» Tue Jun 12, 2012 12:52 pm
Before expressing my thoughts on this, I want to make one thing clear: I am awed at the complexity of this game. Being something of a programmer I find the scope of their dealings with so many factors in the game, such as the effect of gravity on a creature killed on a slope and how far it tumbles or slides before coming to a rest, the effect of rocks and trees or such on its progress, so many such variables. to me quite incredible an accomplishment. None of my critic following should be thought of taking away from the enormity of the accomplishment this game represents.
For new players, there are some spoilers included so you may not want to read on:
1. Better local maps: the current maps are essentially unreadable. There is too much meaningless gobbly-gook on the thing to figure out what is being represented. Clean up the maps making them more basic in some ways, so it is possible to tell what is being shown.
2. Better large scale maps. I would like to be able to tell if I have been somewhere or not. I would like an overall map where it shows ever nook and cranny I have discovered.
3. When displaying a local map, do not have it be transparent so that you have objects from the underlying large scale map mixing with the local map.
4. Ability to respond to comments from NPCs. A guard makes a comment "you're an alchemist ..." I'd like to be able to give them an ale. Game wise, this could make one a friend of the guards ... Likewise, when they ask if I'd enchant their sword, actually, I would or at least improve the dull old thing at a grind stone for them. Again, this would be useful in the game to further enhance one's friendship with the guards.
5. [minor spoiler] Entering the thieves guild ... I really don't find enjoyment in being a thug to nice people. For the pawned prawn, I would like to arrange with them to befriend him and pay what he owes but he tells every one that the Thieves Guild is not to be trifled with ..., same for the Bee and Barb. The Bunkhouse, well, that is a different story. Effect on game? Makes me a better "friend" of those who are helped and gets me advanced in the story line.k Benefits to this approach might be better prices from merchants ...
6. [minor spoiler] I find it a problem the way there is universal instant knowledge among NPC's. After putting out the light house fire in "Light's Out", upon arriving at the ship, I knew instantly what was going on when the guy tells me to meet Deeja at the bottom of the ship. I took out the guys above ship without a chance for the people below deck to know anything was going on, and yet, arriving below decks, they are all aggressive. They shouldn't have been. They had no way of knowing what had happened above deck.
7. As an advancing character with more money than I could hope to spend, one of the things I have wanted to do is to rebuild Helgen. Take out the bandits and "re-colonize". I would almost certainly become Jarl in the process. Now this would be a worthwhile pursuit for the progressing character with loot to burn. Even for one without the finances to pay for it, the character could still choose to be an agent in making such happen, being the enabling force for someone with the money to rebuild, thereby becoming Thane, building a house, etc.
8. [minor spoilers] Having been given the title of ArchMage, made head of the thieves guild, etc., there is effectively no (apparant) effect on game play. Becoming ArchMage for example, could/should include a certain amount of advancement in a number of the skills or, at the very least, enable the player to get some amount of training from each of the schools for free or discounted, without interference from the "per level" times of advancement training they have already had. The ArchMage should, arguably, be able to advance say, 5 points in each category without regard to previous training vs. experience. You are, after all, now the head of the college of wizardry and a certain level of ability in all the schools should now be present or readily achieved. Similar things should apply to becoming a bard, etc.
9. I would absolutely love some "sleep" inducing magic. Let's say I don't want to kill but want to get by something ... why not some sort of sleep spell?
10. Ethical alternatives: yeah, I know, being a ethical or moral person just isn't any fun. Well, when approached by some unethical person like Jaree-Ra, my preference would be to approach the authorities and and arrange a nice little trap for his band. It would play out, for the most part, nearly the same, but with the player being the agent of law enforcement to hunt down the bad guys rather than a bad guy seeking revenge for being betrayed. I would also much prefer an ethical way to deal with the assassin's guild story line and to be able to advance the story without taking on wanton killing contracts. Political assassinations are one thing, just going around killing for hire is something else.
11. QA process for mods:
I like doing QA and have done it professionally. I would be happy to volunteer my time to QA mods people have done, but the infrastructure to do so doesn't exist. That would be an excellent thing to establish. Obviously there would need to be a reporting/tracking mechanism, along with means for white-box, black-box, and regression testing, along with certain automated testing tools. This would require some effort on the part of Bethesda to establish, but those with a knack for QA would be able to contribute substantially to the improvement of the game. A significant benefit for all would be an "official" stamp of approval on the compatibility and functionality of all mods, without regard to how some might feel regarding their effect on game balance or such.
I have a number of other thoughts which escape me now, but I am sure I will recall them later.
Hopefully, someone from Bethesda is monitoring this thread. Please let me know if this is the case. Else, there isn't much point in adding more ...