I'm Writing a Document to Behtesda

Post » Mon Jun 11, 2012 3:19 am

For the NPC-essential problem, They should make some NPC's Semi-essential, Meaning that you can kill them, but a dragon or bandit cannot. Honestly, they made so many essential npcs because they tend to wander around a dangerous world and the devs didn't want you to miss anything because npcs are idiots.

As for the marriage problem, what they should of done is make only about a dozen npcs mariageable, but make the really interesting or unique. Also, to woo them, you should do more than just one simple task for them.

Radient quests were a bad design choice, I agree, cut them out, focus on making the guilds questlines longer and leave the short, useless quests out of them.
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Colton Idonthavealastna
 
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Post » Sun Jun 10, 2012 5:52 pm

I'd love a link to it when you're done, or if you could copy and paste it onto a thread, I would enjoy reading such a document.
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Kelly James
 
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Post » Mon Jun 11, 2012 3:38 am

This is NOT a rant and rave ordeal. I am writing a several page text regarding both the problems associated with the game and potential solutions to them. I would also like to note that this is not a bug list, but rather problems or oversights with the actual game (such as short guilds, lack of NPC recognition for you feats, cookie-cutter quests). To help add credibility, I will both be posting it here first(for approval and review) and will include quotes from the various fans. If anyone has a legitimate, well thoughtout issue with the game that you believe can be easily fixed via a patch or DLC, please post it bellow. I will also post status updates as time passes.

COMPLETED: Introduction



STATUS: Short guilds


NEXT: NPC simplicity (no player rank recongition)



List of Topics:
Short Guild
NPC simplicity
Actions in game dont really matter.
DLC suggestions
Short, useless quests (pick 20 flowers)
Many NPCs are essential
Marrage is shallow
Main Quest ends in a sizzle

If you'd like to implement changes like this in the game, I have a wacky idea.

Apply for a job at Bethesda.
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R.I.P
 
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Post » Sun Jun 10, 2012 5:36 pm

Yes, i'm sure the brilliant minds of beth never considered these things. In fact, you might as well submit a resume with your "letter to beth" they might want to higher you as their new CEO and you can be the savior of the elder scrolls serise and prevent the company from going bankrupt. Then, all the fans in the serise will make you their new idle, and you'll become a gaming god.

Everyone will want to interview you and you'll be talked about on every gaming website. Then people will write books about you and you'll do semanares on how to turn game compaines around.

And then after you made your billions, holloywood will make a movie about how you started your career from simply writing a letter to beth about their oversites, something no one ever considered, and thus became the a billionare gaming god of the world. After you die they will make a staute of you at beth gaming studios and your great mind and thoughts will be written in stone forever.

The End.
hey that was funny
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Chris Duncan
 
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Post » Mon Jun 11, 2012 5:48 am

Hi there Pres_Eden! Hope you're doing great.

It's a commendable effort from your part to bother to write a lengthy essay. Do not worry too much about whether they will read it or not: ultimately, it's out of your control. However, if, as it appears, your aim is to be read rather than be provocative, I do have a few simple suggestions: Include a catchy essay title; include a short opening summary; give topics interesting names; be as specific as you can be; and lastly, stress the soutions, not the problems.

Courage my friend.
For the NPC-essential problem, They should make some NPC's Semi-essential, Meaning that you can kill them, but a dragon or bandit cannot. Honestly, they made so many essential npcs because they tend to wander around a dangerous world and the devs didn't want you to miss anything because npcs are idiots.

As for the marriage problem, what they should of done is make only about a dozen npcs mariageable, but make the really interesting or unique. Also, to woo them, you should do more than just one simple task for them.

Radient quests were a bad design choice, I agree, cut them out, focus on making the guilds questlines longer and leave the short, useless quests out of them.

THANK YOU! Some actual help as opposed to stating it's a bad idea.
And the Fist part is almost done.
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Nomee
 
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Post » Mon Jun 11, 2012 6:19 am

PART ONE


Do Five Quests, Become Leader

The Thieves Guild, the Dark Brotherhood, the Collage of Winterhold, the Companions, and the Bards Collage all have one key similarity…they can all be finished in a few quests. While the Thieves Guild has a good amount of meat to it, the others are basically withering away. Past games in the series had factions with long and engaging quest lines that actually made the player feel as though they accomplished something, whereas the ones is Skyrim are not only short, but semi-disappointing.
In all honesty, an organization like the Collage of Winterhold is unlikely to allow a new recruit to become the Arch Mage after he/she has completed a few quests. True, the previous leader did die during the plot, but there were other members with more seniority and experience to choose from. I’m not stating that the player should not be able to advance to the rank of Arch Mage in this case, but rather that some more work should be required for said advancement. This statement also applies to the Dark Brotherhood in that short plot made the guild less interesting and compelling to join.
The above does not apply to the Companions. They have relatively long and fun quest line for the player to embark upon. The down side is the lack of any after action quests (I.E. No radiant quests to do afterwards.). The Dark Brotherhood had the assassination targets that the Night Mother gave and the Thieves guild had the various quests offered by Vex and Delvin. With nothing to do afterwards, I believe that it is safe to say that players would probably never return to the Guild Hall again.
Potential Fixes;
-Release a DLC or large patch that adds in extensions to the guild plots (EX, future dealings with the Psyjic order, or rebuild the Black Hand )
-Radiant quests for the Companions (EX, raid this bandit camp, find this artefact from the 500)
-Expand upon the Bards Collage by adding in some additional Missions to either boost recruitment of raise to the rank of leader.
By implementing such features as above, the Guilds will be much more enjoyable to join and complete missions for. For some players, the guilds add in another way to play the game (instead of being Dragon Born, you can now be Listener) and by having them lack the depth that they should have had, a lot of potential is lost.

OPEN TO SUGGESTIONS FOR IMPROVEMENTS
IS INDENTED, DONT KNOW WHY IT DIDNT COPY LIKE THAT...
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Jennie Skeletons
 
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Post » Sun Jun 10, 2012 11:55 pm

Yet managed to have so many bugs, not enough rpg elements, and meh writing.
Apply; let's see if you can do better.
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Clea Jamerson
 
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Post » Mon Jun 11, 2012 12:18 am

I don't think you should mention dlc suggestions but focus what's already in the game to improve.
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Auguste Bartholdi
 
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Post » Mon Jun 11, 2012 8:18 am


Apply; let's see if you can do better.

Oh I haven't heard that weak comeback before :sarcasm:

Please if your gonna try to defend your opinion at least don't half ass if with the common but old and weak "you try to do better."
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Chloe :)
 
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Post » Sun Jun 10, 2012 10:12 pm

PART ONE


Do Five Quests, Become Leader

The Thieves Guild, the Dark Brotherhood, the College of Winterhold, the Companions, and the Bards Collage all have one key similarity…they can all be finished in a few quests. While the Thieves Guild has a good amount of meat to it, the others are basically withering away. Past games in the series had factions with long and engaging quest lines that actually made the player feel as though they accomplished something, whereas the ones is Skyrim are not only short, but semi-disappointing.

In all honesty, an organization like the College of Winterhold is unlikely to allow a new recruit to become the Arch-Mage after he/she has completed a few quests. True, the previous leader did die during the plot, but there were other members with more seniority and experience to choose from. I’m not stating that the player should not be able to advance to the rank of Arch-Mage in this case, but rather that some more work should be required for said advancement. This statement also applies to the Dark Brotherhood in that short plot made the guild less interesting and compelling to join.

The above does not apply to the Companions. They have relatively long and fun quest line for the player to embark upon. The down side is the lack of any after action quests (I.E. No radiant quests to do afterwards.). The Dark Brotherhood had the assassination targets that the Night Mother gave and the Thieves guild had the various quests offered by Vex and Delvin. With nothing to do afterwards, I believe that it is safe to say that players would probably never return to the Guild Hall again.

Potential Fixes;
-Release a DLC or large patch that adds in extensions to the guild plots (EX, future dealings with the Psyjic order, or rebuild the Black Hand )
-Radiant quests for the Companions (EX, raid this bandit camp, find this artefact from the 500)
-Expand upon the Bards Collage by adding in some additional Missions to either boost recruitment of raise to the rank of leader.
By implementing such features as above, the Guilds will be much more enjoyable to join and complete missions for. For some players, the guilds add in another way to play the game (instead of being Dragon Born, you can now be Listener) and by having them lack the depth that they should have had, a lot of potential is lost.

OPEN TO SUGGESTIONS FOR IMPROVEMENTS
IS INDENTED, DONT KNOW WHY IT DIDNT COPY LIKE THAT...
Just some minor changes which I feel makes the letter a little bit better. More neat and orderly. Notice the space between the paragraphs ( I think that's what they're called, lol.). Still think this is a waste of effort though. They do have this forum for a reason.
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Elisabete Gaspar
 
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Post » Sun Jun 10, 2012 7:46 pm

Just some minor changes which I feel makes the letter a little bit better. Still think this is a waste of effort though.

-__- thanks, will add those "changes"
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Eileen Collinson
 
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Post » Mon Jun 11, 2012 12:21 am

THANK YOU! Some actual help as opposed to stating it's a bad idea.
And the Fist part is almost done.

Your welcome,
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Rich O'Brien
 
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Post » Sun Jun 10, 2012 11:14 pm


Just some minor changes which I feel makes the letter a little bit better. Still think this is a waste of effort though.

He has time to make this list, I see no harm in it. I don't think it's a waste of time. Even if Bethesda doesn't tea it in their email, developers do look at these forums for ideas and feedbacks.
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Leilene Nessel
 
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Post » Sun Jun 10, 2012 6:18 pm

He has time to make this list, I see no harm in it. I don't think it's a waste of time. Even if Bethesda doesn't tea it in their email, developers do look at these forums for ideas and feedbacks.
And I'm sure they prefer to read the forums and not get it via email.
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Anna Beattie
 
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Post » Mon Jun 11, 2012 5:07 am

Hey op, don't forget to mention that you can't destroy or put an end to some guilds that are technically evil or wrong. Destroy the dark rotherhood was ok ( would be cooler if a little more longer and more detective spy like, but ok noneless) but look at the thieves guild! They (a lot of times) are Currupt and steal from the poor too! Plus it takes away from the rpg that Skyrim is supposed to be to not be able to destroy them. If you guys refused to let us destroy them for the sake of just joining them instead to play the quests (longer than other guilds too), ten that's weak and very poor choice from you guys.
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celebrity
 
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Post » Mon Jun 11, 2012 5:56 am

And I'm sure they prefer to read the forums and not get it via email.

Can't tell if being sarcastic or not. I mean, searching through the forums for what fans want can be time consuming, and a lot of times, fans don't know what would actually work in game. However, while letters to them are definatly more direct, they tend to be less coherient and more rant-ish (is that a word?), and as a result, beth devs might pay less attention to them
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suniti
 
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Post » Mon Jun 11, 2012 6:38 am

Hey op, don't forget to mention that you can't destroy or put an end to some guilds that are technically evil or wrong. Destroy the dark rotherhood was ok ( would be cooler if a little more longer and more detective spy like, but ok noneless) but look at the thieves guild! They (a lot of times) are Currupt and steal from the poor too! Plus it takes away from the rpg that Skyrim is supposed to be to not be able to destroy them. If you guys refused to let us destroy them for the sake of just joining them instead to play the quests (longer than other guilds too), ten that's weak and very poor choice from you guys.

That's a good idea actually. Honestly, in previous games, you couldn't destroy it, so I don't think that it occured to the developers that you should be able to destroy all the guilds. I mean, I think the DB destroy quest came about when
Spoiler
game testers would kill astred instead of the hostages, then Bethesda was like, oh, know we need to accamadate players who attack astrid

If this was the case, then I don't think they thought of applying it to all the factions
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Ernesto Salinas
 
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Post » Mon Jun 11, 2012 6:47 am

Hey op, don't forget to mention that you can't destroy or put an end to some guilds that are technically evil or wrong. Destroy the dark rotherhood was ok ( would be cooler if a little more longer and more detective spy like, but ok noneless) but look at the thieves guild! They (a lot of times) are Currupt and steal from the poor too! Plus it takes away from the rpg that Skyrim is supposed to be to not be able to destroy them. If you guys refused to let us destroy them for the sake of just joining them instead to play the quests (longer than other guilds too), ten that's weak and very poor choice from you guys.
Thanks, it will be added (actually, I might just print screen and crop out your quote and add it )
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jessica breen
 
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Post » Mon Jun 11, 2012 6:55 am

Can't tell if being sarcastic or not. I mean, searching through the forums for what fans want can be time consuming, and a lot of times, fans don't know what would actually work in game. However, while letters to them are definatly more direct, they tend to be less coherient and more rant-ish (is that a word?), and as a result, beth devs might pay less attention to them
I'm serious. They created this forum for a reason. They do have mods who can pass ideas on and I'm sure they do look at the forums even though they don't respond. To get emails would just fill up their inbox and probably feels somewhat intrusive.
And rant-ish is now a word. A damn fine one if I do say so myself.
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Susan Elizabeth
 
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Post » Sun Jun 10, 2012 6:01 pm

As others have said, I applaud the effort.

I'd like to make a few suggestions just to start (credentials: in publishing (college texts) 20 years: mostly project management, with simultaneous freelance experience in editing, composition, specs & design, and so on):

1. Write to your audience. I believe this is THE most important issue for your goal.
- How can you organize your information in a way that is
a) most useful
b ) most digestible
to Bethesda?
- Do you know how responsibility is partitioned for patches and DLC----i.e., does one team work on dialog, another on interlocking story----and can you organize your suggestions in that way?
- Can you prioritize within that framework, so that you present each"issue" area in a descending order of importance?

2. Purge your writing of every single word, or sentence fragment, or sentence, that conveys subjectivity. This might be difficult but it IS necessary.

IMO approaching your task considering these two suggestions might increase your chance of success.
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Lucie H
 
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Post » Mon Jun 11, 2012 1:01 am

http://www.gamesas.com/topic/1353174-things-that-need-adding-to-or-changing-in-skyrim%E2%80%A6/

This is by jah

You could collab with him on it.
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Misty lt
 
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Post » Sun Jun 10, 2012 7:47 pm

As others have said, I applaud the effort.

I'd like to make a few suggestions just to start (credentials: in publishing (college texts) 20 years: mostly project management, with simultaneous freelance experience in editing, composition, specs & design, and so on):

1. Write to your audience. I believe this is THE most important issue for your goal.
- How can you organize your information in a way that is
a) most useful
b ) most digestible
to Bethesda?
- Do you know how responsibility is partitioned for patches and DLC----i.e., does one team work on dialog, another on interlocking story----and can you organize your suggestions in that way?
- Can you prioritize within that framework, so that you present each"issue" area in a descending order of importance?

2. Purge your writing of every single word, or sentence fragment, or sentence, that conveys subjectivity. This might be difficult but it IS necessary.

IMO approaching your task considering these two suggestions might increase your chance of success.
http://www.gamesas.com/topic/1353174-things-that-need-adding-to-or-changing-in-skyrim%E2%80%A6/

This is by jah

You could collab with him on it.

Thanks, I will try to contact him, some of his ideas are pretty good.
And to KateyK, would you mind if I have you review the document before I send it?
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Phillip Hamilton
 
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Post » Mon Jun 11, 2012 5:38 am

Oh second thought, I wouldn't mind being a part of this effort, if you want me to write a section, just say so
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sarah simon-rogaume
 
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Post » Sun Jun 10, 2012 6:41 pm

PART ONE




Do Five Quests, Become Leader

The Thieves Guild, the Dark Brotherhood, the Collage of Winterhold, the Companions, and the Bards Collage all have one key similarity…they can all be finished in a few quests. While the Thieves Guild has a good amount of meat to it, the others are basically withering away. Past games in the series had factions with long and engaging quest lines that actually made the player feel as though they accomplished something, whereas the ones is Skyrim are not only short, but semi-disappointing.
In all honesty, an organization like the Collage of Winterhold is unlikely to allow a new recruit to become the Arch Mage after he/she has completed a few quests. True, the previous leader did die during the plot, but there were other members with more seniority and experience to choose from. I’m not stating that the player should not be able to advance to the rank of Arch Mage in this case, but rather that some more work should be required for said advancement. This statement also applies to the Dark Brotherhood in that short plot made the guild less interesting and compelling to join.
The above does not apply to the Companions. They have relatively long and fun quest line for the player to embark upon. The down side is the lack of any after action quests (I.E. No radiant quests to do afterwards.). The Dark Brotherhood had the assassination targets that the Night Mother gave and the Thieves guild had the various quests offered by Vex and Delvin. With nothing to do afterwards, I believe that it is safe to say that players would probably never return to the Guild Hall again.
Potential Fixes;
-Release a DLC or large patch that adds in extensions to the guild plots (EX, future dealings with the Psyjic order, or rebuild the Black Hand )
-Radiant quests for the Companions (EX, raid this bandit camp, find this artefact from the 500)
-Expand upon the Bards Collage by adding in some additional Missions to either boost recruitment of raise to the rank of leader.
By implementing such features as above, the Guilds will be much more enjoyable to join and complete missions for. For some players, the guilds add in another way to play the game (instead of being Dragon Born, you can now be Listener) and by having them lack the depth that they should have had, a lot of potential is lost.

OPEN TO SUGGESTIONS FOR IMPROVEMENTS
IS INDENTED, DONT KNOW WHY IT DIDNT COPY LIKE THAT...


I have yet to play the Dark Brotherhood and Companions questlines to their completion, but I will pass comment on the Collage of Winterhold issue. Yes, it's quite inverosimile that you'd advance to Arch Mage that soon but the problem I'm affraid didn't lie with the short number of quests required but their pettiness. If I recall correctly, their completion involved trivial spells. I even dare say one quest would have been enough to prove oneself worthy of such high rank if it required one to master and masterly apply all the knowledge of the magical arts. Sadly, that was not teh case. As for your essay, I will point out a few more simple suggestions: I think you're spending too much tine decribing what might already be apparent to the devs themselves, the problems. Concentrate your best efforts in sketching up a solution. Ask yourself What is the crux of the matter, the core problem here? Shallow guild rank advancement. Solution? Force PC to use relevant skills, appropriate to the rank he aims to advance to. Spend one sentence describing the problem and one paragraph elaborating on your solution.
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Jason Rice
 
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Post » Mon Jun 11, 2012 6:40 am

And to KateyK, would you mind if I have you review the document before I send it?

Not at all...but I know nothing of point 1, the way responsibility is partitioned at Bethesda, and so couldn't help you with organization, as critical as I think it would be. I'm even thinking the best way would be outline form down to bullet points, virtually no complete sentences. You have a lot of "stuff" with subset issues to cover.
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suzan
 
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