls-games-will-recall-shivering-isles/) Shivering-Isles-esque shenanigans in Skyrim is disappointing. Read The Doors of Oblivion for a sense of how things could pan out - there's a copy stuck up on a mountainside not far from Asura's Shrine, near some bone piles we advise you to treat with caution.
3. A trip to Morrowind
All's not well in the Dunmer/Dark Elf homeland, racked by cataclysms following the deposition of a certain self-proclaimed god. Faced with a choice between death by lava and the snobbery of their Nordic neighbours, most Dark Elves plumped for the latter, crossing the mountains to the cities of Windhelm and Riften, where they now live in dirty great slums. We'd love to take that trip in reverse, returning to Morrowind to recover artefacts, escort refugees or even start the rebuilding process - and somehow, we suspect Bethesda has a few ideas along those lines. How else do you explain http://www.oxm.co.uk/36328/skyrim-dlc-revealed-morrowinds-solstheim-vvardenfell-and-cyrodiils-imperial-city-found-on-disc/?
4. The chance to design our own spells
Log mentioned this in his mathematics-defying feature http://www.oxm.co.uk/36237/features/skyrim-10-ways-to-make-it-an-1110/. Bethesda still hasn't got the message, so we're going to print it again, in capital letters: LET US MAKE OUR OWN SPELLS IN SKYRIM. If the lowly Brelyna Maryon can throw together a homebrew horse transformation, we should be able to design lightning bolts that transmute bandits into gold ingots. Or a scroll that gives our significant other frost breath. Kinky.
5. Horse riding combat
It's hard to pretend we're William Wallace off Braveheart when we can't brandish a sword in the saddle, let alone cast spells or shoot arrows. Sort it out, Bethesda. Oh and while you're on, give us the option to ride horses in first-person. We'll take the back of the beast's head over that wonky gallop animation any day of the week.
6. Beefed-up enchanting and smithing
Though staggeringly time-consuming (and very profitable, we might add), smithing in Skyrim boils down to accruing enough resources and experience to reach the next, pre-defined weapon and armour set. We'd appreciate a bit more flexibility - if not in terms of item attributes, at least in terms of how they look.
Toxic the Argonian deserves a battleaxe worthy of her http://www.oxm.co.uk/34965/previews/elder-scrolls-5-hands-on-how-to-be-a-complete-bastard-in-skyrim/, an axe with umpteen spiky bits and a haft wrapped in human skin. And Jonty deserves a dagger expressive of his want of gallantry - a glass dagger enclosing a twist of Lydia's hair to remind him of http://www.oxm.co.uk/36449/features/skyrim-stories-the-whittling/ he sent her over a drawbridge, fired arrows at the unsuspecting pirates on the other side, then raised the bridge and watched her die. Repeatedly.
7. More things for NPCs to say
Our feature on the http://www.oxm.co.uk/36456/features/skyrim-15-most-annoying-npc-quotes/ makes a pretty solid case for this.
8. A living, breathing Dwemer
Have you found one yet? Because we haven't. We've read a lot of interesting books, explored a lot of interesting ruins, bashed up a lot of interesting ancient robots, and lugged around a lot of interesting broken mechanisms. Our curiosity has reached crisis threshold. We want one, Bethesda. A Dwarf to call our own. Is there such a thing as time travel in Tamriel? Because there should be.

