10 Ways to Improve Skyrim

Post » Mon Jun 04, 2012 5:25 am

Agreed on all points except the climbing one.

It needs some magic creation too, oh and some writers who can, you know, actually write interesting guildquests that last longer then six quests.

Climbing in Daggerfall was immensely satisfying. It adds an entire dimension to the game. I think instead of being a skill however that is leveled, it just needs to be a feature like jumping. I loved being able to climb city walls to escape from guards or enter into a city I was banned from. Climb a house to move rooftop-to-rooftop before Assassins' Creed. Climbing dungeon walls to get to whole new areas. It made things feel "secretive" and special due to the fact it wasn't a linear path. That freedom of movement was fantastic.

How other games have implemented this however I hate. They generally put a skill prerequisite on it like in Age of Conan. To make matters worse, there were only certain paths to climb like ladders. In Daggerfall, virtually anything was climbable.
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Hilm Music
 
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Post » Mon Jun 04, 2012 5:55 pm

I agree with most of the points you made OP. I personally want to see much more interesting quests and characters (which would probably = much fewer quests). I just find the quests in Skyrim to be so dull and tedious. Some variety, better plots and character backgrounds would be easier said than done, but it would all go a long way towards making a great RPG, in my opinion.

I also want to see fun spells, items, and enchantments. I understand that some of what I want may take too long to implement glitch-free, but I really miss levitate and chameleon, among other things.

I mainly just want overall more variety. I want more UNIQUE quests, more customization options (clothing over armor, being able to smith several types of unique armors, etc.), fun content, and more dialogue options and choices that actually affect the world. Though I realize that most of what I said will probably never happen... oh well...
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Ezekiel Macallister
 
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Post » Mon Jun 04, 2012 7:52 pm

The main thing I want changed is the favorites system. I like the hot keyed d-pad better. It worked fine for Fallout (until I wanted my upper-left weapon and ended up swapping ammo in my current instead by mistake :/). I believe 8 choices is plenty for quick access, and if isn't, perhaps an option to switch between a hot keyed system and the current pausing/scrolling system might be nice.
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Kayleigh Williams
 
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Post » Mon Jun 04, 2012 6:53 pm

Quick equip

melée combat that doesn't svck

melée combat that requires

dragon armor that isn't fugly

less menus

dragon riding

flying magic

good writing

online

less cartoony feel

higher difficulty

stable game

more detailed draw distance

nekkidness not goofy underwear

no stupid items

being able to see two weapons sheathed

horse riding that isn't archaic

better sneak system

get rid of the music bard lute crap

more varied enemies

better enemy ai

truly epic dragon fights

next gen animations

better acting

better accents

more non dangerous wildlife

bigger parties

more than one dog breed

a story that makes sense

a story that is interesting

a companion that doesn't always stare at me
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Emma
 
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Post » Mon Jun 04, 2012 6:53 pm

The puzzle one is the one that I think is the biggest problem with an RPG game like this. What is there to figure out? match the symbols? 2nd grade puzzles. That's it. I was pretty disappointed to see that even at the end... that was the best kind of puzzle they could come up with?
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Jhenna lee Lizama
 
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Post » Mon Jun 04, 2012 6:22 pm

Yea, why can we only wear 1 ring? LOL

I would like to poison both weapons, when dual wielding.

Certain quests should come with more severe consequences.

Puzzles in tombs are good for me, I'm not a puzzler lol

Once I become leader of a group, change the behavior routines of the other members (or at least their dialogue). I worked hard for this honor, now treat me with respect, you minions you. LOL

Horse marker would be nice

Better romances =p :)
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victoria johnstone
 
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Post » Mon Jun 04, 2012 3:46 am

Cover mechanic

gandalf the grey type bridge battles

giant eagle riding

people of different sizes: little people, fat people, really tall people

a fat king

dwarves

sea serpents

7 headed hydra

ships in the water

ninja class

plague type disease that spreads

lances

dart blower

being able to get high not just drunk

oracles



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Tarka
 
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Post » Mon Jun 04, 2012 5:08 pm

You should be able to marry anybody that isn't already married to somebody or their job.

And if they are married to somebody, be able to kill their husband/wife without them seeing you and then marry them.

Also, everybody with their own sixuality and beliefs. A cute breton girl isn't going to want a murderous psychotic orc.
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ILy- Forver
 
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Post » Mon Jun 04, 2012 6:30 pm

oh oh oh I know... gimme a dragon mount! :)
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Jessica Phoenix
 
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Post » Mon Jun 04, 2012 6:21 pm

Being able to freeze time like those special mages

Beowulf story arch

two people ride one horse

companions that can keep up

infamous 2 style magic powers

bigger cities

cities that sprawl way past out walls

lush forests with higher tree density

waves in sea water

minotaurs

Reall really really special unique weapons and armor


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celebrity
 
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Post » Mon Jun 04, 2012 12:54 pm

Save point after finishing tutorial where you can still change your race
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Nice one
 
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Post » Mon Jun 04, 2012 7:53 am

The game is fine as is... we'd always be able to find fault and armchair any game they made. We don't know the ins and outs of 100 people working on a game for years. They made choices that don't necessarily make sense to us, nor are they obligated to justify them to us. Play the game and enjoy it, rather than trying to decide how it could be made better.
you really couldn't be anymore wrong.
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gemma king
 
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Post » Mon Jun 04, 2012 11:19 am

How to improve Skyrim? OPTIMIZE THE CODE.

Seriously, the PC version shouldn't have needed a modder to http://www.gamesas.com/topic/1321657-tesv-acceleration-layer-offers-cpu-optimization-massive-possible-performance-increases-now-in-skse-plugin-format/. Console players are just flat out of luck, unless it's included in an official patch.

How many performance problems would never have come up, had this been done?
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Jessica Stokes
 
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Post » Mon Jun 04, 2012 2:58 pm

@Sesshomurai

- the AI is fine, when to boss goes done, the others want revenge (and sometimes they do flee),.. some animals have fighting/defending insticts, they don't always care about size

- a hourse indicator would be good

- the music is dynamic enough (otherwise the music pieces would have to be even shorter)

- when playing on master, the "bosses" are tough enough, there doesn't need to have more powerful of fancy bosses, but maybe more "dramatic" bosses, like more dramatic cutscenes would be ok


- easier switch sets would be good

- there is not need for more puzzels, this isn't zelda, it would slow down the perfect game pace.., but some "riddles", like hidden clues or hints; like the treasure maps, but with "small texts"..., like "look for the three wolfs"..., and the mountain that looks like three wolf heads is ment)

- I think the "climbing" is find, one can kind of walk/jump sidways on a steep slope, and climb up seemingly impossible slopes

I absolutely agree with all of these. I would also like to add:

11.) Better progression system
There is nothing worse than coming to the end of your journey in an RPG. Unfortunately in Skyrim this does not come with closing credits or a glorious boss fight. No, it isn't the story or content that ends quickly, it is the character progression. The itemization in Skyrim is extremely shallow. For all intents and purposes, there are only 11 weapons for you to choose from. However, those are not all lateral choices with advantages and disadvantages of each - no - those are "tiers" of gear. Meaning, you really only have 1 weapon to choose from. Once you acquire the 11th weapon (Daedric) there are no more upgrades. That is it. No matter how difficult of a boss you just killed was, or if you find a weapon 30+ levels later, that is the same item. So, your item progression effectively ends.

The way leveling works in Skyrim further is a bit backwards. Using skills advances character level. Once you reach a skill cap, using that skill no longer advances character level. Once you have capped out your Primary skills all to 100, you effectively stop leveling, unless you break character and use an entirely different style of play you intended your character to use, or enjoy playing. That's fine that Skyrim does not use a traditional XP model, however, the sense of progression still needs to continue.

Solutions:

For itemization, the best solution is to have items scale. The tiers of items need to be reevaluated and improved upon. Values need to scale and there needs to be a LOT more unique items and items with randomized stats, making dungeon crawling, exploring, and questing have a purpose outside of just advancing the storyline. For players like me that means, there is always hope for an upgrade despite the fact at lvl 24 you have an enchanted Daedric Weapon, and full Enchanted set of Dragonscale and ring/amulet.

For levels the solution is pretty easy. The skill hard cap of 100 becomes a soft cap. After you hit 100, you can still raise your skills through using them, however, the pace in which you gain levels and skill ups decreases significantly. Further, a Perk Mastery system (Alternate Advancement) would be fantastic. This would allow you to further increase your perks' effectiveness and grant you unique abilities or modifications of existing ones. For example: For archery, you could add in effects to arrows that are headshots, leg shots, and arms. A headshot might deal 2x damage, a leg shot might slow your target and an arrow to the arm might have a chance of disarming your opponent. (These are arbitrary examples)

@there are no more upgrades

there is always an "end".. but with Enchanting, there's almost no end.., but I understand, there aren't soo many types

@the pace in which you gain levels and skill ups decreases significantly

the pace is fine, slower wouldn't be so much fun (it feels faster than Oblivion, which is cool)

@a Perk Mastery system (Alternate Advancement) would be fantastic.

that would be cool, but the game would take for ever to make...

@For example: For archery, you could add in effects to arrows that are headshots, leg shots, and arms. A headshot might deal 2x damage, a leg shot might slow your target and an arrow to the arm might have a chance of disarming your opponent.

those would be cool to have in Skyrim, really...., like when shooting an arrow in a mammoths eye, I wished it would do more damage or enrage the animal more....
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Ana
 
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Post » Mon Jun 04, 2012 2:55 pm

They need to add more of everything because there isn't enough. I want more and don't ask for more money for it, I want it for free because I've already paid once for the game.
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Amy Gibson
 
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Post » Mon Jun 04, 2012 7:51 pm

Add bacon.
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victoria johnstone
 
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Post » Mon Jun 04, 2012 2:31 pm

I would really love to see some Bosses as well. I mean, in a world of vampires, werewolves, dragons, daedra, exc...we should be seeing abominations, grotesque things that prove a real challenge to defeat. I don't want dragons to be the most extraordinary things we come across (it is).
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An Lor
 
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Post » Mon Jun 04, 2012 5:51 am

@Sesshomurai

- the AI is fine, when to boss goes done, the others want revenge (and sometimes they do flee),.. some animals have fighting/defending insticts, they don't always care about size

- a hourse indicator would be good

- the music is dynamic enough (otherwise the music pieces would have to be even shorter)

- when playing on master, the "bosses" are tough enough, there doesn't need to have more powerful of fancy bosses, but maybe more "dramatic" bosses, like more dramatic cutscenes would be ok


- easier switch sets would be good

- there is not need for more puzzels, this isn't zelda, it would slow down the perfect game pace.., but some "riddles", like hidden clues or hints; like the treasure maps, but with "small texts"..., like "look for the three wolfs"..., and the mountain that looks like three wolf heads is ment)

- I think the "climbing" is find, one can kind of walk/jump sidways on a steep slope, and climb up seemingly impossible slopes



@are no more upgrades

there is always an "end".. but with Enchanting, there's almost no end.., but I understand, there aren't soo many types

@the pace in which you gain levels and skill ups decreases significantly

the pace is fine, slower wouldn't be so much fun (it feels faster than Oblivion, which is cool)

@a Perk Mastery system (Alternate Advancement) would be fantastic.

that would be cool, but the game would take for ever to make...

@For example: For archery, you could add in effects to arrows that are headshots, leg shots, and arms. A headshot might deal 2x damage, a leg shot might slow your target and an arrow to the arm might have a chance of disarming your opponent.

those would be cool to have in Skyrim, really...., like when shooting an arrow in a mammoths eye, I wished it would do more damage or enrage the animal more....

There is always an end to the amount of ITEM MODELS you have in a game, not their stats. What I am referring to, the scaling system, means you do not need to introduce more skins or models but have their values scale. It is actually pretty easy. Say you have a Dwarven Longsword. Now, you find a Dwarven Longsword (+1). You can keep going on and on Dwarven Longsword (+1000). That is a scaling system. What this means is that not only do your skills scale and dictate damage, but items do as well. Currently, items are static and skills scale...until you hit 100 - then they stop.

When I was referring to the pace you gain skills and levels, I meant POST 100. Currently, it stops at 100. This would open the cap up so you could increase it further. Past 100 however, it takes much longer to level skills and character level up. The reason for this is because Bethesda for whatever reason decided to introduce Fortify Skill Enchants that directly affect your skills based on a percentage, which makes items exponentially stronger. Personally, I think this was a really stupid choice but that is neither here nor there.

The Perk Mastery system is not fleshed out at all. It depends on what you do or how you structure it, but alternate advancement is always a good thing. The reason for this is that unless you want to more or less completely change your playstyle with the character you have built, you run out of Perks, or at least useful Perks. I would even be ok with a General Perks tree that are Non-Combat related and affect stats and non-combat things that you can continue to put points in nearly indefinitely.
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Marcia Renton
 
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Post » Mon Jun 04, 2012 6:58 am

Yea, why can we only wear 1 ring? LOL

Because if you could wear ten and enchant all of them it would be super broken.

Okay, let's do some wishful thinking:

1. Cut all base values in Enchanting by half.
2. Make Smithing work like Alchemy does, that is the amount of skill gained is based on created item value.
3. 2 Iron Ore = 1 Iron Ignot.
4. Unarmed for Warrior.
5. Mysticism for Mage.
6. Acrobatics/Athletics for Thief.
7. Add in some dodge/roll moves for the above.
8. Cut the amount of "filler" perks that do nothing but increase performance of a skill, and move that bonus to the skill level itself(I.e. 5 levels of Armsman becomes only one +20% bonus; you gain the remaining 80% just by leveling the skill)
9. Allow exchanging Dragon Souls for either 10 points in any attribute or a perk point.
10. Jumping drains stamina, new moves from Acro/Athle drain stamina, you don't regen stamina when running. This is more important: remove potions that increase non-combat skills(Smithing, Alchemy, etc.) from the game.
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Len swann
 
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Post » Mon Jun 04, 2012 6:58 pm

I would like to see alignment system, similar to that of games like Fable, that provided increasing bonuses as you moved more to either end of the spectrum.

It could control whether you could do quests for the different deities, e.g. if you were too far to the good or light side, you couldn't do the evil/dark quests.

This alignment system could also apply to items. If you have the good guy armor set you would get extra bonuses for having a good alignment, but if you picked up or used an evil item/weapon those bonuses would be negated.

I think the alignment system would fix the issue many have with factions treating you differently based on your actions but the gods not caring either way.
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Chris Cross Cabaret Man
 
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Post » Mon Jun 04, 2012 1:56 pm

Because if you could wear ten and enchant all of them it would be super broken.
It wasn't broken in any of the previous titles, if anything they should have added ring slots to replace the lost pauldrons, greaves and the ability to wear a robe at the same time as armour.
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Johanna Van Drunick
 
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Post » Mon Jun 04, 2012 5:23 am

http://www.youtube.com/watch?v=jq9TnI7ssTU
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Emily Shackleton
 
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Post » Mon Jun 04, 2012 7:55 am

More Argonians
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ezra
 
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Post » Mon Jun 04, 2012 9:25 am

It wasn't broken in any of the previous titles

I guess enchanting effects must've been much lower in the previous titles then.

Because you could enchant +400% melee damage on ten rings in Skyrim...
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Stephanie Kemp
 
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Post » Mon Jun 04, 2012 2:00 pm

Look at Fallout: New Vegas. Look at the plots, writing, and storyline. Look at the dazzling array of weapons - there is no "best" weapon of any category, rather a variety of options for each tier with their own advantages and disadvantages.

True, there's no magic, but this is Fallout, so we can let that slide. Still, New Vegas is and should be the Gold Standard for Bethesda's games from now on (I will go as far as saying that it dethrones the old-school gamer favorite of Morrowind, but that's a whole seperate argument). There's a few things Skyrim did right - Fixing the leveling system and getting rid of stats fits for where Elder Scrolls should be going, but would be horrible for Fallout. But the ultimate lesson that FNV should have taught Bethesda is that more is more. Less is not more. Gimmicks like shouting are not more. More is more.
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Ashley Campos
 
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