The Official TES VI Wishlist thread

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Re: The Official TES VI Wishlist thread

Post by MNvikingsfan1 »

I was talking to my friend the other day and something came to me.

Skyrim is the only RPG I have ever played, and while I loved it, I never tried any others.

So my friend loves RPGs and especially Dark Souls, so he was talking about how hard it is, and it made me think:

No matter how bad your character is in Skyrim, combat always stays the same. There is little or no skill to it, just hacking away with your weapon basically.

The basic elements to Skyrim are free-roaming, storyline, and combat. Free-roaming is uncontested, storylines are okay, though a bit predictable or uninteresting, but the combat remains basic.

We need to add more skill into combat to make it more fun. The specific ways to do that are a bit more complicated, but we can do it!

Also, being a mage in Skyrim is worthless. Spells are underpowered.

That's all I have to say.
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Re: The Official TES VI Wishlist thread

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Re: The Official TES VI Wishlist thread

Post by Badgreeny »

It would be fairly difficult to create a story as a "regular citizen" and keep audiences (us) entertained. An alternate story as the antagonist is more viable and has already been suggested and to some degree, implemented (Dawnguard expansion). Having said that, I do somewhat agree. There needs to be atleast some choice in deviation from the linear path. Unfortunately, that would also make programming far more complex.

The whole "underpowered mage" concept has pretty much been brought up by everyone, myself included. I'd presume advances will be made in that area for the next game.
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

A spin off would be able to avoid the typical hero trend <_< and require less resources than expected from a main installment. The sheer objective could be to play as the witness, who can only survive the events but never be in the spotlight. Similar, rather than just a witness, the player could be the one assisting the story's hero, doing more of the work behind the scenes, be it for good or evil.
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Re: The Official TES VI Wishlist thread

Post by Dark Spark »

BetaB17 wrote:... Similar, rather than just a witness, the player could be the one assisting the story's hero, doing more of the work behind the scenes, be it for good or evil.
A hero like Martin "FedEx" Septim?
Baurus: Our job is to get the Emperor out of situations like this. Though I'll admit, things aren't going exactly to plan.

Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
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Re: The Official TES VI Wishlist thread

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Re: The Official TES VI Wishlist thread

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Re: The Official TES VI Wishlist thread

Post by MNvikingsfan1 »

Big list on page 40 has been updated to include the ideas between then and now (which are more than you would think)
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And the tutorial lasted 18 years
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Re: The Official TES VI Wishlist thread

Post by OblivionDuruza »

Vilhelm Valhalla wrote:I would love to see an alternate start option for the next game that allowed you to be someone other than the hero. It would be interesting to role-play as a character who has to deal with the current catastrophic event just like everyone else. So many games, including Skyrim to some degree, force the player to fill the role of a savior whose mistakes and flawed qualities are ignored simply because he or she is the protagonist and is the only one who can save the world. Few games allow players to make a name for themselves without shoehorning them into the boots of the chosen one. I would rather have the choice as to who my character is than play as a many-faced Dovahkiin.
Bethesda often leaves certain aspects to the modding community, and alternate starting arrangements seem to be one of those areas. It makes sense in terms of their commitment to telling a particular story, even if that commitment itself doesn't make as much sense when you consider that the franchise is lauded for its sandbox/choose-your-own-adventure nature rather than its tight storytelling ability.

Cold comfort for console players, but mod support for consoles might not be out of the question for ever based on the trend of recent advancements.
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Re: The Official TES VI Wishlist thread

Post by Fabio95 »

A thing I would really like the see is real-time lockpicking, something like in Thief 3 Deadly Shadows. If a similar system were implemented, playing with a stealth oriented character would be much better (IMO).

Another feature that needs to be implemented is the possibility to bash doors, like in Daggerfall: I find rather silly that a guy who take down dragons and giants can't even open wooden doors.
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Re: The Official TES VI Wishlist thread

Post by MNvikingsfan1 »

I would agree, but it kinda cuts down on other aspects. The skill of lockpicking would be gone, and what about the doors that require a key? Those are necessary to make us complete our task

I really hope they let us console users in the modding world. I have no idea how they work anyway.

Speaking of that, I had an idea a while back that I'm not sure if anyone saw, but would it be a good idea to have a "Mods" option on the main menu, similar to add-ons? (I put it in question form because I am so unfamiliar with how they are installed) That way we could more easily create, share, and download them? Just a thought

I also think they need to go more in depth with updates and add-ons. Why only have 2 big DLCs and 1 medium size one? Why not 5 big ones 10 medium ones and 20 small ones? I mean honestly, it would keep all of us more interested in the game. By small, I mean add a questline for just a dollar or two. Medium would add a large questline or change the gameplay somehow like Hearthfire, while big ones would add all of the above and a new landscape (that being said, I hope that we eventually get to play all of Tamriel).

And updates just to add smaller quests or similar things like that


EDIT: Didn't want to double post:

So I found this area SW of Falkreath that has a HUGE expanse of dirt... it's like this area where the game developers obviously didn't design for people to be there... it's very glitch, and the whole area is just a hilly brown plain. It was really cool, but I don't have a direct idea for it

However, the real reason I'm adding this is on my way back from the area after going months without playing Skyrim, I found an undiscovered location which surprised me because I thought I found them all, and it was called Angi's Camp I believe, and it was very cool because she could train you in archery, but instead of just paying gold and getting the level, you actually had to shoot at these targets to advance. She taught speed, precision, then had you use both speed and precision, and you leveled up after completing each task. That is another kind of thing that Elder Scrolls needs more of...
I went outside once... The graphics were amazing but the story sucked
And the tutorial lasted 18 years
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Re: The Official TES VI Wishlist thread

Post by Fabio95 »

MNvikingsfan1 wrote:I would agree, but it kinda cuts down on other aspects. The skill of lockpicking would be gone, and what about the doors that require a key? Those are necessary to make us complete our task
There are many other ways to prevents a quest area to be accessed without having started the relative quest. For example, in Skyrim at Dead Man's Respite there is a door locked by a magical barrier; another way could be using things like rocks to block passages, like when you enter Ustengrav without having "The Horn of Jurgen Windicaller" active.

The skill of lockpicking wouldn't be gone, because bashing doors would attract city guards -like in Daggerfall-, as bashing is supposed to make noise. Even in dungeons for a stealth oriented characted would be dangerous to bash doors / chests, because bandits/monsters/undead would be at least investigating. In my opinion it would fit for a better roleplay: I find it hard to believe a Nord warrior who can picks lock like an Argonian thief
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Re: The Official TES VI Wishlist thread

Post by MNvikingsfan1 »

Ah alright. Sounds like a really good idea to me now

How do you all think they should show advancements in technology? After all, hundreds of years have gone by and we haven't really seen anything change. Of course I don't want machine guns or electricity, but what other ways could they show some improvement?
I went outside once... The graphics were amazing but the story sucked
And the tutorial lasted 18 years
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

I always liked the idea of more brutish ways to open doors and chests, so long as there is balancing mechanics and possible negative effects to those less mindfull.

Obviously, in certain situations bashing would attract unwanted attention, but to the careless they may find themselves in a trap. If you use a key or lock pick on certain doors or chests, the trap is deactivated(excluding those triggered by opening) but brute force would otherwise active be it magical or physical threat. Unlikely, but some chests may even have two traps, on that can be deactivated prior to opening(as we saw in skyrim) and those that trigger if forced open. Also, higher quality doors and especially chests should pose greater challenge. It defeats alot of the purpose if a grand lock could just be broken. Maybe your character isn't strong enough to break the door that was clearly meant to prevent just that :wink: To some degree, brute force must fail making you look for alternative means. If a door will only open with a key, so be it. Hopefully some doors get the same treatment as chests in regards to appearance defines quality or difficulty, but still befitting the location's style

Also, in regards to balance, chests that can be forced open gain a penalty from said action. Rather than getting some great loot, a portion of it would be destroyed either by your recklaceness or due to the trap. Either way, the thief gets rewarded for his work, the brute gets scrap and a lesser reward. Maybe you would of got that nice Ebony axe and pile of gold, but instead you only got some ebony scrap and 2/3 that pile. Yeah, some ppl wouldn't like this balance, but it serves to keep things fair. You don't want to reward players for taking the easy way out for tasks, encourage those that face the challenge or find alternative means to succeed
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Re: The Official TES VI Wishlist thread

Post by Fabio95 »

BetaB17 wrote:I always liked ...
If developers would implement such a system, it would be perfect.
MNvikingsfan1 wrote:How do you all think they should show advancements in technology?
Well, to be honest i don't am very interested about improvements of technology, in fact the only kind of dungeon i don't like are dwarven ruins; furthermore, we still have to know in what Era is this new chapter setted. I mean, if this new game is setted on the Second Era like ESO it would be quite useless to speculate about technology improvements.
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Re: The Official TES VI Wishlist thread

Post by MNvikingsfan1 »

Badgreeny wrote:Pretty much. I also support the idea of overclocking magic schools so they become far more effective, but cost more (see example 4).

Some examples:

1: Increase destruction spell effects by 25%.
2: Decrease cost of destruction spells by 25%.
3: Increase destruction spell effects by 12.5% and decrease cost of destruction spells by 12.5%.
4: Increase destruction spell effects by 50% and increase cost of destruction spells by 25%.

Edit: Perhaps you could even manually "tweak" your magic ability in a similar way to example 4. For example; you could open a special menu that allows you to customize your magical priority for any given school to give and take an even ratio of plus/minus damage and plus/minus mana cost, within defined ranges.
To be honest I've been overlooking this idea for awhile but it seems really good... like a slider where we are given 25% points (which could increase based on level)... so that we can either choose high cost high damage and have more costly misses, or choose low cost low damage and less costly misses...
BetaB17 wrote:thief gets rewarded for his work, the brute gets scrap and a lesser reward.
I like the concept
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And the tutorial lasted 18 years
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Re: The Official TES VI Wishlist thread

Post by The Dread Lord »

MNvikingsfan1 wrote:
We need to add more skill into combat to make it more fun. The specific ways to do that are a bit more complicated, but we can do it!

Maybe add perks to give the player special combat tecniques that are useful against certain opponents or in certain situations, but keep the single trigger attack button. And make the AI able to use combat tecniques. Instead of just using power attacks.

I would like a TES game that let you become a lich or hagraven. Perhaps scrap all of those useless quests like getting a mammoth tusk for ysolda or fighting a bunch of bandits for some guys amulet.

How about a TES game that has no main quest, but instead has multiple choosable starting points like starting out in a city or a ship. Or even one where you start out in a jail. Have classes that you can change at will but give you bonuses to your skills. And has a "hardcore mode like in Fallout NV where you need to eat, drink, and sleep to survive. Of course give all the factions their own main quest :)
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

^that seems like a far fetched idea, even the spin offs and travel installments have a main story. Whether its optional or not the main story is the core of the story and sometimes the best of the experience
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Re: The Official TES VI Wishlist thread

Post by The Dread Lord »

BetaB17 wrote:^that seems like a far fetched idea, even the spin offs and travel installments have a main story. Whether its optional or not the main story is the core of the story and sometimes the best of the experience
I know Bethesda would probably never do anything like that, but it would be cool to just live your own life in TES without an ultimate destiny. Just make your own destiny sort of thing.
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Re: The Official TES VI Wishlist thread

Post by Fabio95 »

Dread Lord, none of the Elder Scrolls games oblige you to follow the main questline. You can simply ignore it and do whatever you want. For example in Oblivion if you don't bring the Amulet to Jauffre, Oblivion gates won't open. The idea of having a choice on how to start our characters is good, like the Alternative Start mod for Skyrim: being imprisoned somewhere and fight our way back is becoming pretty boring.
I haven't played Fallout, but the idea of an hardcore mode sounds definitely good to me.
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

Hardcore really is just an attempt for more realistic means, such as the need to sleep, hydrate, and eating(plus penalty for raw meat), these have long been functions many fans have wanted. I too want such a feature, so long as it remains optional and uses toggle settings in the menu. Hardcore mode also places limits on healing, status effects, and resting. Honestly.. Aside from resting, most of the others are irreverent in TES. Healing either occurs over time in a very slow pace, or relies on spells or potions, both of which often aren't instant in preference to slow/long term or rapid regen. I do somewhat favor the importance of rest via a owned or rented bed.. As opposed to in the middle of the street or some bedroll. Really the value of inns, especially those near travel routes, ought to be focused. Even if hardcore or not, sleep in said locations should gain full benefits.. Something that actually tempts the player as opposed to a very minor blessing as seen in skyrim
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Re: The Official TES VI Wishlist thread

Post by The Dread Lord »

Fabio95 wrote:Dread Lord, none of the Elder Scrolls games oblige you to follow the main questline. You can simply ignore it and do whatever you want. For example in Oblivion if you don't bring the Amulet to Jauffre, Oblivion gates won't open. The idea of having a choice on how to start our characters is good, like the Alternative Start mod for Skyrim
I know but I was talking about how oblivion and skyrim kinda force console players into playing the dragonborn if they're roleplaying. While PC players can just download mods to give them an alternate start. It's hard to pretend the starting events never happened (Uriel septum being killed and giving you the amulet, alduin destroying Helgen) I would like an opening like morrowind where it's easier to just go off and roleplay without doing the main quest.
I'm trying to do a roleplay where the dragon attack was actually just a stormcloak army with catapults but that's kinda difficult with all the people talking about dragons.
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Re: The Official TES VI Wishlist thread

Post by Fabio95 »

I get what you mean, but I don't think the idea of being a common adventurer with no destiny would be appreciated.

The only real disadvantage you'll get ignoring the main quest (aside dragon shouts) is that you can't complete the Imperial Legion or Stormcloak Rebellion quest, as Jarl Balgruuf won't speak to you if not about dragons.
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Re: The Official TES VI Wishlist thread

Post by Badgreeny »

I think the point Dread Lord was making, was suggesting a storyline structure similar to that of the beginning of Morrowind, where it is far more open ended than Oblivion and Skyrim.
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

I can roll with that, more so a suggestive direction and less enforced, all the while keeping a mundane beginning.

I mean keeping to TES style, while in dungeon you can be given the chance to eaves drop on current events. Be it that you are released or escape by your own wits, the game should try its best to not only teach you the mechanics, but also show a few important npc's that would be key figures in the main quest or world. Once free, just in Morrowind, you are given a quest that at first seems unimportant, but really encourages you to explore, namely that of the starting area to catch some bearings. It really should just be a snowball effect, but that's my preference.
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Oblivion would of done better I say if the emperor and his blades didn't bust you free on purpose, though you still got to witness his death bc you followed(and got lost along the way) from a different route, then by his dieing breath asked you to bring a 'mysterious amulent' to someone. No mention at first of you in his dreams, no stressing of destiny, and a minor tease of temptation to just pawn the necklace away
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