What do you want in the next updates?

Post » Tue Jun 05, 2012 11:50 am

Any chance you can add resetting perks? Its a right pain when you allocate to the wrong tree....

Dude, I really hope this comes out, I messed some stuff up!
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jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Tue Jun 05, 2012 7:30 pm

1.2, but working. So that I can actually use Steam again, instead of having to keep it locked down in offline mode so that it doesn't destroy Skyrim.
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Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Jun 06, 2012 1:21 am

spellmaking system... if only :rolleyes:
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Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Jun 06, 2012 2:08 am

Magic and elemental resistances

engine laggyness

wonky dragons
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Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Wed Jun 06, 2012 1:11 am

Some of my quests are glitched.
Important corpses not disappearing. I miss visiting Lydia's grave :(
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Tue Jun 05, 2012 9:56 am

Some of my quests are glitched.
Important corpses not disappearing. I miss visiting Lydia's grave :(

wheres her grave at?
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Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Tue Jun 05, 2012 8:22 pm

i know this isn't really a bug but when you have a companion with you and you walk into a small room they stand in the friggin doorway and dont move. you cant push past them or anything. i have had to kill them so many times. is this common?
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Lisha Boo
 
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Post » Tue Jun 05, 2012 12:36 pm

hand to hand perk tree
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Umpyre Records
 
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Post » Wed Jun 06, 2012 1:02 am

i know this isn't really a bug but when you have a companion with you and you walk into a small room they stand in the friggin doorway and dont move. you cant push past them or anything. i have had to kill them so many times. is this common?

I hate this, yes its common
If you play around you'll figure out how to prevent it.
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Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Wed Jun 06, 2012 1:19 am

Ability to name potions you make. For example, it's really annoying when your 'cure disease' potion is automatically labeled 'resist poison' because of other effects :banghead:
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Tyler F
 
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Joined: Mon Aug 27, 2007 8:07 pm

Post » Tue Jun 05, 2012 4:17 pm

I want them to fix a quest Liberate Hjaalmarch for PS3 cause currently i can't finish it cause it won't give me the reporting in action...FAIL and i was getting on the stormcloak good side :(. ALSO I want them to tell us or something if the EBONY BLADE is bugged or not. I can't find it anywhere if it's 100% bugged or they made this weapon as a 2hand use but need 1 hand perks. But yea FIX these quest who cares about backward flying dragon i want these quest and weapon FIX!
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Emma Pennington
 
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Post » Tue Jun 05, 2012 3:54 pm

- Arrows should have some weight: iron-tipped should weight 0.1 ; steel-tipped should weight 0.2 ; orcish arrows should weight 0.3 ; and so on. This prevents the character from having infinite arrows.

- There should be the concept of containers, which prevent the character from carrying tons of equipment, as long as he has weight capacity. There would be a "shoulder" container for a max of 2 bows; a "quiver" container for a max of X arrows; a "sheath" container for a max of 2 or 3 1-handed weapons; a "scabbard" container for 1 or 2 2-handed weapons; and containers for handling limited amounts of food pieces, gems, etc. This would force the player to make selections for his equipment, instead of traveling with tons of equipment.

- Guards should stay on alert and actively searching for an intruder if they see a dead body in their area of patrol. This forces the character to drag the killed enemies into the shadows.

- Some types of guards should also make use of the stealth, hiding to ambush any intruder that passes nearby. This would require 1 or 2 new perks, who allow the character to spot those hidden enemies.

- There should be 2 types of reactions from guards: if they hear some noises (objects falling, arrows hitting walls, etc) then they search for a while and then return to their routine; or if they get hit and in those cases, the guard remains actively searching for the intruder. This avoids the situations where a weak character keeps a cycle of firing arrows and hiding until a stronger opponent gets killed.

- Certain animals should make heavy use of stealth and suddenly ambush the character: wolves are a good example.

- Undead should be able to revive 1 or even 2 times after being "killed", although they would come up with damages: missing one arm, limping from a leg, headless, etc. Unless they were destroyed by fire or some special potions. This would force the player to have special techniques against undead, as well as to be sure to remove any weapons from them, after making the first "kill".

- Enemies should be able to pick up weapons from the floor, which they evaluate that are better than the ones they currently have.

- Enemies should run away after reaching a threshold of damage and then make use of healing potions before going back to the fight.

I have some more, but this will do for now. :)
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Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Tue Jun 05, 2012 5:26 pm

As with others, all I want is to be able to play the damn game again. Since the 1.2 patch all I do is crash to the desktop.

Fix the [censored] that wasn't broken before is all I ask...and to not break it again in the future...
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NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Tue Jun 05, 2012 3:46 pm

- There should be the concept of containers, which prevent the character from carrying tons of equipment, as long as he has weight capacity. There would be a "shoulder" container for a max of 2 bows; a "quiver" container for a max of X arrows; a "sheath" container for a max of 2 or 3 1-handed weapons; a "scabbard" container for 1 or 2 2-handed weapons; and containers for handling limited amounts of food pieces, gems, etc. This would force the player to make selections for his equipment, instead of traveling with tons of equipment.
This limits the ability to bring loot back to town if it is the same style as too much of your other loot. Not good.
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Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Tue Jun 05, 2012 11:42 pm

Oh y'know... broken quests and such. And that pesky Magic resistance bug.
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Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Tue Jun 05, 2012 3:04 pm

- Arrows should have some weight: iron-tipped should weight 0.1 ; steel-tipped should weight 0.2 ; orcish arrows should weight 0.3 ; and so on. This prevents the character from having infinite arrows.

- There should be the concept of containers, which prevent the character from carrying tons of equipment, as long as he has weight capacity. There would be a "shoulder" container for a max of 2 bows; a "quiver" container for a max of X arrows; a "sheath" container for a max of 2 or 3 1-handed weapons; a "scabbard" container for 1 or 2 2-handed weapons; and containers for handling limited amounts of food pieces, gems, etc. This would force the player to make selections for his equipment, instead of traveling with tons of equipment.

- Guards should stay on alert and actively searching for an intruder if they see a dead body in their area of patrol. This forces the character to drag the killed enemies into the shadows.

- Some types of guards should also make use of the stealth, hiding to ambush any intruder that passes nearby. This would require 1 or 2 new perks, who allow the character to spot those hidden enemies.

- There should be 2 types of reactions from guards: if they hear some noises (objects falling, arrows hitting walls, etc) then they search for a while and then return to their routine; or if they get hit and in those cases, the guard remains actively searching for the intruder. This avoids the situations where a weak character keeps a cycle of firing arrows and hiding until a stronger opponent gets killed.

- Certain animals should make heavy use of stealth and suddenly ambush the character: wolves are a good example.

- Undead should be able to revive 1 or even 2 times after being "killed", although they would come up with damages: missing one arm, limping from a leg, headless, etc. Unless they were destroyed by fire or some special potions. This would force the player to have special techniques against undead, as well as to be sure to remove any weapons from them, after making the first "kill".

- Enemies should be able to pick up weapons from the floor, which they evaluate that are better than the ones they currently have.

- Enemies should run away after reaching a threshold of damage and then make use of healing potions before going back to the fight.

I have some more, but this will do for now. :)

Thank you so much for your feed back, This is what we need! I added them to the list, it made it more "beefy" :D
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Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Tue Jun 05, 2012 6:21 pm

Oh y'know... broken quests and such. And that pesky Magic resistance bug.

This was requested already, but thank you for your feedback! :D
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Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Tue Jun 05, 2012 4:49 pm

At this point, all I want is a patch to fix what they broke in the last patch. The problems are compounding and I am getting frustrated.
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Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Tue Jun 05, 2012 5:10 pm

At this point, all I want is a patch to fix what they broke in the last patch. The problems are compounding and I am getting frustrated.

Yep, this seem the most requested!
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Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Tue Jun 05, 2012 2:05 pm

I want to craft arrows.
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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Tue Jun 05, 2012 7:07 pm

This was requested already, but thank you for your feedback! :D
:D
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Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Tue Jun 05, 2012 1:15 pm

When my character must spend the night outside, I'd like him to be able to set camp, khajitt like, with yurt, bedroll, fire, cooking pot. What would be nice too is that he could fish. I'd also like that he could have his own carriage. :wink_smile:

What I'd also like is, when we free a prisoner who is "accompanied" by Empire guards or Thalmor, he could actually equip what we give him. For the time being this doesn't work; if we give him a weapon, he doesn't use it... :stare:
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Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Tue Jun 05, 2012 10:37 pm

When my character must spend the night outside, I'd like him to be able to set camp, khajitt like, with yurt, bedroll, fire, cooking pot. What would be nice too is that he could fish. I'd also like that he could have his own carriage. :wink_smile:

What I'd also like is, when we free a prisoner who is "accompanied" by Empire guards or Thalmor, he could actually equip what we give him. For the time being this doesn't work; if we give him a weapon, he doesn't use it... :stare:
i love the camp idea!
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Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Wed Jun 06, 2012 1:56 am

What I want? Bug-free game.

What I hope for? Modding tools.
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Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Tue Jun 05, 2012 4:44 pm

Hey Guys! Do you think I should do a section on this post where I list the top ones? Or just keep it how it is? :D
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J.P loves
 
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