future DLC for skyrim - post ideas here-bethesda please read

Post » Tue Jun 19, 2012 5:16 am

Epic as hell. I would so love this, being excactly like this. And I please ask for the empire to help mess up the thalmor please.
This could also work, they could just make it so you get taken in a carriage and go from one small part of a province to another.
I hope the guys at BGS reads this.
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Niisha
 
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Post » Mon Jun 18, 2012 9:14 pm

i know, I hate the Thalmor, but not as much as i hate the foresworn...

I've also got an idea that involves discovering the last remnants of the Dwemer, residing in a city located DEEP underground.
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Heather beauchamp
 
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Post » Mon Jun 18, 2012 9:31 pm

My god the Talos reward is awesome,i can't even imagine it's power.And i can't ven imagine the feeling of garding an army and travel to all these countrys..Omg the quests....Epic just Epic.But there's a problem
Sword of the divines: causes enemies to flee if health is low, 75% chance of a critical hit on Elves, 25% on all others .
I think that is 25% not 30%...or i'am wrong?And to complete such a plot....we should be a ble to get a whole set too.i suggest:
Armor of he Divines:Chance of summoning the spirit of Akatosh to fight for you.50% of resistance agaisn't magika damage.
Helm of the Divines: Skills such as speech,conjuration,Illusion and restoration are 25% stronger.Small chance of restoring all magika.
Boots of the Divines:Sneak is 30% better,no noise while using it,if you are spotted small chance of becoming invisible for 120 seconds and the enimies will not see you.
Shield of the Divines:Small chance of creating a magic vortex that deals alot of damage and reduce almost all incoming damage.50% of resistance agaisn't Dragons damage and 30% resistance agaisn't draugh damage and immune to Unrelating Force 3 from Draughs.
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Josee Leach
 
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Post » Tue Jun 19, 2012 2:08 am

I'm not going to take the time to edit that into my post, but That too...EPIC!!

(You forgot gauntlets.)
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Joe Alvarado
 
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Post » Tue Jun 19, 2012 8:49 am

I hope they go with a large story arc, but there are a couple tweaks I'd like to see:

Crafting & enchanting:
-let me craft arrows
-let me break down weapons
-let me enchant spell effects (like in Oblivion)... helmet with candlelight, or detect life

Economy:
-remember the promise that we could affect hold economies? Follow through with that, please.
-give the merchants in big cities a bit more gold... it's frustrating to have an item that sells for 6,000 gold, but the merchants all max out around 2,000 (except for Riverwood Trader?)
-let me load up my companion and send them back to town to sell everything and return with the gold... I'll even let them keep a cut
-better yet, let me buy a stall in each city, where I can drop the items I want to sell. Have an NPC come with it, similar to the housecarl, that mans the shop and sells or trades as people come by. Even if you keep the max gold at 2,000 per day, you could come back in a few weeks and pick up your 10,000 gold and peruse the items that people traded for your gear.
-more investment opportunities in general... buying & renting houses, businesses, etc
-all this is worthless without something more to do with gold, though... right now once you get enough to buy the houses, you don't really need gold anyway once you get to a high level... give me something that gives me a reason to spend lots of money.
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John Moore
 
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Post » Tue Jun 19, 2012 9:14 am

The arena. why not. simple. give us back the arena. it wouldnt hurt. take five minutes. no depth necessary. maybe a short questline. maybe i can challenge npcs who piss me off to meet me in the arena. maybe the dwemer return, just kidding please dont. you already did dragons and falmer this game, enough of the long lost returns.

all i care about really for dlc is that it is in bloodmoon/tribunal/shivering isles fashion. new areas arent totally necessary but i would like multiple new questlines, items, spell effects etc... the more the better.
A remake of the Arena using the technology of today...would take decades to eb made.You could literraly explore all Tamriel.But would be cool

I hope they go with a large story arc, but there are a couple tweaks I'd like to see:

Crafting & enchanting:
-let me craft arrows
-let me break down weapons
-let me enchant spell effects (like in Oblivion)... helmet with candlelight, or detect life

Economy:
-remember the promise that we could affect hold economies? Follow through with that, please.
-give the merchants in big cities a bit more gold... it's frustrating to have an item that sells for 6,000 gold, but the merchants all max out around 2,000 (except for Riverwood Trader?)
-let me load up my companion and send them back to town to sell everything and return with the gold... I'll even let them keep a cut
-better yet, let me buy a stall in each city, where I can drop the items I want to sell. Have an NPC come with it, similar to the housecarl, that mans the shop and sells or trades as people come by. Even if you keep the max gold at 2,000 per day, you could come back in a few weeks and pick up your 10,000 gold and peruse the items that people traded for your gear.
-more investment opportunities in general... buying & renting houses, businesses, etc
-all this is worthless without something more to do with gold, though... right now once you get enough to buy the houses, you don't really need gold anyway once you get to a high level... give me something that gives me a reason to spend lots of money.
They are making mods that will be able to do those things.
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Robert DeLarosa
 
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Post » Mon Jun 18, 2012 6:27 pm

Sorry, this is my first Elder scroll so I don't know all the history. Though, it wouldn't be the first time something thought dead came back in a story....
Don't listen to that guy, we don't know if the Dwemer are dead or just floating around in another realm.
I highly doubt that we will get any DLC that we see the Dwemer in person but I'd say we will get a questline revolving around them.
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Kristina Campbell
 
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Post » Tue Jun 19, 2012 8:16 am

I'm not going to take the time to edit that into my post, but That too...EPIC!!

(You forgot gauntlets.)
Guantles of the Divine: 25% more damage while sneaking.You deal double backstab damage.30% more damage with One handed/Dual wield or two-Handed swords.if you are on Low health in a fight:You have a small chance of renerating all the health and Stamina,Deal 2x damage and resist 2x damage.
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Heather Stewart
 
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Post » Mon Jun 18, 2012 7:41 pm

They are making mods that will be able to do those things.
By "they" do you mean Bethesda or the modding community? I have the game for 360, so ufortunately I have to wait for Bethesda to do it :(
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NEGRO
 
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Post » Tue Jun 19, 2012 3:12 am

By "they" do you mean Bethesda or the modding community? I have the game for 360, so ufortunately I have to wait for Bethesda to do it :(
Modding community.Unfortunaly.Search on youtube "skyrim ultimate mod".
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Rex Help
 
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Post » Tue Jun 19, 2012 7:21 am

This...this should be the last Dlc.Since it would be the end of Dovakhiin story...Chuck norris of skyrim,the Nightmare of the Thalmor,The Dragon Killer,The Falmer's Night....Loved those titles.But also should be mixed with the Thalmor Dlc since their defeat means the return of the Empire...it would be like 80 hours of Dlc...pure awesomeness.

Yeah and after your coronation you'll strut through skyrim in your fancy new robes, you'll probably pass by a guard at some point and he will say "now I remember you're the new member of the companions, so you what fetch the mead?"
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Nana Samboy
 
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Post » Tue Jun 19, 2012 6:51 am

Yeah and after your coronation you'll strut through skyrim in your fancy new robes, you'll probably pass by a guard at some point and he will say "now I remember you're the new member of the companions, so you what fetch the mead?"
Yeah just like in the Shivering Isles.
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Sheeva
 
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Post » Mon Jun 18, 2012 9:10 pm

EXACTLY
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Isaac Saetern
 
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Post » Mon Jun 18, 2012 7:52 pm

Ok so Ill just paste what I wrote previously...



In the past, Bethesda has always had some great flaws in its dlcs, and these tend to be small things that drastically impact the whole, and would have been very easy to fix.

1. Integration in the gameworld: One of the most immersion breaking things for me is when a journal entry just pops up and tells me I've "heard rumors" right when I get out of the Tutorial Dungeon.

Example- Almost all dlc's except perhaps Knights of the Nine (which had the mistake of killing off an important master trainer of restoration skill. As well as the chapel was destroyed form the very beginning)

Fix- Add some dialogue that you may hear when you go to a certain region or certain circumstances are met.

2. Game Balance: Oftentimes in advertising in a Dlc, one of the selling points is powerful new weapons and armor, as well as new enemies to fight. Oftentimes, these are incredibly overpowered and that impacts the game drastically, for it removes any need to aquire new gear and makes you invincible. The thing with overpowered enemies is that in skyrim the difficulty doesn't really make the game more challenging as much as it makes it tedious.
This has the effect of making the game become very stale as the challenge and its related satisfaction is nonexistent, and it turns into a chore simulator.

Example: All of them except perhaps the Orrery, Spell Tomes, perhaps Zeta. (The Orrery actually broke a certain quest in the mages guild, as well as directly contradicting it.) The worst example was probably fallout 3 dlc: Anchorage gave you an unbreakable version of the best and hardest to find armor in the game, Pitt gave you an overpowered melee weapon, Broken Steel pretty much destroyed any balance from the perks, and has too many game breaking features for me to mention. Point lookout's enemies were insanely tedious to kill, having huge health bars and an insane amount of extra unblockable damage per hit.

Fix- Why not introduce new weapons, armor, and enemies that actually harness new gameplay, instead of being overpowered.

3. Game Design: In ES/Fallout 3, what makes the game fun is how you have freedom, in the past, especially fallout 3, the dlcs force you to do one thing, usually combat, which by itself is not very well designed in the first place, the most succesful dlc's have been the ones where they give you an open world and allow you to explore it, with the choice of how you approach different situations, be it stealth, magick, melee, or archery. Those linear combat dlc's that bethesda seems so fond of completely defy the open-endedness of such a game. A good Dlc should stick to the games strengths, not its weaknesses.

Examples: Anchorage, Zeta, Broken Steel, Kotn to an extent.

Fix- Play to the game's strengths, with an open world where you have exploration, choice, and freedom.
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Peter P Canning
 
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Post » Tue Jun 19, 2012 7:11 am

Please use the DLC discussion topic linked below in my signature.
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Oscar Vazquez
 
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