10 Ways to Improve Skyrim

Post » Mon Jun 04, 2012 6:56 pm

The game badly needs a respec save option at the end of the tutorial. It gets really old wasting 40 minutes of time escaping Helgen when I could be spending that time exploring Skyrim.
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Hayley O'Gara
 
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Post » Mon Jun 04, 2012 10:39 am

Those $20 could be put to much better use, really.

Read between lines, I'm not perfect, nothing is. I don't mind a couple of flaws, bugs, glitches, some may even be funny or considered easter eggs. It's ok, really.

But how about not being able to play at all because of bugs and glitches that are pretty much unavoidable? Look at the PS3 guys, is that fair?
Look at the PC guys, if not for modders they would have the worst of it. Xbox was a bit better off the bat, but then v1.2 came out.

IMHO, which may or may not differ with yours, and respectfully so I would like to hear it: yes, I'll admit this game is good. The graphics kick ass big time, it's simple, made for FPS players and those with barbaric level IQs to actually enjoy the game (remember Morrowind? Always funny to watch someone new play it). But what they improved in graphics, they went backwards in gameplay.


Obviously game breaking issues should be fixed for free, I have no argument with that.
Also just because Morrowind wasn't very user-friendly didn't mean it was complex. It had a hilariously bad combat system that could be exploited more easily than Oblivion or Skyrim could. Yeah, it had no fast travel or map markers or whatever, but that's also not that big of a deal - if a game's main claim to complexity is "we make it hard to find quest objectives" it's not very complex. I preferred Morrowind's travel and quest system to a degree but the popular notion on these boards that Skyrim is somehow dumbed down compared to previous games is false in almost every way. The only thing Morrowind had over Skyrim really is better factions and better main story.

It's also not made for FPS players, I play FPS games and Skyrim is FPS player unfriendly in most ways. Its combat is definitely not the main attraction, if I were only interested in combat I'd have "shelved" Skyrim, figuratively speaking, on day one.The things that draw a player to an FPS game are not the same things that draw a player to Skyrim.
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Katie Pollard
 
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Post » Mon Jun 04, 2012 6:25 pm

More is more.

MORE needs long time, or MORE will be a lot simplier and not as good as a few good things. More is NOT More. They have to find a way between quality and quantity. And i think Skyrim did a good way. There are a lot of improvements.
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Emily Jeffs
 
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Post » Mon Jun 04, 2012 1:19 pm

A few things I've thought about...

1. Make races more important. I didn't like how being a Nord, Breton, Bosmer or Orc, etc had more or less 0 influence on the game except on how SOME NPCs address you, which was still basically meaningless in the grand scheme of things. I'd like to be denied and granted opportunities based on my race, I'd like certain attributes to be more powerful/weakened based on my race, I want the NPCs to openly make racist remarks and maybe even attack me because I'm an Imperial, etc. I know Skyrim is not Medieval Europe, but it clearly does draw inspiration from it, and back in those times, where you were from REALLY mattered.

2. More interactive world. I hate sniping for example a bandit in a cave, who then screams out loud and thuds on the floor, only for the other bandits, who can clearly see the dead body with an arrow in their back , to look around for 10 seconds then say "Hmm. Must be getting a little jumpy" then going back to sitting down on the chair beside their dead brethren. If I get swarmed by sabre cats and come out barely alive and if someone for example a guard is nearby, I'd like them to come over and ask me if I'm alright and maybe offer me a potion.

3. More quest options! I hate how one sided the quests were. There was basically no room for taking matters into your own affairs. The only one I can think of from the top of my head is the mission with the Redguard assassins and the Forsworn conspiracy.

4. The civil war questline was a JOKE. I LOVED the idea of it, and literally ironed my pants when I found out there's 2 factions each controlling a portion of Skyrim and you can join them, but was SO disappointed to find out that the entire questline was raiding forts over and over and over again with no merit. I noticed 0 change in the world as well after the civil war was won. This entire thing could've easily been improved.

5. Bigger variety of armour please... As an assassin, I found it really boring to constantly play in the DB armour then the Nightingale armour, they were badass sets don't get me wrong, but there needs to be more. I could't bring myself to be an assassin in glass armour. Neither can I always stay in robes for the whole game as a mage, it needs more variation!

6. Bring back classes. I really didn't like how in Skyrim you can go from an assassin, then when you've ridiculously quick maxed out those certain skills, you can jump to a barbarian stsyle warrior, then into a mage, and so on. I like specializing, not being a jack of all trades, I think many will agree.

7. Don't remove more skills, add more! I really REALLY missed unarmed (WHY was this taken out!?), acrobatics and mysticism among others.

8. More guilds/factions. There is never enough. I know it's not easy creating new guilds and stuff, but I mean, flying through the DB then the TG and then acting like they never existed was kinda lame. I'd like to see the guild's/factions' effects felt and seen throughout the world, I'd like to see guild/faction rivalry, I'd like to spice things up more outside of Warrior/Mage/Assassin/Thief guilds (Bard was nice though I admit, if kinda lame)

9. Re-population. One of my biggest gripes in all of TES is when I kill a village only to have that village permanently eradicated. It kinda svcks wandering through the world to find so many empty towns and villages.

10. Minor, but kinda ruined immersion for me. I hate how every guard and citizen knew who I was. Walking around any city and people knew I was in the DB and stuff. It's annoying. I like being a common traveller, and I don't get how the whole province of Skyrim can immediately recognize me.
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Paula Ramos
 
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Post » Mon Jun 04, 2012 8:15 am

I'll just settle for things to give it a little more immersion. Such as fishing, getting hungry (cooked that give nice little buffs, perhaps), tired, an arena. Speaking of which, we all think our characters are badass so why not pit them against each other? If there were any sort of multi-player implemented in a TES game I'd prefer it to be arena style PVP.
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Jonathan Braz
 
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Post » Mon Jun 04, 2012 8:56 am

16. More varied generic dialouge. I don't wanna hear the same lines again and again when I walk by someone.

There are a couple really silly things about this. One, it should happen only rarely that someone talks to me when my character walks past. I can stroll all day in real life without people commenting on me, and I don't know why my character should be any different. They can, and should, talk when my character talks to them, but their yelling out comments is just dumb.

Along that line, if my character just enchanted something, the comment will be about enchanting (or whatever). I guess this is Bethesda's attempt to make it seem as if my character's actions have changed the world, but it's so transparent it takes me out of the game every damn time.

NPCs, like children, should only speak when spoken to!
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Sammie LM
 
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Post » Mon Jun 04, 2012 5:07 pm

A few things I've thought about...

1. Make races more important. I didn't like how being a Nord, Breton, Bosmer or Orc, etc had more or less 0 influence on the game except on how SOME NPCs address you, which was still basically meaningless in the grand scheme of things. I'd like to be denied and granted opportunities based on my race, I'd like certain attributes to be more powerful/weakened based on my race, I want the NPCs to openly make racist remarks and maybe even attack me because I'm an Imperial, etc. I know Skyrim is not Medieval Europe, but it clearly does draw inspiration from it, and back in those times, where you were from REALLY mattered.

8. More guilds/factions. There is never enough. I know it's not easy creating new guilds and stuff, but I mean, flying through the DB then the TG and then acting like they never existed was kinda lame. I'd like to see the guild's/factions' effects felt and seen throughout the world, I'd like to see guild/faction rivalry, I'd like to spice things up more outside of Warrior/Mage/Assassin/Thief guilds (Bard was nice though I admit, if kinda lame)

9. Re-population. One of my biggest gripes in all of TES is when I kill a village only to have that village permanently eradicated. It kinda svcks wandering through the world to find so many empty towns and villages.

10. Minor, but kinda ruined immersion for me. I hate how every guard and citizen knew who I was. Walking around any city and people knew I was in the DB and stuff. It's annoying. I like being a common traveller, and I don't get how the whole province of Skyrim can immediately recognize me.

1.Must be fun if the Guards kill you all the time because you are a race they don't like and you can't do anything against it. Also the KI would be so smart they will either kill the Guards or you. Then you will have an empty City or an epic fight, because the unkillable NPC keep fighting them all the time.

8.If you join one Guild in Skyrim you will get attacked by some other Groups. Don't want to spoiler but i think you know them.

9.Then don't kill them lol....

10.Thats a good thing, since you see there are rumors out in the world, so they know you. And since you are the "Hero" in the game they will know you even better.
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Andrea P
 
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Post » Mon Jun 04, 2012 1:41 pm

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.

you have a Dwarven Longsword. Now, you find a Dwarven Longsword (+1) it makes the balancing difficult, or difficult to notice a diffrence,

Dwarven Longsword has lets say has 18 Attk, a Dwarven Longsword (+1) would have 18.1 Attk?... not 19? otherwise a Dwarven Longsword +1 would be like an Ork Longwsowrd with 19 Attk (not sure if the Ork come after the Dwarf)

if you stretch the diffrence between Dwarf and Ork by ten, Dwarfen sword does 18 and the Ork does 28 damage, then Dwarven sword +1 does 19, +2 does 20 ect.., then it's just the same thing, the proportions haven't changed, it would feel the same

sticking to 18.1, 18.2, 18.3.it would be limited with 9 subtypes .. (unless it goes 18.01, 18.02, 18.03...but thats just too small/weak, even 18.1, 18.2 is kind of weak ,there's not much of an diffrence)..,

but (+1) with 0.1 steps would give the world more items to find.. ,but it would feel like in dragon age, many, many, many items; it makes the balancing difficult, but gives some more depth

and it would only stretch the Daedric with 9 more versions, it would end again anyways; unless the Daedric, as the final model is "limitless" and goes 1000000+ (only the last should limitless, otherwise a Dwarfen Sword +15 would be stronger then an Elf Sword, it would make things complicated, unless the Elf Sword is much, much more powerful??)

maybe everything should just me be more stretched, but l like the way it isn't overstretched in Skyrim (not like Dragon Age, not so well balanced and not such a diffrence.. but I love DA too, in a diffrent way)

if it had 9 subtypes (1+....+9) at least the Daedric +5 and onwards should be very hard to find and Daedric +9 only obtained when finishing some special/hard quest/fight (but if you already have the Daedric +8, there wont be much a diffrence, unless the Daedric only has +2, +5 and +9 = limited to three subtypes)

it's hard to judge, there would be balancing problems or you don't really notict it => armor: Dwarf boots 20 (+1),Dwarf arms 20 (+6),Dwarf head 20 (+2),Dwarf body 20 (+5), would make 1.4 more defence (0.1+0.6+0.2+0.5= 1.4), so instead of a total of 40 defence it would be 41.4, not much of diffrence (or the whole system would have to be changed)

maybe there would be more of a diffrence with the weapons, like a Dwarven Sword +3 and +7 (then there would be only 2 sub types, but still better then none....., or just one "+", meaning +0.5, Dwarven Sword has 18 Attk, and Dwarven Sword+ has 18.5)

in general I wouldnt mind finding more Items, instead of just finding the same Dwarven sword over and over again, would be nice to finde a "+5" (or maybe more models)
_______________

I've got to go to bed, it's late here and I've got work tomorrow, I'd like to comment the rest of the post this weekend (don't now if can post tomorrow, but I can have a look between times and read yours)
________________

something small I ment to mention before.. (just came back to mind..)

when foes are almost dead, on they're knees, ....there are not many options to chose from and not may reactions of the foes (they mostly just stand up again and attack, and a very few flee), more possibilities and reactions would be cool
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Killah Bee
 
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Post » Mon Jun 04, 2012 2:52 pm


  1. More named bosses - I feel better when I kill "Skald" or "Drakon" instead of the generic "Frost Dragon" - maybe villagers can say " hey you killed Skald!" like they do with some other bosses

  2. Being able to assign favorites based on lh / rh position

  3. I miss the random "Rumors" discussions from Oblivion; mixing these back in would eliminate the annoying and repetitive catch phrases everybody says. Also, there is some interesting discussions between NPCs here and there but those could benefit from the random "Rumor" discussion from Oblivion as well.

  4. Leveled enemies; they really missed the boat and I thought they figured this out in Fallout (where you wouldnt even think about approaching a deathclaw until you were a higher level.

  5. Level loot: same thing on leveled loot; if you do manage to kill or sneak past a high level boss at level 1, why shouldn't you be able to get an ebony item? It's dumb how these don't exist in the world until you reach a certain level.


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Dezzeh
 
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Post » Mon Jun 04, 2012 7:10 pm

Currently Im on lvl 10 so my adventure has just begun. But first thing to improve which comes to my mind are related to horses. i
It should be able to carry player's stuff ability. For me it seems quite logic.
Player should be able to interact with enviroment and NPC while riding on the horse. There is some nice feeling when you talk with some folk looking on him from above while being on horse back :)))))
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kirsty joanne hines
 
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Post » Mon Jun 04, 2012 8:30 am

Firstly, Skyrim is amazing. Best RPG ever. But as a long time gamer we always see ways to go beyond even that! So take my list more as a tongue-in-cheek gesture than anything else. These are in no particular order.

1. Smarter AI When I walk around I see bears and skeevers attacking dragons. It shouldn't be! Mobs should be able to "size the competition". Another example. 3 bandits come running at me. one is their Chief. I one-shot him. The other two should smartly flee. My horse loves to attack dragons as well. Horses are skiddish they run from mice.

2. Quicker Access to Map A map is a constantly used feature in RPG. It should be not 1 button, and a joystick gesture to reach. It should be "one click away". Same goes for inventory etc. The intermediate menu off the "B" button (yes, I'm xbox here) is not needed. Also, an optional minimap heads up would be great.

3. A Character Portrait View Either I can't find where this is or its been removed since Oblivion. Ok, yes, I understand the whole immersion thing, but I am still a man playing a game and I want to admire my avatar in his gear. There's really no practical way to do this in the current game.

4. More Dynamic Music Currently, the music in skyrim is mostly generic ambient, in my opinion. Its great, don't get me wrong, but it goes from generic walking around music, to generic fighting music. It should be more like a complete score - such as from movies like LOTR and SW. It should get my heart pounding. Also, it should changes crescendo as the battle nears a victor and play a finale segment after a battle is won. Now that would be an improvement to me. But its still good as is. Just not breathtaking.

5. More Bosses There aren't many boss types in Skyrim for some reason. Yes, the enemies have some scale to them (e.g. Bandit Thug, Bandit Chief), but it would be even better if, by chance, some dungeons would spawn a powerful boss type (with unique name) from a pool of bosses or a schema for them. That would add to replay value and also generate random loot scaled to the boss.

6. A Horse Indicator The compass icons are great for navigating around. But sometimes my silly horse runs off and I can't find him. It would be nice to have a horse icon in the compass letting me know where he headed. Easy. Useful.

7. Easier Switch Sets It would be nice to define sets of apparel and weapons and then switch between them easier. The current system is rather limited and makes switching sets cumbersome. Also, I can no longer put other actions into fast buttons like drinking potions.

8. A First Person Camera for Horse Riding Not so hard, yet a good option to have. While I'm on horses again, let me shoot bows from my horse in first-person mode.

9. Climbing It would be fun to actually climb on things. Perhaps some obstacles require climbing or repelling.

10. More Interesting Puzzles The whale,hawk,snake wheel of fortune puzzles get old real quick. More interesting puzzles my require more environment interactions too, like pushing or picking things up. I can add more, but will leave it there for now. Thoughts welcome!!!

1. I agree with this one
2. This one; not so much. Which button would you bind to the map? Accessing the map is fine the way it is. Actually, that's not quite true. I suppose what they could've done was switch the map and the journal
3. I don't agree with this one, either. Go into third person, sheathe your weapons, turn the camera to see your avatar from the front, go into your inventory and switch equipment. EDIT: Actually, thinking about it, this one couldn't hurt to be in the game.
4. Nor this one, but then I don't take much notice of the music
5. Not going to disagree with this one. More enemies = more fun
6. If your horse runs off, you'll find it at the nearest stables. Horse indicator is not necessary
7. I like this one
8. I don't use horses, but I think combat on horseback would be more appropriate a choice.
9. When I first read it, I thought it was going to be about climbing mountains that would normally be unpassable, but the simplle explanation clears that up and it is an idea I can agree to.
10. Those had to do with the type of ruin and the claws. Try looking for different ruins to see different types of puzzles. That being said, more puzzles would be good


11. Massively improve the really really bad LOD pop-up system. The LOD-line can be just jarring to look at quite often. The constant pop-ups can be quite annoying to watch instantly change right just like 50 meter in front of the player... and it never, ever stops. (I personally think this is one of the most annoying things in Skyrim - since it's ALWAYS there and it NEVER stops... like the mail (reference for Seinfeld fans))

12. Massively improve the lighting in the game. The sky should not change from super-nova white to clear blue by looking down and up.

13. Add not-outdated texture depth methods to the game. The rocky wall surfaces could look so much better if Bethesda had used more up-to-date methods.

14. Less frequent dragon attacks, but more powerful dragon attacks. Make you really fear them.

15. Much better directions in the game's quests. Many quests don't even have any directions at all.

16. More varied generic dialouge. I don't wanna hear the same lines again and again when I walk by someone.

11. LOD?
12. This isn't a lighting problem. Go from a dark room to full sunlight; the change in lighting is to simulate your eyes adjusting to the rapid change. It works as intended
13. I personally think the rocks look fine, but if they were improved then I'm not going to complain.
14. I hardly ever get attacked by a dragons, but they could stand to be tougher to beat. With Dragons being unscripted, their frequency isn't set in stone. I think the further you go through the MQ, the more frequntly they attack.
15. Elaboration on your part would be good.
16. Take note, Bethesda

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)

Full enchanted set of Dragonscale at level 24? Do you realise how ironic it is to suggest level progression as an improvement when you have so obviously been grinding Smithing?
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Channing
 
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Post » Mon Jun 04, 2012 2:11 pm


11. LOD?


Level Of Detail. Thats what get shown in areas which isn't loaded yet.
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Eliza Potter
 
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Post » Mon Jun 04, 2012 7:40 pm

Thanks for clearing that up, I can understand it being on the list
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Laura Mclean
 
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Post » Mon Jun 04, 2012 5:05 am

I would really like enemies to be overhauled. As it is now, most enemies have 0 skills and perks and are simply scaled in health and damage, and things like dragons and other creatures have little or 0 armor, but inflated hp to make up for it in theory, but having 0 armor just makes them large punching bags without defense.

Secondary effect perks like bleeding/critical hits go off base weapon values, and deal little damage compared to the weapon itself. (crit damage from a 72 damage longsword for example would only be around 7 more damage). Also, due to low or 0 armor values on even enemies in heavy armor, the armor ignoring perk for maces is worthless.

Ai needs to be leaps and bounds better as well, especially in regards to enemies staying glued to horses or other non-threatening targets, and the braindead and blind sneaking detection. Dragons need to land less and be more aggressive in their attacks instead of trying to look pretty.

Creature type enemies also tend not to have any armor penetration, not even dragons, rendering non weapon based enemy damage incredibly weak at upper levels.

Overall player power past level 15 is completely broken, as due to aforementioned issues, enemies never truly catch up or remain difficult even on higher difficulties.
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Kate Schofield
 
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Post » Mon Jun 04, 2012 6:34 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?

I couldn't agree more. Look at what 2K did for Bioshock 2 viral campaign "Something under the Sea". That was some serious brain teasers taking an entire community to solve. My 3 y/o granddaughter could have figured out these lame puzzles.
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Cathrine Jack
 
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Post » Mon Jun 04, 2012 8:08 am

Yes enemies are looking pretty old beyond level 15 and above. Most are one hit kills.
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~Sylvia~
 
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Post » Mon Jun 04, 2012 4:20 pm

1. fix mages and all the many mage related problems
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Lexy Corpsey
 
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Post » Mon Jun 04, 2012 2:02 pm

Yeah, now that I'm nearing the end, the lack of any detailed race-specific or historical plots related to my character is somewhat less fulfilling. I think the character needs "more" emphasis. Not less. So...


1. Animated Portraits (not just the 3rd person camera either) to wonder at our amazing avatars. zoom in/out, rotate. like in Oblivion.
2. Backstories. I want to feel my character's depth and history. Perhaps I choose a "backstory" like in some RPG's and that affects some perks that open up to me, starting equpiment, initial quests etc.
- Farmer
- Abandoned child
- Noble
- Jason Bourne (lost memory)
- Ruffian
- etc.
3. Race/Backstory specific quest lines. Maybe even encounters with tribe, family members, etc. The whole "lone wolf" character story is ok, but getting old.
I like the idea of "discovering" my past and opening up unique missions, items etc.
4. Cutscenes. When done properly this can keep immersion high. Can be used to introduce bosses, NPCs, locations, flashbacks in the narrative. Great for storytelling.
5. A narrator! Hey, that would be cool. Telling your story perhaps during loading screens to re-cap what you've done and make it more like a tale.
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Pete Schmitzer
 
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Post » Mon Jun 04, 2012 8:52 am


Full enchanted set of Dragonscale at level 24? Do you realise how ironic it is to suggest level progression as an improvement when you have so obviously been grinding Smithing?

Excuse me, I did not sit and wait at vendors for Iron Ingots to repopulate and craft Iron Daggers ad nauseum. I played the game regularly, every time I would find a mine I would mine it and when I would complete a quest I would buy Ingots. I did not even really try that hard to "power level it" which is a stupid argument anyways. The fact of the matter is that the game does not scale properly because itemization is static and character progression caps out - really soon for most people. It isn't like my skills are going to be much higher than another person's early on, you level by skill ups...
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Brandon Bernardi
 
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Post » Mon Jun 04, 2012 12:08 pm

More options during player creation. My Bosmer mage, Silique a' Qurcus, really wanted green hair and eyes. I know, I know, a mod will probably be available soon, but still ... I think player creation is very important to role-playing.
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Kayleigh Williams
 
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