Things that were in past TES games that you want in Skyrim

Post » Tue Jun 12, 2012 10:55 pm

OK. The only reason I'm actually reading/posting on this message board is because I'm actually playing the game currently. Am I an oddball?
As am I. In fact I currently have the game running as we speak. I'm switching between playing and typing.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Wed Jun 13, 2012 6:04 am

That's what most of us are doing. Maybe we can hope for The Elder Scrolls to start getting better with each installment from now on, rather than at best sacrificing some content for more content elsewhere of questionable value - marriages, Dragons, and more. All of which are 'ugh' at the very best. But I wouldn't hold my breath.

absolutely.

and, we hope that those at bethesda are reading our posts and it's having an impact on them.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Tue Jun 12, 2012 9:14 pm

Yes! Maybe we can properly execute that plan. Unlike Bethesda did with most of the mechanics in Skyrim. See what I did there?

That was actually quite funny! LOL.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Tue Jun 12, 2012 8:06 pm

Acrobatic Perk Tree

Vampire and Werewolf Perk Tree

Spell Making

Ability to attack while under water

Ability to Edit Clothing/Armor Color

Create a House complete with all Black Smithing/Enchanting/Alchemy Equipment and Fast Travel

Attack while on Horse Back
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Tue Jun 12, 2012 9:04 pm

in depth story
Situations where have to think and listen instead of follow the golden arrow
Atributes
restrictions-we should not be able to be the master of every guild, should have conflicts betwen some
Ranks in guilds-a rawior that uses no spells should be able to become the head mazter of the mages vuild
Longer and more story driven guilds-i wanna join the companions to fight for the common man whoever hires me, not to go a crusade against the silverhands because they dislike wereolves and be forced into it and then cure everyone. I joined these guilds to better my charector and make money, not be the newbie who suddenly becomes the guilds savior 5 mins after stepping thru the door.
Underwater places and combat

Theres more but thats all I have time to write
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Tue Jun 12, 2012 10:58 pm

Dispose of corpse
Taunt
More attributes
More skills acrobatics hand to hand spears etc
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Tue Jun 12, 2012 7:40 pm

A ship you can buy, banks, reputation system, attributes, more skills, more weapon/armor variety, more unique artifacts.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Tue Jun 12, 2012 7:32 pm

Daggerfall lycanthropy

Acrobatics and Athletics

Attributes

Better guild quests like in Oblivion, especially with the DB.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Wed Jun 13, 2012 4:38 am

-More detailed, more creative, and better written quests.

-Weapon degradation

-Spell-Making (I find Destruction repetitive and boring)

-An overall more interesting and fulfilling game
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Tue Jun 12, 2012 3:37 pm

I really like Skyrim, I like way leveling works, I like the three attributes compared to the seven or whatever. I thought the leveling system in Oblivion was pretty stupid, how you had to monitor you skill increases to get the right attribute bonuses on level up. The core idea seemed to be that you get better at the things you do, Skyrim preserves that but I don't have to worry about accidentally leveling up Archery or Acrobatics.

I do miss spell making, and all the spell types omitted though. Including conjuration options.

Also, more unique items to find. There seems to be a dearth of unique items in Skyrim (that are worth using at least). Half the fun of exploring is finding special items, not items that are worse than ones I can craft by myself.

Also, I don't mind leveled loot, but just give us a manner of updating the level. Maybe when you put it in a box for a while it levels up to your level.
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Jun 12, 2012 2:19 pm

Chrysamere. Seriously.. Skyrim doesn't have any interesting 2-Hand Sword Artifacts... And Chrysamere is by far the best 2-Hand Sword out there.. Though it will hard to make due to its healing effects BUT they do what they did with Ring of Hircine! Add a Lesser Power to the player's spell-book that is called "Paladin's Shield" (For Resist Magic Effect) OR "Paladin's Healing" (For Healing Effect). I rather have the healing effect.. They can also have a DLC that is all about Chrysamere. I would love to learn more about my favorite blade in TES series.

Also, Stendarr's Hammer will be nice to have. Think about it.. A hammer that weighs like over 1,000 pounds but has a very powerful enchantment that, on strike, will make enemies go rag-doll; due to the hammer's weight. (Like Unrelenting Force does). That would be AWESOME!
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Jun 12, 2012 8:50 pm

Beast legs, cliff racers!
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Tue Jun 12, 2012 11:46 pm

Beast legs, cliff racers!

Beast legs, if only optional. I hate having beast legs back in Morrowind.

Cliff Racers can stay in Morrowind >.> Most annoying creature ever.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Jun 12, 2012 9:38 pm

Spell Creation
More Attributes
Open Lock Spells
Combat in Water/Water walking
Weapon/Armor Degradtion
Mithril Armor
Oblivion's Character Creation
Arena
Medium Armor
Michael Mack
Adoring Fan
Merchants with Infinite gold
Goldbrand
Dunmer Raspy Voice
Wes Johnson Imperial Guards
Skippable Tutorial
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Tue Jun 12, 2012 9:40 pm

One thing that has been bothering me is the journal. The main quests have a bit of a description besides objectives but the miscellaneous ones are just 1 sentence of objectives.
When I start up the game I'm like okay what am I gonna do let's check the journal.
go through the main quests "skip, skip, skip" get to miscellaneous and wonder to myself where I even got this quest and what sort of motivation I have to actually complete it other than it is just something on my to do list which is so long that I got no clue why I have it on my to-do list, then consider starting a new character to avoid talking to people and work on these quests before they pile up and while I understand why I actually have it to do.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Tue Jun 12, 2012 6:50 pm

I don't understand why anyone would want attributes. I think they are silly and unrealistic. Yes many of the better old games had attributes, but that doesn't mean the attributes themselves were any good. An expanded perk and skill system could handle anything attributes could do for character customization. And trust me, I love character development.

I miss climbing, though, to get back on topic. In a land as rugged as Skyrim, I'm absolutely bewildered that we can't climb up a rock face so much as 3 feet high. If it's too tall to vertically jump over, you can't get up on it.

Nonsense. I wish there was a climbing skill ala Zelda games (of which, if you can't tell, I am a fan).
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Wed Jun 13, 2012 3:08 am

-Removal of smithing as a skill or increasing daedric artifact weapons/armors power while eliminating the ability to improve.
-more daedric items
-More better quest
-Better faction based quest
-attributes
-spell making
-removal of enchanting as a skill (doesn't benefit from perks but is still in the game)
-Magic system the way it use the be in previous tittles
-more creatures
-destruction doing proper damage (npc's are able to increase damage output with the same spells but you are not(unless you use potions)
-Better perking system or none at all
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Tue Jun 12, 2012 11:41 pm

Being able to pick-up mundane items like candles/lanterns/spoon/fork etc.. like in Morrowind and Oblivion :)
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Tue Jun 12, 2012 6:11 pm

I'll be unique and not state the obvious things like Attributes.

http://www.youtube.com/watch?feature=player_detailpage&v=jG8OjKiGAvE#t=8s

Jeff Baker is my favorite voice actor (Among the others who voiced in past TES games) and I couldn't believe my ears when I heard the old Dunmer voice in the gameplay shown during the Summer. But, unfortunately, like what happened with prereleased Oblivion footage, that amazing Dunmer voice was not in the final game.
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Tue Jun 12, 2012 3:32 pm

As many times as this thread gets thrown around, I'm to the point I may just start copy/pasting my list.

Attributes: Attributes were pretty laughable in the grand scheme of things. Combined with the leveling system, it was more than possible to gimp yourself because you didn't pick the right skill set and use it the right way in order to get the right modifiers. If you've got to bring this back to satisfy the people that can't have an RPG without numbers everywhere, make the starting bonuses worth more and advancement much rarer. Think something closer to D&D.

Weapon and Armor degredation: If it's like it was in MW/OB, you can keep it. There's nothing tactical involved, aside from possibly the odd weapon break spell enchant. It degraded much too fast, and basically forced the player to carry around hammers to repair things twice an hour. If you're going to do this, add some sort of armor threshold system where some weapons do better against some armors and worse against others. Add weapons that make it easier to break through plate armors (say, polearms?) and make legendary (and possibly Daedric) items more valuable by giving them a zero degredation enchantment.

Spell Making: I bet you can see where this is going. My real gripe with this is that there was no spell in the world that was better than one the player can come up with. There's almost no reason for a mage to explore because mage geared items are so scarce, and any of the spells you find out there will be worse than the one you can whip up in the guild within five seconds of joining. Add spells throught the world that exceed player spell making capability, and make the default spells worth more in the scheme of things. Make spell making an option instead of a necessity.

Skills: I keep seeing people yell for Acrobatics just because Morrowind/Oblivion had it, and I just feel "meh" about it. The only way I want it back is if there's something to it more than "get into places the developers don't want you to and mess with the AI because they can't cope with enemies on top of objects". It might be worth it more if TES had closer packed, larger, multi-level cities - imagine a thief being able to scramble on the rooftops and avoid guard patrols. Not that I'm expecting TES to become Asassin's Creed any time soon, but hey.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Tue Jun 12, 2012 4:20 pm

As many times as this thread gets thrown around, I'm to the point I may just start copy/pasting my list.

Attributes: Attributes were pretty laughable in the grand scheme of things. Combined with the leveling system, it was more than possible to gimp yourself because you didn't pick the right skill set and use it the right way in order to get the right modifiers. If you've got to bring this back to satisfy the people that can't have an RPG without numbers everywhere, make the starting bonuses worth more and advancement much rarer. Think something closer to D&D.

Weapon and Armor degredation: If it's like it was in MW/OB, you can keep it. There's nothing tactical involved, aside from possibly the odd weapon break spell enchant. It degraded much too fast, and basically forced the player to carry around hammers to repair things twice an hour. If you're going to do this, add some sort of armor threshold system where some weapons do better against some armors and worse against others. Add weapons that make it easier to break through plate armors (say, polearms?) and make legendary (and possibly Daedric) items more valuable by giving them a zero degredation enchantment.

Spell Making: I bet you can see where this is going. My real gripe with this is that there was no spell in the world that was better than one the player can come up with. There's almost no reason for a mage to explore because mage geared items are so scarce, and any of the spells you find out there will be worse than the one you can whip up in the guild within five seconds of joining. Add spells throught the world that exceed player spell making capability, and make the default spells worth more in the scheme of things. Make spell making an option instead of a necessity.

Skills: I keep seeing people yell for Acrobatics just because Morrowind/Oblivion had it, and I just feel "meh" about it. The only way I want it back is if there's something to it more than "get into places the developers don't want you to and mess with the AI because they can't cope with enemies on top of objects". It might be worth it more if TES had closer packed, larger, multi-level cities - imagine a thief being able to scramble on the rooftops and avoid guard patrols. Not that I'm expecting TES to become Asassin's Creed any time soon, but hey.
When you said scramble across rooftops I imagined Batman. But I agree with most of what you said except for Attributes because I liked having them it let me make more unique classes, but that is just me.
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Tue Jun 12, 2012 6:21 pm

All the past spells that were removed, all the past weapons, all the past armors, all the past skills, all the past attributes, all the past classes.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue Jun 12, 2012 10:12 pm

~underwater content (remember breaking into that tower south of bravil in oblivion? you had to swim through a slaughterfish infested [even a giant slaughterfish] cavern untill you managed to find the way to the other side of a locked door, it was fun)
~guilds that make sense and have longer stories (at least i knew why i had to beat manimarco in oblivion, in the college of winterhold i am the least likely and least qualified to do anything yet i have to do everything for some reason)
~attributes
~the missing skills
~missing weapons/armor
~missing enemies (i miss real zombies, but leave otu things that wouldnt make sense)
~msising complexities (stuff like needing silver or deadric weapons to kill ghosts, quests that areactually hard instead of nintindo hard [meaning: you need to think to finish it instead of kill 500 draugr])
~sheep that were attracted by apples
~weapon degredation

theres more from past games i want (and i might post more later) but i think its time to stop :teehee:
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue Jun 12, 2012 6:07 pm

The further we stay away from Daggerfall, the better. A lot of the "Great Concepts" only worked there because all Daggerfall had was great ideas, and poor execution.
Which means we need the great ideas with great execution. Taking something out because it was executed badly instead of improving it, and then replacing it with a worse idea that still isn't executed well, is going backwards, not forward.
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Wed Jun 13, 2012 12:41 am

Acrobatic Perk Tree

Vampire and Werewolf Perk Tree

Spell Making

Ability to attack while under water

Ability to Edit Clothing/Armor Color

Create a House complete with all Black Smithing/Enchanting/Alchemy Equipment and Fast Travel

Attack while on Horse Back

Nearly all of those things have never been included in TES games ;)

As for things I'd like included ...
-the perks associated with leading a guild. For example, how the Master of the Fighter's Guild never completed jobs, but gave orders instead.
-nothing else really. Thank the gods the series has moved forward from outdated RPG mechanics and introduced some new ideas. It's not perfect, but it's getting there!
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

PreviousNext

Return to V - Skyrim