Some ideas to consider

Post » Sun Jun 10, 2012 7:33 am

I beleive Bethesda outdid themselves with the Creation engine, Radiant AI, and Skyrim, in general. But I wonder if it wouldn't be an issue to consider the following.

-add the ability make and enchant arrows;
-allow companions to learn spells by option in their inventory;
-area-effect healing spells;
-healing spell IFF (I'm tired of healing my foes while healing my companions);
-ability to enchant items with improve enchant skill;
-companions dying (change to unconscious);
-craft spells;
-all potions and scrolls weight (all weigh 0.5; vary the weight)


I really like Skyrim and it's more challenging than Oblivion, but there is still some thing missing. Please consider and thank for your time.
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Sammie LM
 
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Post » Sun Jun 10, 2012 2:58 am

-cliff racers;
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Krystal Wilson
 
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Post » Sat Jun 09, 2012 8:18 pm

*Puts glasses on*


-ability to enchant items with improve enchant skill;


This will lead to a loop. You enchant armour to increase your enchanting skill. You then equip that armour and enchant another piece of armour with improve enchant to make it better, then you equip that and do it again and again and again until you have +9999999999999999999999999999999999999999999999999999 on everything and Skyrim explodes when you blink.
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Joanne
 
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Post » Sun Jun 10, 2012 8:17 am



-add the ability make and enchant arrows;
Not arguing with this, at least the making. Maybe enchant is out as you can only enchant one item at a time, would need a dev to give some lore on the mechanics of enchanting.
-allow companions to learn spells by option in their inventory;

Each companion is (slightly) different. This might make them all the same.
-area-effect healing spells;
-healing spell IFF (I'm tired of healing my foes while healing my companions);

My Grand Healing has never affected an enemy.
-ability to enchant items with improve enchant skill;

Don't quite understand. Would lead to an easy infinite power loop. wearing improve enchant items to make improve enchant items.
-companions dying (change to unconscious);

I have lost two dogs and a horse. It was my own stupid fault every time, I should have to live with the consequences of my mistakes.
-craft spells;

Isn't going to happen. Not without unofficial mods. Given that, we need a load more spell tomes. My opinion, more as quest rewards, that vendors don't stock, gives a nice sense of reward.
-all potions and scrolls weight (all weigh 0.5; vary the weight)

If you don't mind me asking, why? A scroll is a scroll, very light, but slightly bulky. Why would one be bigger than another?


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Pat RiMsey
 
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Post » Sat Jun 09, 2012 6:32 pm

I beleive Bethesda outdid themselves with the Creation engine, Radiant AI, and Skyrim, in general. But I wonder if it wouldn't be an issue to consider the following.

-add the ability make and enchant arrows;
-allow companions to learn spells by option in their inventory;
-area-effect healing spells;
-healing spell IFF (I'm tired of healing my foes while healing my companions);
-ability to enchant items with improve enchant skill;
-companions dying (change to unconscious);
-craft spells;
-all potions and scrolls weight (all weigh 0.5; vary the weight)


I really like Skyrim and it's more challenging than Oblivion, but there is still some thing missing. Please consider and thank for your time.

enchant arrows as an enchanter, um, ok. the ability to give items to companions and their own base abilities means learning, in general. companions should obviously be able to use the skills and predetermined sets. level up what their predetermined stuff is? uh, yes.

it all = better a.i.

companions dying vs unconscious = an obvious option mode.
weight= option.
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lacy lake
 
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Post » Sat Jun 09, 2012 6:27 pm

This will lead to a loop. You enchant armour to increase your enchanting skill. You then equip that armour and enchant another piece of armour with improve enchant to make it better, then you equip that and do it again and again and again until you have +9999999999999999999999999999999999999999999999999999 on everything and Skyrim explodes when you blink.
So totally unlike making Fortify Restoration potions?
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Andrew Perry
 
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Post » Sun Jun 10, 2012 6:59 am


Regarding the Followers dying bit.

I see no reason why Followers should not be immortal when several NPCs are.
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Peter lopez
 
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Post » Sat Jun 09, 2012 7:53 pm

npc's can be generic, repetative characters in all cities and towns. forever.

ridiculous, for companions.
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Destinyscharm
 
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Post » Sun Jun 10, 2012 12:49 am

npc's can be generic, repetative characters in all cities and towns. forever.

ridiculous, for companions.

There are many non-generic NPCs that are immortal.
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Patrick Gordon
 
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Post » Sun Jun 10, 2012 12:10 am

one problem with that, companions should die when they are killed, all people should die when they are killed, my reasoning behind this is very very simple "people die when they are killed," judging by that quote bethesda has gotten it wrong since morrowind (not a morrowind fan, but it got some things right)
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Ally Chimienti
 
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Post » Sat Jun 09, 2012 8:19 pm

one problem with that, companions should die when they are killed, all people should die when they are killed, my reasoning behind this is very very simple "people die when they are killed," judging by that quote bethesda has gotten it wrong since morrowind (not a morrowind fan, but it got some things right)
It was all that catering to the lowest common denominator that did it.

Apparently Morrowind was too difficult for a lot of exceedingly stupid people with no sense of direction and no hesitation about randomly killing whoever they felt like killing on a whim. The sort of people I'd be wary of going anywhere near in real life.
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Hot
 
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Post » Sun Jun 10, 2012 3:45 am

It was all that catering to the lowest common denominator that did it.

Apparently Morrowind was too difficult for a lot of exceedingly stupid people with no sense of direction and no hesitation about randomly killing whoever they felt like killing on a whim. The sort of people I'd be wary of going anywhere near in real life.

i have no qualms about killing whoever i feel like killing on a whim, too bad i ant do that anymore, its not like i will complain or whine or be confused because my actions have consequences, annoying immortal NPCs :dry:
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Lady Shocka
 
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Post » Sun Jun 10, 2012 9:03 am

i have no qualms about killing whoever i feel like killing on a whim, too bad i ant do that anymore, its not like i will complain or whine or be confused because my actions have consequences, annoying immortal NPCs :dry:
Well some of us have the sense to make sure that the folks we're killing aren't folks we'll wish were still alive later on.
That being why I only routinely slaughter town guards, imperial soldiers and those damned Alik'r.
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W E I R D
 
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Post » Sun Jun 10, 2012 7:02 am

There are many non-generic NPCs that are immortal.

yes, good find.
well done.
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jessica sonny
 
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Post » Sat Jun 09, 2012 9:27 pm

Why is Lydia expendable but random Stormcloak Captain in Stormcloak Camp not?
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Bitter End
 
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Post » Sat Jun 09, 2012 4:55 pm

Well some of us have the sense to make sure that the folks we're killing aren't folks we'll wish were still alive later on.
That being why I only routinely slaughter town guards, imperial soldiers and those damned Alik'r.

i ritualisticly slaughter any and all annoying NPCs, being glad that their quests are impossible, i wish people really did die when they are killed in TES
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Channing
 
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Post » Sun Jun 10, 2012 6:47 am

her combat is dominant.
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Sophie Miller
 
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Post » Sun Jun 10, 2012 9:07 am

one problem with that, companions should die when they are killed, all people should die when they are killed, my reasoning behind this is very very simple "people die when they are killed," judging by that quote bethesda has gotten it wrong since morrowind (not a morrowind fan, but it got some things right)
[img]http://fc09.deviantart.net/fs71/f/2010/339/1/6/people_die_if_they_get_killed_by_raptorj-d34bauk.jpg[/img]
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Dean
 
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Post » Sun Jun 10, 2012 3:28 am

i ritualisticly slaughter any and all annoying NPCs, being glad that their quests are impossible, i wish people really did die when they are killed in TES
Well, annoying is one thing... but I'm talking about folks who will just kill random NPCs in the hopes that they have loot worth taking.
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Suzy Santana
 
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Post » Sat Jun 09, 2012 6:18 pm

I beleive Bethesda outdid themselves with the Creation engine, Radiant AI, and Skyrim, in general. But I wonder if it wouldn't be an issue to consider the following.

-add the ability make and enchant arrows;
-allow companions to learn spells by option in their inventory;
-area-effect healing spells;
-healing spell IFF (I'm tired of healing my foes while healing my companions);
-ability to enchant items with improve enchant skill;
-companions dying (change to unconscious);
-craft spells;
-all potions and scrolls weight (all weigh 0.5; vary the weight)


I really like Skyrim and it's more challenging than Oblivion, but there is still some thing missing. Please consider and thank for your time.


You're welcome
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Elena Alina
 
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Post » Sat Jun 09, 2012 5:10 pm

I beleive Bethesda outdid themselves with the Creation engine, Radiant AI, and Skyrim, in general. But I wonder if it wouldn't be an issue to consider the following.

-add the ability make and enchant arrows;
-allow companions to learn spells by option in their inventory;
-area-effect healing spells;
-healing spell IFF (I'm tired of healing my foes while healing my companions);
-ability to enchant items with improve enchant skill;
-companions dying (change to unconscious);
-craft spells;
-all potions and scrolls weight (all weigh 0.5; vary the weight)


I really like Skyrim and it's more challenging than Oblivion, but there is still some thing missing. Please consider and thank for your time.

I very much agree about the dying companions. That is stupid. They should go unconcious.

There should be a more focused healing spell.

The potions, might be a good idea. If it was universal then it could be good.

It does'nt need arrow making or enchanting though. The effects in the bow.

You don't need to be able to make spells. That would be too complex to do.

Companions are ok without being taught stuff. That is for a more rigid system like Dragon Age Origins.

I wish you could get effects from duelwielding 2 magics or magic weapons. Like on Dungeons And Dragons Online and anywhere else it is in DND.
There you get Steam from using a fire weapon and a ice weapon. A enemy can be immune to fire and ice, but nothing is immune to steam.
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Amber Hubbard
 
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Post » Sat Jun 09, 2012 8:31 pm

I'm mostly talking about the console versions. In regards to the enchantment skill, there can be a limit. Think of it like 100 in smithing skill with enchanted armor. Kill the infinite loop. I think the developers are just as smart as the users who use their products. But I'm not computer savvy so I may not know what I'm talking about. The scrolls and potion sizes should be determinate by the current skill. If we're going to have companions die, then make them generic (like random bard, knight, ect., ect.). If we can craft arrows and enchant, opponents would also possess said arrows. It wasn't such a big deal to make spells in Oblivion, so why would it be such a big deal in Skyrim?
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Ana Torrecilla Cabeza
 
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Post » Sun Jun 10, 2012 5:39 am

You're welcome
You need better glasses.
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Kayla Keizer
 
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Post » Sat Jun 09, 2012 6:27 pm

[img]http://fc09.deviantart.net/fs71/f/2010/339/1/6/people_die_if_they_get_killed_by_raptorj-d34bauk.jpg[/img]

i was waiting for someone to get it :biggrin:

Well, annoying is one thing... but I'm talking about folks who will just kill random NPCs in the hopes that they have loot worth taking.

yea, those people are idiots who should not play the game if they cant take teh consequences
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Jerry Jr. Ortiz
 
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Post » Sat Jun 09, 2012 10:24 pm

yea, those people are idiots who should not play the game if they cant take teh consequences
And yet they're common enough that Bethesda are actually dumbing down the games for them.
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Isabella X
 
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