The Official TES VI Wishlist thread
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Macabre
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Re: The Official TES VI Wishlist thread
There needs to be an overhaul to the melee combat system. There wasn't much change over from Oblivion to Skyrim. A system that utilizes the analog controls in conjunction with the Attack/block buttons would be interesting to test out.
I remember when Skate came out in 2007/2008, and it revamped the skateboard genre entirely, so much so that it eclipsed Tony Hawks Pro Skater sales (a series that started in 1999) with its very first game. The "flick it" system took advantage of the numerous direction-based actions that you can use with the analog stick.
It doesn't take a special kind of person to spam attack and block buttons when needed.
When the Demo for Skate came out, I had no idea how to do anything. Learning how to skate was an intrinsic element of the game; how good you were was based on skill, not what kind of gear you had. This is a blind spot in terms of progression for the Elder Scrolls series.
Your average TES fan wants bigger cities, bigger provinces, even multiple provinces all in one single player game. That is fine, but a game can only get so big before repetitive combat mechanics defeats the purpose of having such a huge landscape.
I remember when Skate came out in 2007/2008, and it revamped the skateboard genre entirely, so much so that it eclipsed Tony Hawks Pro Skater sales (a series that started in 1999) with its very first game. The "flick it" system took advantage of the numerous direction-based actions that you can use with the analog stick.
It doesn't take a special kind of person to spam attack and block buttons when needed.
When the Demo for Skate came out, I had no idea how to do anything. Learning how to skate was an intrinsic element of the game; how good you were was based on skill, not what kind of gear you had. This is a blind spot in terms of progression for the Elder Scrolls series.
Your average TES fan wants bigger cities, bigger provinces, even multiple provinces all in one single player game. That is fine, but a game can only get so big before repetitive combat mechanics defeats the purpose of having such a huge landscape.
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OblivionDuruza
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Re: The Official TES VI Wishlist thread
On what is probably the most basic aspect of that issue, having just recently taken it upon myself to experience the darker side of New Vegas, it really grinds my gears when people start bad-mouthing the Legion in front of me while I'm in full Legion garb. Do they have a death wish, or are they just brainless? I mean, I've slaughtered countless NCR and civilians throughout the questline, am reviled by most settlements outside The Strip, and my karma is so far through the floor that it's probably gone through hell and come out the other side.Mattbott wrote:yeah that's what a lot of people want - our actions making real differences to the world
Skyrim did things a little better, with at least some recognition of your wearing Legion/Stormcloak uniforms by the other side, but it still as fairly underwhelming when you had started winning battles and capturing Holds for your faction of choice, and yet you could meander through enemy settlements with impunity. I hope future titles improve upon this, because it does make the NPCs in the world feel a little plastic, and truly does stick out like a sore thumb.
- Sloady
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Re: The Official TES VI Wishlist thread
A better storyline, please god. I'm rather sick of anti-climaxes and poor moral choices from a company that claims to lead the field in RPGs. Free roaming, there's no comparison, but when it comes to actually making player choices during most major quests, they're either irrelevant or just boring. Oh, and better voice acting. But I've been screaming about that for years.
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Aranel
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Re: The Official TES VI Wishlist thread
I think I might have posted on here before but can there please be some kind of hairdresser? Or atleast a mirror where we can change parts of the appearance ourselves (ex: warpaint, dirt, hairstyle, haircolor)?
Atleast with the Dawnguard addon for Skyrim it lets you change your characters appearance, but paying 1,000 septims to get my hair cut is pretty ridiculous imo. And rather... dramatic considering they can do plastic surgery so... yeah. Really disappointed that it isn't it in, considering Fallout 3 and New Vegas have it... so it really should be very simple to implement.
Also, I hope they keep children in future installments, but they have other races present too. Really, such things should NOT be very difficult to implament into the game -- all you really have to do is basically scale down the khajiit and argonian models. Heck, if you have some clothing that alters the body shape (as in, removes physical sex characteristics like breasts), it would probably make it even less expensive to do. Or you could leave the features in some cases, to show more of variance in kids.
...Also on that topic, I hope they make it so kids can have unique faces. It really bothers me ALL the kids are clones of eachother; it doesn't even matter if they're a boy or a girl. It's really weird too, since I'm pretty sure all the kids in Fallout had unique faces, so I really don't know what was up with that?
I mean there is tons more I'd want to see but these just make me shake my head. Makes me wish I had a PC too, so I could add the more children race mods they have floating around. (among other great mods, like Start Another Life... *sighs*)
Oh and one other thing - I'd like to see better female armors. Skyrim, in comparison to a lot of other fantasy games, is okay but the Steel Plate boob armor (and it's swirly nipple things) really bother me, and it's one of the reasons I really don't care to look at Uthgerd. Augh.
I'd love to see more female armors that are basically the same as the male armor - ie: flat chest and everything if it's heavy armor. Leather armor stuff can be more forgiving, but forging "boob armor" on metal actually makes it more weak and dangerous to the wearer. Sometimes I really like X male armor, but I'll hate X armor on a female character and avoid wearing it.
"Morrowind Dunmer Voices: Either bring it back or don't, just stop teasing us with it every game since then only to pull it"
Dude you better believe that if they have the male dunmer voices I want to be able to marry someone with that voice. :I I also actually quite like the male elven voices in Oblivion (and the female one in Morrowind/Oblivion and Imperial males - just not on every NPC of X race, which is an improvement I really loved in Skyrim), and I wouldn't mind seeing their VAs doing some voicing again. I know a few Oblivon VAs came back in Skyrim, though the roles are pretty minor on the overall scheme of things.
Atleast with the Dawnguard addon for Skyrim it lets you change your characters appearance, but paying 1,000 septims to get my hair cut is pretty ridiculous imo. And rather... dramatic considering they can do plastic surgery so... yeah. Really disappointed that it isn't it in, considering Fallout 3 and New Vegas have it... so it really should be very simple to implement.
Also, I hope they keep children in future installments, but they have other races present too. Really, such things should NOT be very difficult to implament into the game -- all you really have to do is basically scale down the khajiit and argonian models. Heck, if you have some clothing that alters the body shape (as in, removes physical sex characteristics like breasts), it would probably make it even less expensive to do. Or you could leave the features in some cases, to show more of variance in kids.
...Also on that topic, I hope they make it so kids can have unique faces. It really bothers me ALL the kids are clones of eachother; it doesn't even matter if they're a boy or a girl. It's really weird too, since I'm pretty sure all the kids in Fallout had unique faces, so I really don't know what was up with that?
I mean there is tons more I'd want to see but these just make me shake my head. Makes me wish I had a PC too, so I could add the more children race mods they have floating around. (among other great mods, like Start Another Life... *sighs*)
Oh and one other thing - I'd like to see better female armors. Skyrim, in comparison to a lot of other fantasy games, is okay but the Steel Plate boob armor (and it's swirly nipple things) really bother me, and it's one of the reasons I really don't care to look at Uthgerd. Augh.
I'd love to see more female armors that are basically the same as the male armor - ie: flat chest and everything if it's heavy armor. Leather armor stuff can be more forgiving, but forging "boob armor" on metal actually makes it more weak and dangerous to the wearer. Sometimes I really like X male armor, but I'll hate X armor on a female character and avoid wearing it.
"Morrowind Dunmer Voices: Either bring it back or don't, just stop teasing us with it every game since then only to pull it"
Dude you better believe that if they have the male dunmer voices I want to be able to marry someone with that voice. :I I also actually quite like the male elven voices in Oblivion (and the female one in Morrowind/Oblivion and Imperial males - just not on every NPC of X race, which is an improvement I really loved in Skyrim), and I wouldn't mind seeing their VAs doing some voicing again. I know a few Oblivon VAs came back in Skyrim, though the roles are pretty minor on the overall scheme of things.
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Re: The Official TES VI Wishlist thread
yes, hair and make up/ war paint should be changeable - and dirt too. eg A bearded Nord with dreadlocks gets fireballed by a wizard who he duly beheads.
He goes to a nearby bath house, his hair is singed off, he is covered in blood. Takes a healing potion which restores his hair, bathes as he has a date later, and puts on new going out warpaint
that would be cool, especially how most of seem to choose armour for it's look rather protection stats - this personalisation is very high up on our priority
He goes to a nearby bath house, his hair is singed off, he is covered in blood. Takes a healing potion which restores his hair, bathes as he has a date later, and puts on new going out warpaint
that would be cool, especially how most of seem to choose armour for it's look rather protection stats - this personalisation is very high up on our priority
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K Candyman
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Re: The Official TES VI Wishlist thread
capes in vanilla seems cool to me!
also a possibility to fight with staffs/spears I would find that really cool
also a possibility to fight with staffs/spears I would find that really cool

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Re: The Official TES VI Wishlist thread
Apologies for anything that goes over old ground but there's a few things playing my latest hero has uncovered
get rid of the filler perks that increase damage by 20% or unlock expert spells - your skill value should determine your damage or access to magic - perks should add different abilities and dimension to gameplay
i decided i don't need levitate to enjoy the game in future, but i think jump and slowfall are vital for the future of dungeon design for TES6. It is said that exploring game spaces can improve memory and spacial awareness, so why not encourage that and ditch the linear design we have in Skyrim?
Expand the logic of magic - what about allowing telekinesis to pull levers and open some doors or healing spells to cause damage to some undead?
it would also be nice to see more new spell effects, instead of less in future
get rid of the filler perks that increase damage by 20% or unlock expert spells - your skill value should determine your damage or access to magic - perks should add different abilities and dimension to gameplay
i decided i don't need levitate to enjoy the game in future, but i think jump and slowfall are vital for the future of dungeon design for TES6. It is said that exploring game spaces can improve memory and spacial awareness, so why not encourage that and ditch the linear design we have in Skyrim?
Expand the logic of magic - what about allowing telekinesis to pull levers and open some doors or healing spells to cause damage to some undead?
it would also be nice to see more new spell effects, instead of less in future
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OblivionDuruza
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Re: The Official TES VI Wishlist thread
I've always been a fan of the idea of a mixed perk system, with three essential perk types. Firstly, Oblivion style perks that you receive simply for attaining a certain level of proficiency with a skill; secondly, Skyrim style perks that you choose yourself; and finally, Fallout style perks that you attain by achieving certain feats. Bethesda's worked with all three types before, and there's no reason that they can;t be integrated into a cogent system.
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K Candyman
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Re: The Official TES VI Wishlist thread
true but how would you combine these?
how I see it:
damage bonus based on lvl: lvl 25 +20%, lvl 50 +30% etc.
than abilities based on your chosen perks right?
never played fall out so that third one is not really speaking to me
how I see it:
damage bonus based on lvl: lvl 25 +20%, lvl 50 +30% etc.
than abilities based on your chosen perks right?
never played fall out so that third one is not really speaking to me

Could you imagine what I would do if I could do all I can? - Sun Tzu
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OblivionDuruza
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Re: The Official TES VI Wishlist thread
Fallout doesn't use the way you use your skills as part of its character progression, so instead you get perks tat you unlock after having done certain things. For example, in New Vegas you might get a perk that effects chems after having consumed a certain amount.
Basically, it could work like Skyrim's system, but some perks in the central tree would be unlocked automatically when you hit the required skill level, and other perks that branched off the tree might only be unlocked when you achieved certain things, like meeting requirements and/or completing certain objectives.
Personally, I really like the way that Fallout's perks (more so the ones you unlock upon levelling up) allow you to really feel like you're actually developing your character in a unique, or at least personal, way. I wouldn't mind something like that being brought into The Elder Scrolls either, in some fashion.
Basically, it could work like Skyrim's system, but some perks in the central tree would be unlocked automatically when you hit the required skill level, and other perks that branched off the tree might only be unlocked when you achieved certain things, like meeting requirements and/or completing certain objectives.
Personally, I really like the way that Fallout's perks (more so the ones you unlock upon levelling up) allow you to really feel like you're actually developing your character in a unique, or at least personal, way. I wouldn't mind something like that being brought into The Elder Scrolls either, in some fashion.
- Mattbott
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Re: The Official TES VI Wishlist thread
why give damage bonuses for skill level? why not have a straight progression where you percentage is the value of the damage for that weapon?K Candyman wrote:true but how would you combine these?
how I see it:
damage bonus based on lvl: lvl 25 +20%, lvl 50 +30% etc.
Spoiler:
i like the idea of earning a perk for doing a mission or activity in other ways too though, would work very well in TES - and tbh this could be what trainers do - you could have certain trainers ( i am thinking strange or master trainers) who would only train perks to those who have the skill. You might also read skill books which open a perk for you on your "tree" which you can unlock at next level up if you are good enough
i was a bit inaccurate with my spell unlock observation earlier - you cast them for half magicka, you don't unlock them - which makes sense
i think perks is definitely an area they could use to drastically refresh the game mechanics, especially if they are dedicated to taking skills and attributes out of our character sheet each new game
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Re: The Official TES VI Wishlist thread
There are soo many things one would like to see in TES VI. Let's see if I can make a little list with neat things..
I want the return of attributes, done in a similar way to fallouts SPECIAL system. I also want which you you pick to influence your attributes, both by your starting points and their max level.
I also want us to choose what background our character has, a la mount and blade. You background will affect your skills, aattributes and starting equipment.
I want to see the return of more specific skills. As an example, I'm pretty sure that it's a very different experience to handle a dagger than a longsword, and thus I'd like to see them as different skills as in morrowind. I'd also see the return of many spells that were found in morrowind, particularily, alteration spells like levitation. They add much immersion, and that's very important.
I very much like how one must eat, drink and sleep in fallout NV. That would at once make the game much more realistic, and make food and drinks have an actual use. These could work as in NV: gradually decreasing, and after certain levels one will get certain penalties. Races would of course vary in how much they'd have to eat, sleep and drink, (and what they could eat and drink. some might be good for an argonian but posion to others etc) which make the races even more different and unique. I also think one should be able to get addicted to some stuff, like moon sugar, and that there should be funny effects when one is high or drunk.
In order to further increase the difficulty, and to force players to act more reasonably and cautiously, I think saving should be restricted to certain places, and not avaible everywhere. I'm thinking of how it works in GTA IV, where you can save in your house but not in the middle of things.
As I've said earlier in other threads, I want the world to be much tougher and unfriendlier in general. I want to see more racism, crime and corruption. What race you pick should factor into how others treat you and view you, and races that are disliked by most others in lore should feel that way in game also. As for crime I want there to be pickpockets trying to take your gold, I want bandits and thugs to ambush you if you're out alone or in a dangerous part of town, and I want guards t not be the uncorruptable defenders of the law that they are now. As they do in AC, they should just push you away if you walk into them, and draw swords if you continue to annoy them. If you look poor and otherwise unimportant that is.
I want the ability to climb, a la AC, and thus a climbing skill.
I want cities to be bigger, and to be filled with generic NPCs to give the appearance of a large population. The 'cities' we've seen thus far can't even be called villages. It ruins the immersion. Of course unique NPCs with deep character should be kept as they are now, but in addition that, let's add generic ones.
I don't want the story to just throw you into a certain role, like they did in oblivion. There you've just witnessed the emperor get murdered, and you are thrown into the story, and it doesn't offer you any RP friendly manner to just decline. I think morrowind's take was better, because the story started more vaguely and it was feasible to just ignore your directions.
oh and let's see.. I want them to rename stuff and places that have old names from the days of arena and replace them with names taken out from the rich lore they've developed, like mournhold (which could be almalexia), imperials (cyrodiils) dark elves (dunmer) et cetera.
I want the return of attributes, done in a similar way to fallouts SPECIAL system. I also want which you you pick to influence your attributes, both by your starting points and their max level.
I also want us to choose what background our character has, a la mount and blade. You background will affect your skills, aattributes and starting equipment.
I want to see the return of more specific skills. As an example, I'm pretty sure that it's a very different experience to handle a dagger than a longsword, and thus I'd like to see them as different skills as in morrowind. I'd also see the return of many spells that were found in morrowind, particularily, alteration spells like levitation. They add much immersion, and that's very important.
I very much like how one must eat, drink and sleep in fallout NV. That would at once make the game much more realistic, and make food and drinks have an actual use. These could work as in NV: gradually decreasing, and after certain levels one will get certain penalties. Races would of course vary in how much they'd have to eat, sleep and drink, (and what they could eat and drink. some might be good for an argonian but posion to others etc) which make the races even more different and unique. I also think one should be able to get addicted to some stuff, like moon sugar, and that there should be funny effects when one is high or drunk.
In order to further increase the difficulty, and to force players to act more reasonably and cautiously, I think saving should be restricted to certain places, and not avaible everywhere. I'm thinking of how it works in GTA IV, where you can save in your house but not in the middle of things.
As I've said earlier in other threads, I want the world to be much tougher and unfriendlier in general. I want to see more racism, crime and corruption. What race you pick should factor into how others treat you and view you, and races that are disliked by most others in lore should feel that way in game also. As for crime I want there to be pickpockets trying to take your gold, I want bandits and thugs to ambush you if you're out alone or in a dangerous part of town, and I want guards t not be the uncorruptable defenders of the law that they are now. As they do in AC, they should just push you away if you walk into them, and draw swords if you continue to annoy them. If you look poor and otherwise unimportant that is.
I want the ability to climb, a la AC, and thus a climbing skill.
I want cities to be bigger, and to be filled with generic NPCs to give the appearance of a large population. The 'cities' we've seen thus far can't even be called villages. It ruins the immersion. Of course unique NPCs with deep character should be kept as they are now, but in addition that, let's add generic ones.
I don't want the story to just throw you into a certain role, like they did in oblivion. There you've just witnessed the emperor get murdered, and you are thrown into the story, and it doesn't offer you any RP friendly manner to just decline. I think morrowind's take was better, because the story started more vaguely and it was feasible to just ignore your directions.
oh and let's see.. I want them to rename stuff and places that have old names from the days of arena and replace them with names taken out from the rich lore they've developed, like mournhold (which could be almalexia), imperials (cyrodiils) dark elves (dunmer) et cetera.
Forever a fan of The Elder Scrolls III: Morrowind and its expansions. Their glory hath yet to be surpassed!
- wrath425
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Re: The Official TES VI Wishlist thread
Well with the potential of next gen consoles, I would like to see all of Tamriel as a playable game space similar to TESO. plot wise
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Re: The Official TES VI Wishlist thread
Personally, I would like more dynamic skills and environments.. traps that are rather tricky and expecting, yet fitting. It kind of breaks the style of the dungeon when a trap seems out of place
To elaborate on that.. rather than overuse the "rocks falling on you from above" trap.. which gets overused.. I wouldn't mind seeing the floor suddenly giving way in a room.. which 'could be avoided', but allows access to a whole new chamber.. plus it would be rather fun to charge in a room full of undead... only to meet a painful fall.. Yeah some events or traps could be scripted and permanent, but it shows how your actions effect the world. Could have a hall start to collapse on you.. or go with the simple toxic gas/sealed room trick. In terms of non-scripted, could have some sort of bell rigged(like on a door) to just alert enemies of your presence, spiked triggers, or even scorching tar/oil. Make things that could even catch seasoned players.. and actually be something to fear. For the clever, they could even use the traps to their advantage.. just something other than mild annoyances and paper cuts
Wouldn't hurt to actually have weather play a larger role, like flash floods in a cave, possibly making the path harder or access to a new route/treasure.
Or the time of day playing it's role. Ruins and some caves would have openings for air to flow.. maybe daytime could affect the amount of active light present. In a similar situation, the amount of activity of creatures or certain enemies change on the time of day. Bandit camp or fort, majority of foes tend to be asleep or less active in the dead of night. Or a den of vampires more dense during day time. Think of the potential, it gives option for better spawns and mix things up. Certain foes in the wilderness may be less common during the day, and vice-versa.
Lastly the skills.. spears were nice to have, they allow the best range but not the best for close combat. Shields seem to be stuck on a single size.. for the sake of weight and defense, different 'types' and sizes aren't so far fetched. Tower shield? Maybe a small parry shield? While a bigger shield could deflect more damage and protect more of your body, it's heavier, cumbersome, and certainly slower than a smaller variation. In contrast, a smaller is quicker to block, allows for counters, while at the lost of not being able to hide behind it or feel like a tank<_<
Spells could also get more creative than the select tomes you can find/buy. I mean look at alteration alone.. it has so much potential. Lets go with illusion.. nothing is better than controlling a weaker mind. But we're kind of stuck with altering moods.. so much better to just find some hiding spot, ensnare some foe, and use him to spy ahead for you or attack his fellow friends.. like some sort of puppet master, except it holds obvious risk. Or say a foe spotted you and was about to tell the rest so that to kill you.. cast of the spell, make him forget and ignorant of your existence.. till it's duration is up. And lets not forget spell combination... restoration + fire(destruction) = blessed fire.. that is far more effective on undead, daedra, and a select few foes..
To elaborate on that.. rather than overuse the "rocks falling on you from above" trap.. which gets overused.. I wouldn't mind seeing the floor suddenly giving way in a room.. which 'could be avoided', but allows access to a whole new chamber.. plus it would be rather fun to charge in a room full of undead... only to meet a painful fall.. Yeah some events or traps could be scripted and permanent, but it shows how your actions effect the world. Could have a hall start to collapse on you.. or go with the simple toxic gas/sealed room trick. In terms of non-scripted, could have some sort of bell rigged(like on a door) to just alert enemies of your presence, spiked triggers, or even scorching tar/oil. Make things that could even catch seasoned players.. and actually be something to fear. For the clever, they could even use the traps to their advantage.. just something other than mild annoyances and paper cuts
Wouldn't hurt to actually have weather play a larger role, like flash floods in a cave, possibly making the path harder or access to a new route/treasure.
Lastly the skills.. spears were nice to have, they allow the best range but not the best for close combat. Shields seem to be stuck on a single size.. for the sake of weight and defense, different 'types' and sizes aren't so far fetched. Tower shield? Maybe a small parry shield? While a bigger shield could deflect more damage and protect more of your body, it's heavier, cumbersome, and certainly slower than a smaller variation. In contrast, a smaller is quicker to block, allows for counters, while at the lost of not being able to hide behind it or feel like a tank<_<
Spells could also get more creative than the select tomes you can find/buy. I mean look at alteration alone.. it has so much potential. Lets go with illusion.. nothing is better than controlling a weaker mind. But we're kind of stuck with altering moods.. so much better to just find some hiding spot, ensnare some foe, and use him to spy ahead for you or attack his fellow friends.. like some sort of puppet master, except it holds obvious risk. Or say a foe spotted you and was about to tell the rest so that to kill you.. cast of the spell, make him forget and ignorant of your existence.. till it's duration is up. And lets not forget spell combination... restoration + fire(destruction) = blessed fire.. that is far more effective on undead, daedra, and a select few foes..
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- VelothiConservative
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Re: The Official TES VI Wishlist thread
I like those ideas.BetaB17 wrote:Personally, I would like more dynamic skills and environments.. traps that are rather tricky and expecting, yet fitting. It kind of breaks the style of the dungeon when a trap seems out of place
To elaborate on that.. rather than overuse the "rocks falling on you from above" trap.. which gets overused.. I wouldn't mind seeing the floor suddenly giving way in a room.. which 'could be avoided', but allows access to a whole new chamber.. plus it would be rather fun to charge in a room full of undead... only to meet a painful fall.. Yeah some events or traps could be scripted and permanent, but it shows how your actions effect the world. Could have a hall start to collapse on you.. or go with the simple toxic gas/sealed room trick. In terms of non-scripted, could have some sort of bell rigged(like on a door) to just alert enemies of your presence, spiked triggers, or even scorching tar/oil. Make things that could even catch seasoned players.. and actually be something to fear. For the clever, they could even use the traps to their advantage.. just something other than mild annoyances and paper cuts
Wouldn't hurt to actually have weather play a larger role, like flash floods in a cave, possibly making the path harder or access to a new route/treasure.Or the time of day playing it's role. Ruins and some caves would have openings for air to flow.. maybe daytime could affect the amount of active light present. In a similar situation, the amount of activity of creatures or certain enemies change on the time of day. Bandit camp or fort, majority of foes tend to be asleep or less active in the dead of night. Or a den of vampires more dense during day time. Think of the potential, it gives option for better spawns and mix things up. Certain foes in the wilderness may be less common during the day, and vice-versa.
Lastly the skills.. spears were nice to have, they allow the best range but not the best for close combat. Shields seem to be stuck on a single size.. for the sake of weight and defense, different 'types' and sizes aren't so far fetched. Tower shield? Maybe a small parry shield? While a bigger shield could deflect more damage and protect more of your body, it's heavier, cumbersome, and certainly slower than a smaller variation. In contrast, a smaller is quicker to block, allows for counters, while at the lost of not being able to hide behind it or feel like a tank<_<
Spells could also get more creative than the select tomes you can find/buy. I mean look at alteration alone.. it has so much potential. Lets go with illusion.. nothing is better than controlling a weaker mind. But we're kind of stuck with altering moods.. so much better to just find some hiding spot, ensnare some foe, and use him to spy ahead for you or attack his fellow friends.. like some sort of puppet master, except it holds obvious risk. Or say a foe spotted you and was about to tell the rest so that to kill you.. cast of the spell, make him forget and ignorant of your existence.. till it's duration is up. And lets not forget spell combination... restoration + fire(destruction) = blessed fire.. that is far more effective on undead, daedra, and a select few foes..
I definitively think that more weapons should be added. The absence of spears is very odd given that it's probably the most fundamental weapon of all. It's the most basic design, and yet one of the most potent: it's was one of humanity's first weapons and continue to be relevant today as bayonets. Since it is rather cheap and easy to make a decent spear compared to how effective it is, it was commonly used by poorer folks. Perhaps that's why it was excluded: not heroic enough to fit the image of the dragonborn hero. That's not really true though as spears were used by both heroes and gods in many cultures, and they definitively fit into the viking-esque feel of skyrim given that vikings, as well as any other people, used the spear extensively.
as for sheilds, I think it would be awesome with a variety of shields. Tower shield of course, but also bucklers. But for this to have any meaning there must be more stats to differentiate between them. Area covered is one big difference, in which the tower sheild excels, but the buckler's advantage is that it's pretty much an iron fist with which to deflect blows and hit your opponent with. As of now, all shield fill the same role, which is sad since it can be expanded upon.
Speaking of armor and arms in general I think that the things which were historically more expensive, like byrnies or swords, should also be so in game. Yes, yes, I know, it's a fantasy game, but if it borrows ideas from the real world without also including the background it gets illogical. If steel armor is so cheap, why doesn't everyone have it? Why even bother with fur at all? etc. Byrnies and swords were of such high value that they'd be passed down for generations, until the rusted apart.
they should also make encumberance a much bigger obstacle. The reason people never walked around in the real world equivalent of skyrim's ebony armor is because they would even be able to swing a sword without collapsing. Really heavy armor should give severe handicaps to those not strong enough. They should barely be able to swing a sword, and run very slowly. Fur is worthless in skyrim, but for reasons not included in the game, it was much preferred irl.
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- BetaB17
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Re: The Official TES VI Wishlist thread
^ In regards the encumbrance, simply could make it to where the total weight of your loot does actually effect you at all times. To elaborate, the closer your approach your limit, the more obvious the burden. Granted when your over your limits.. your kind of dead weight... so there should be a gap between 'nearly encumbered' and actually past your limits.
To help enforce this concept, players that generally travel light, will be much faster, while hoarders would be slightly slower than average. Though I'm edge for this idea, it can work: recall the main difference between heavy and light armor? One would experience a lack of mobility for the sake of defense? It can actually get phased out, incorporated into the total weight/mobility ratio. So heavy armor would clearly bring you closer to your limits, literally, while light armor gives you more breathing room.. not to mention feather enchantments would be highly prized
To help enforce this concept, players that generally travel light, will be much faster, while hoarders would be slightly slower than average. Though I'm edge for this idea, it can work: recall the main difference between heavy and light armor? One would experience a lack of mobility for the sake of defense? It can actually get phased out, incorporated into the total weight/mobility ratio. So heavy armor would clearly bring you closer to your limits, literally, while light armor gives you more breathing room.. not to mention feather enchantments would be highly prized
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- VelothiConservative
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Re: The Official TES VI Wishlist thread
^ I think encumberance (as in how much you can carry, and thus how fast you move) should be kept separate from mobility in battle. What I meant was that players in heavy armor should swing slower, get fatigued quicker, have limited agility, etc, and light armor having much smaller effects. Regarding how much loot one can carry, it's already totally unrealistic, and it will have to remain so for the sake of gameplay. No need to punish ploayers for carrying much around when the game pretty much requires it. But making the pros and cons with light and heavy armor more distinct, is another thing.
Forever a fan of The Elder Scrolls III: Morrowind and its expansions. Their glory hath yet to be surpassed!
Re: The Official TES VI Wishlist thread
It's not necessarily hoarders that travel heavy, what about when you're dungeon raiding and are grabbing stuff to keep or sell later? Should I have to choose between a sweet weapon that I want to smith and use later or an expensive set of armor that I already have but would help me get that house I want? Basically I would have to grab everything I want leaving the dungeon or else I'll be a sitting duck against the boss, but then what if it's an area that can't be accessed again? I already pile stuff on Lydia as it is, she's not happy.BetaB17 wrote:^ In regards the encumbrance, simply could make it to where the total weight of your loot does actually effect you at all times. To elaborate, the closer your approach your limit, the more obvious the burden. Granted when your over your limits.. your kind of dead weight... so there should be a gap between 'nearly encumbered' and actually past your limits.
To help enforce this concept, players that generally travel light, will be much faster, while hoarders would be slightly slower than average. Though I'm edge for this idea, it can work: recall the main difference between heavy and light armor? One would experience a lack of mobility for the sake of defense? It can actually get phased out, incorporated into the total weight/mobility ratio. So heavy armor would clearly bring you closer to your limits, literally, while light armor gives you more breathing room.. not to mention feather enchantments would be highly prized
Some of the talk around here makes it sound like people aren't just satisfied with it being an RPG, they want it to be a full-blown fantasy simulator.
- Mattbott
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Re: The Official TES VI Wishlist thread
encumbrance is always going to be a sticky point - when you explore in a game you are constantly finding stuff unlike say if you were on camping holiday (and still carrying all your kit on your shoulders) - so in a game we need pack animals and magical deep pockets/bag of holding type mechanisms. Or a shrink spell for big items which you reverse on arriving back home
the latest idea of having alchemy and smithing stations is very good as I tend now to dump all my crafting stuff next to the crafting table, and unlike in oblivion my characters no longer need space for hammers and mortars etc.
some races should be able to carry more (this has been mentioned already), and this would feed into the racial differences as well . I wouldn't mind there being pack animals
But if we are going to make inventory realistic then we're really heading for a "hardcore mode" where encumbrance/inventory is done like deus ex for example, food cant heal you during battle, etc and i am not sure if that would be good for TES (tho it was perfect for fallout)
the latest idea of having alchemy and smithing stations is very good as I tend now to dump all my crafting stuff next to the crafting table, and unlike in oblivion my characters no longer need space for hammers and mortars etc.
some races should be able to carry more (this has been mentioned already), and this would feed into the racial differences as well . I wouldn't mind there being pack animals
But if we are going to make inventory realistic then we're really heading for a "hardcore mode" where encumbrance/inventory is done like deus ex for example, food cant heal you during battle, etc and i am not sure if that would be good for TES (tho it was perfect for fallout)
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OblivionDuruza
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Re: The Official TES VI Wishlist thread
I think on this particular front optional difficulty/hardcore mods and mod support are the way to go as far as added realism is concerned, rather than trying to make realism more of a mechanic in the game. There are a lot of great mods for Skyrim which limit the amount a player can carry, or the number of weapons they can have equipped at any given time, and while Bethesda might look to incorporate those into a Hardcore mode for the sake of console gamers, I really feel that the next game would be harmed, rather than benefit, from having such a mechanic forced upon the general playergroup.
What TESVI could (although shouldn't necessarily) bring in terms of realism is the ability to set up camps and other semi-portable forms of storage, cooking and sleep. That would be a feature that more casual players (that is to says with respect to realism) could simply ignore, but which the modding community would seem to suggest would be a highly valued addition. That would compliment a game with an exploration theme, like one set in Hammerfell or Elsweyr, quite well as a thematic mechanic.
What TESVI could (although shouldn't necessarily) bring in terms of realism is the ability to set up camps and other semi-portable forms of storage, cooking and sleep. That would be a feature that more casual players (that is to says with respect to realism) could simply ignore, but which the modding community would seem to suggest would be a highly valued addition. That would compliment a game with an exploration theme, like one set in Hammerfell or Elsweyr, quite well as a thematic mechanic.
- BetaB17
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Re: The Official TES VI Wishlist thread
Hince to why if it is ever done, it'll likely be made optional<_< and while yes.. mods can simply supplement the desire, it kind of leaves the consoles on the short end of the stickMattbott wrote:But if we are going to make inventory realistic then we're really heading for a "hardcore mode" where encumbrance/inventory is done like deus ex for example, food cant heal you during battle, etc and i am not sure if that would be good for TES (tho it was perfect for fallout)
I mean yes, when going through a dungeon, you want every bit of loot that could make you rich
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- Musicman247
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Re: The Official TES VI Wishlist thread
Not to go too far off topic, but current consoles are so close to being PCs that we could see mods come out for the console versions of the next game. Each Xbox One is a developer unit and they will be allowing indie game creators sell their stuff after all.
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stevar
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Re: The Official TES VI Wishlist thread
no horse that can climb mountains like goats.
if needed a real climbing system.
the rest I have read here already
if needed a real climbing system.
the rest I have read here already
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Khajithaswares
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Re: The Official TES VI Wishlist thread
I have many requests, many of which may have been already mentioned, but to keep it simple, I'll name a few:
Better Magic (Than Skyrim): Magic in Skyrim was virtually all combat based, with the exception of a few spells. I want to see the return of many spells we've seen in previous TES games, and maybe new spells. Charm spells to make yourself more appealing to npcs, feather spells to help you carry more loot, open lock spells and I know it's a stretch but levitation would be nice. A lot of the spells they could add may not be that useful, but as a pure mage I don't wanna be lockpicking everything, or leveling my stamina to carry lots of loot. Also spell-making...
Better Weapons: More variations in the weapons. Not only should they add new weapons such as spears, throwing weapons etc, they should also add different benefits and downsides to weapons. Swords are more affective against light armour, axes and hammers/maces are better against heavy armour, spears have greater reach etc...
Setting: A new, less generic, setting. I would love to get that same feeling I got when I first saw and heard a silt strider. Why not be ambitious and try Elsweyr, Black Marsh or Valenwood. Even Hammerfell or the Summerset Isles could work, if they work to make them more unique than they did with Skyrim and Cyrodiil.
Others: Climbing skills, attributes back (maybe altered from Oblivion though), if they stick with perks, better ones. I shouldn't have to unlock a perk to make apprentice level spells cost less magicka, that should just happen when I reach level 25. Better written quests, more factions with more quests/ longer questlines and different benefits to each. I shouldn't be able to become the leader of every faction, and certain factions I shouldn't be allowed to join if I joined others (like morrowind's great houses). Also I want to feel like I worked my way to the top, I should start with odd jobs for the fighter's guild (Companions), small bits or research or the retrieval of books or minor artifacts for the
mages guild (CoW), etc. The questlines in Skyrim were way too rushed, a few small jobs and suddenly I'm in the thick of a massive plot line, it should take ages to reach the circle or embark on a full on expedition of Saarthal.
There's more, but that's a lot of them.
Better Magic (Than Skyrim): Magic in Skyrim was virtually all combat based, with the exception of a few spells. I want to see the return of many spells we've seen in previous TES games, and maybe new spells. Charm spells to make yourself more appealing to npcs, feather spells to help you carry more loot, open lock spells and I know it's a stretch but levitation would be nice. A lot of the spells they could add may not be that useful, but as a pure mage I don't wanna be lockpicking everything, or leveling my stamina to carry lots of loot. Also spell-making...
Better Weapons: More variations in the weapons. Not only should they add new weapons such as spears, throwing weapons etc, they should also add different benefits and downsides to weapons. Swords are more affective against light armour, axes and hammers/maces are better against heavy armour, spears have greater reach etc...
Setting: A new, less generic, setting. I would love to get that same feeling I got when I first saw and heard a silt strider. Why not be ambitious and try Elsweyr, Black Marsh or Valenwood. Even Hammerfell or the Summerset Isles could work, if they work to make them more unique than they did with Skyrim and Cyrodiil.
Others: Climbing skills, attributes back (maybe altered from Oblivion though), if they stick with perks, better ones. I shouldn't have to unlock a perk to make apprentice level spells cost less magicka, that should just happen when I reach level 25. Better written quests, more factions with more quests/ longer questlines and different benefits to each. I shouldn't be able to become the leader of every faction, and certain factions I shouldn't be allowed to join if I joined others (like morrowind's great houses). Also I want to feel like I worked my way to the top, I should start with odd jobs for the fighter's guild (Companions), small bits or research or the retrieval of books or minor artifacts for the
mages guild (CoW), etc. The questlines in Skyrim were way too rushed, a few small jobs and suddenly I'm in the thick of a massive plot line, it should take ages to reach the circle or embark on a full on expedition of Saarthal.
There's more, but that's a lot of them.
- Jeelius-Tei
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Re: The Official TES VI Wishlist thread
Should TES VI put the player as a rebel against the Thalmor, perhaps they should add strategy elements to it and making the player the commander after a few battles. The commanding would mostly be planning raids on castles, which upon taking, become friendly to the player. Before advancing so far in the main questline, the player will not be attacked when entering Thalmor cities.
They should also bring back the relationship bar. However, they should make increasing/decreasing relationships act more like the Sims, but with the added ability to do quests for the person. This would greatly increase immersion, as the people would actually have things they like/hate, as well add the ability to tell them to do things/quests for you.
You should be able to become a town guard/soldier. These would be simple quests for example, like helping someone/solving a crime, or killing/capturing bandits. Doing these would be a way to get paid. Successfully completing these without failing the objective would award gold, and successfully completing several would award a promotion to the next rank as a guard. Different ranked guards would have different quests. Grunts would have minor quests, like the ones I said before. Mid level guards would be much like the previous rank, but the bandits they fight/capture would be bandit leaders, and the crimes they solve are deeper. Highest ranked guards would do less killing, but they would be able to solve very deep crimes. You would not be able to be a guard if you are in the Thieves guild. This would add a whole new aspect to the game, giving it a much larger replay value.
The ability to build your own house out of materials you gather would be interesting. Unlike Hearthfire homes, you should be able to pick the design for your house. Ranging from tiny shacks, to large castles. You should also be able make an illegal house in the woods on a noble's land for free, however these would always have to be shacks. Building a home should not require you to have to build the house yourself. You should be able to hire builders, or build it yourself. The game should allow you to chop down the trees yourself, rather than only being able to hire lumber mills.
You should be able to open a business of your own, be it a small stand, or a massive franchise. You can choose to build a new building, or buy an existing one. You should even be able buy out NPC's businesses.
They should also bring back the relationship bar. However, they should make increasing/decreasing relationships act more like the Sims, but with the added ability to do quests for the person. This would greatly increase immersion, as the people would actually have things they like/hate, as well add the ability to tell them to do things/quests for you.
You should be able to become a town guard/soldier. These would be simple quests for example, like helping someone/solving a crime, or killing/capturing bandits. Doing these would be a way to get paid. Successfully completing these without failing the objective would award gold, and successfully completing several would award a promotion to the next rank as a guard. Different ranked guards would have different quests. Grunts would have minor quests, like the ones I said before. Mid level guards would be much like the previous rank, but the bandits they fight/capture would be bandit leaders, and the crimes they solve are deeper. Highest ranked guards would do less killing, but they would be able to solve very deep crimes. You would not be able to be a guard if you are in the Thieves guild. This would add a whole new aspect to the game, giving it a much larger replay value.
The ability to build your own house out of materials you gather would be interesting. Unlike Hearthfire homes, you should be able to pick the design for your house. Ranging from tiny shacks, to large castles. You should also be able make an illegal house in the woods on a noble's land for free, however these would always have to be shacks. Building a home should not require you to have to build the house yourself. You should be able to hire builders, or build it yourself. The game should allow you to chop down the trees yourself, rather than only being able to hire lumber mills.
You should be able to open a business of your own, be it a small stand, or a massive franchise. You can choose to build a new building, or buy an existing one. You should even be able buy out NPC's businesses.

