The Official TES VI Wishlist thread

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Vilhelm Valhalla
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Re: The Official TES VI Wishlist thread

Post by Vilhelm Valhalla »

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Re: The Official TES VI Wishlist thread

Post by Dark Spark »

"How'd you come by that scar?"

"I'd rather not say. Hmmph-- a bully swung an otter at me when I was fourteen."

"I guess that's what'll happen in a country with stringent gun control."

"Actually, I believe he shot it beforehand. Ironically enough, if he'd struck me with a live otter it would've been a crime. They've amended the law since then."
You know the saying: scars are just tattoos with a more interesting story behind them. But be careful what you ask for...
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

Post by FrozenWolf150 »

The SheoDovah wrote:The main issue with having that, Frozen, is that many people would complain about mages being "overpowered" just because the PC can get the same effects on them as the enemies. It would be nice to have that but i doubt Bethesda are that much inclinced to do so just for magic. Enchanted Arrows and Bolts, yes.
It wouldn't just be for mages. Warrior types would be able to use enchanted items with these effects, and rogue types would have potions that could do this. For example, if you're specializing in alchemy rather than spellcasting, you could brew potions that are thrown like molotov cocktails and explode in a variety of magical effects, from fireballs to poison clouds. I've seen other games do this, like the explosive potions in Baldur's Gate or Diablo II.

Also yes, I would like to see the ability to create enchanted ammunition as a default feature, not something that has to be added by a DLC or mod.
The SheoDovah wrote:I would love to see the ability to change our hair/beards and tattoos at our houses instead of having to look for one person. Maybe, an option to have facial hair grow as the months go by as well.
Perhaps, but I would leave this as a customization option as you suggested, not as something that's beyond your control. The Fable series is an example of the 'player choices influence appearance' setup gone wrong. Most notably, food items were the best way to heal yourself, but also caused you to gain weight at an alarming rate, so by the end of your adventuring career you'd look like a mall Santa. So I agree that this is something you should be able to choose at home. For small aesthetic changes, like hairstyle or facial hair, you could do that at your bathroom mirror. For things like tattoos, you'd have to go to a parlor. Only for plastic surgery, like a nose job or facelift, should you have to fork over 1,000 gold to a "face sculptor."
Vilhelm Valhalla wrote:Limb loss would be awesome, but maybe only as an alternative to death. If your arm is severed, then through low-level magics or cheap potions, maybe you could cauterize the arm before you bleed to death, but only powerful mages can restore limbs, whether it is a paid service or not. Maybe losing limbs can be part of the bounty system; if arrested for thievery, then your hand is removed (if you choose to wait in jail), or maybe when hunting bounties, a certain body part is needed as proof, allowing you to maim but ultimately leave the criminal alive.
I think crippled limbs would be more manageable than severed limbs. Unless you're a werewolf or vampire, a severed limb would kill you in seconds. However, a weapon with elemental damage should theoretically cauterize the wound. I guess as long as some kind of locational damage is implemented, like from the Fallout games, I'd be fine with it.
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Re: The Official TES VI Wishlist thread

Post by Pilaf The Defiler »

Limb loss is the kind of thing that works in a tabletop RPG, or certain video games with a different focus from TES, but I'm not sure if they'd consider it for a Bethsoft joint at this juncture in time. Crippled limbs and concussions, on the other hand, work well in Fallout and could easily be implemented into Tamrielic adventures.
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Re: The Official TES VI Wishlist thread

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Re: The Official TES VI Wishlist thread

Post by Pilaf The Defiler »

I could definitely see a legless NPC working. A very famous person in Tamrielic lore had no legs - the Dark Elf god Sotha Sil.
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Re: The Official TES VI Wishlist thread

Post by Leckan »

Ok, I have to chime in an say no to limb loss.
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Re: The Official TES VI Wishlist thread

Post by MetaCthulhu »

  • 1. Full compatibility with SteamOS. (And by extension, Linux)
  • 2. DRM-free release on GOG.
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

Here's one that's more realistic and more likely to happen: Full mod support for console versions of TES VI. Bethesda has already done this for Fallout 4, and I wish they had done it for Skyrim since I'm trying to convince my console gamer friend to try it, and there are several mods I can't live without (like USLEEP and SkyUI) that I would instantly recommend.
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Re: The Official TES VI Wishlist thread

Post by Vilhelm Valhalla »

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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

Vilhelm Valhalla wrote:Definitely mods, but also console commands for console, either through a connected keyboard or a menu option. After going back to Skyrim from PC to Xbox, I realize that there are so many things in the game that simply cannot be acquired "legitimately" for no reason other than the fact that they were not added to leveled lists or inventories. It feels like so much content is walled off for so many players just because commands are disabled. There was an article a few months back saying that Fallout 4 would not have console commands for the PS4 or XboxOne because they are not allowed by Sony or Microsoft, which I don't believe is fully true. Regardless, it would be great to have access to the many commands PC users have, and accept the responsibility of potentially breaking my save.
Yeah, that too. There are some glitches in the game that can't be remedied any other way than by using console commands, such as followers randomly disappearing (even though they're not dead) or word walls on Solstheim not working.
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

Here are a few more features from Skyrim mods that I would really like to see in the next game:

Recycling: In vanilla Skyrim, there is absolutely no reason to collect weapons or apparel that are less than the 10:1 value-to-weight ratio, unless somehow they're better than what you're currently using. In mods like Requiem and Melt Down Everything, there is now incentive to haul away everything that isn't nailed down, because metal armors, weapons, and clutter can be smelted back into ingots, and leather armor can be turned back into leather for crafting. You obviously don't get as much back out as it would take to initially craft the item yourself, but it's better than letting the items go to waste. Mods like Frostfall also have the ability to recycle wooden objects into kindling, and ruined books into rolls of paper.

Personal Hygiene: This was mentioned before briefly in terms of the option to groom your character, but I'm talking about something more extensive, like what you have in the Bathing in Skyrim mod, or mods that add usable wash basins. Regularly bathing your character will give you cleanliness bonuses, such as disease resistance and a boost to Speech, whereas neglecting it will give you the respective penalties. You can also make different kinds of soaps, using animal fats, salt, and various floral ingredients, each of which will give you a different bonus.

There is historical precedent for this. Contrary to popular belief, people did bathe regularly in the Middle Ages. They were actually kind of obsessed with it; there were public bathhouses, and it wasn't uncommon for a host to invite his guests to bathe together, just like in Roman times. Soap (like the kind you can cook up yourself in the aforementioned mod) was in such demand that it was produced on an industrial scale in the Middle Ages. It wasn't until the black death struck and so-called "experts" started telling people to stop bathing because it opened up the pores and made them vulnerable to disease that the bathing trend died off.

An Arcane University: The one in Oblivion looked great and had everything, including a garden full of alchemical ingredients, different types of libraries and study rooms, classes in session, an orrery, and all sorts of fancy objects and little details that really made it feel like you were in a place for serious magical study. Which is why it kind of sucked that the College of Winterhold in Skyrim was more of a freezing decrepit castle. (Also, nobody knows how to fix a simple stone bridge that broke 80 years ago? Seriously?) One mod that tries to fix this is the Immersive College of Winterhold, which adds a ton of new details, features, and activities that really should have been in the game in the first place. I want the ability to choose between sitting in a class and learning the slow but safe way, or cutting class and exploring the dungeons below to learn the active but dangerous way. Fantasy fiction is full of examples of wizard schools (Hogwarts being the most famous) so why can't a TES game have something like that?
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Re: The Official TES VI Wishlist thread

Post by Fiar »

I wouldn't mind the daedrice shrine quests letting us explore small chunks of each respective realm.

Molag Bal's always interested me, and I am aware ESO does this; but I want a more singular experience in that realm with Bethesda's touch.

Aside from that, I wouldn't mind seeing a return to greater weapon variety. And I wouldn't mind them taking a page out of F4's book; and let the crafting reflect on the weapon's appearance.

And a final note is, depending on the location; the option to sail around on a boat would be amazing! Witcher 3 did this, and it was surprisingly immersive to be able to sail around at night and day. And yeah, deeper you go in the water, the more fierce the fishing would be!
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Re: The Official TES VI Wishlist thread

Post by MetaCthulhu »

Followers:
A healer follower. Just a character who stays out of your way, provides buffs, and heals you. Sounds simple but is missing from all TES games so far.
A necromancer follower. Like Serena but less gung-ho, preferably with options like, "Reanimate the strongest (i.e. highest level) corpse available" or, "Reanimate the most recent corpse".

On the subject of necromancy, give even rookie mages the ability to reanimate multiple bodies at once, but divide the base health of the zombie by the number of zombies. (In other words: if I have a zombie with 200 health, and then reanimate another corpse who has 50 health, I now have two zombies; one who has 100 health and another who has 25 health.)
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Re: The Official TES VI Wishlist thread

Post by Sarin »

Well, for me there would be two things:
First, weapon variety. Bring back spears, give us polearms, shortswords, make distinct single and double bladed(headed for axes) weapons and throwing weapons.

Related to that, weapon modes. Switch between melee and ranged for throwing weapons, change grip to one or two handed for b asta rd (dammit, filter) swords, etc...
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

Sarin wrote:Well, for me there would be two things:
First, weapon variety. Bring back spears, give us polearms, shortswords, make distinct single and double bladed(headed for axes) weapons and throwing weapons.

Related to that, weapon modes. Switch between melee and ranged for throwing weapons, change grip to one or two handed for b asta rd (dammit, filter) swords, etc...
Yeah, different attack modes would be useful. There's no excuse not to do this, since games have been doing it for over 20 years. Though the combat system would need to be reworked from Skyrim's system, into something more like the Jedi Outcast / Academy dueling system, which has come up in this thread before.


On a different note, I would also like to see skills become more powerful on their own as you gain experience, not in place of but in addition to the increases provided by perks. In other words, even if you don't necessarily fill out the Destruction perk tree, having a higher skill level would still give you reduced cost and increased magnitude / duration. Then you can get the perks as you can afford them, to make your spells even more efficient and powerful. Requiem uses a system like this, and I've found I prefer it over the vanilla system where you need to rely mostly on fortify potions for power and enchanted apparel for cost reduction.

As far as derived attributes go, I would rather have it where carry weight goes up after you spend a lot of time running around with heavy equipment, as opposed to just putting points into a stat. You could still have the option of increasing your stats to increase your carry weight, but I just think it would be more realistic for carry weight to also be determined by practice, like any skill. This would give an actual purpose to slowly plodding around while over-encumbered. The original X-Com game had this, where you could increase the strength of your soldiers by giving them lots of heavy stuff to carry around.
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Re: The Official TES VI Wishlist thread

Post by Dracomagne »

Reputation checks.

Maybe every now and then after you're the harbinger of the Companions, the bandits around Whiterun see you and say, "Oh man, we'd better not mess with this guy," and run away with their tails between their legs. Same goes for thanes, Dragonborn, wearers of full daedric armor, etc. Conversely, you could start seeing a few more high-level enemies wanting to test their mettle in a manner similar to assassins and random orc warriors. Mostly though, I'd just like to have that kind of intimidating air about me.

I get tired of teaching lessons to every poor little guy with an iron dagger who should know by now that I could summon a lightning storm and end him and all his friends with a few dragon words.
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

I guess that would build more off of fame n infamy, tho realistically it should bring negativ n positive influences.

A famous warrior within a faction would normally be well left alone by simple bandits.. less of course they wanted to make a name for themselves :wink: as too with artifacts or high class gear, the value of them can be too tempting. So maybe do a fear debuff check? Maybe an increase to random encounters with thieves n such

Likewise if your overall infamy is really high and are a known assassin/mass murder.. ppl would be more keen to be afraid, maybe even raise a bit of disposition with the right crowd(i.e necromancer, ect)
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

Dracomagne wrote:Reputation checks.

Maybe every now and then after you're the harbinger of the Companions, the bandits around Whiterun see you and say, "Oh man, we'd better not mess with this guy," and run away with their tails between their legs. Same goes for thanes, Dragonborn, wearers of full daedric armor, etc. Conversely, you could start seeing a few more high-level enemies wanting to test their mettle in a manner similar to assassins and random orc warriors. Mostly though, I'd just like to have that kind of intimidating air about me.

I get tired of teaching lessons to every poor little guy with an iron dagger who should know by now that I could summon a lightning storm and end him and all his friends with a few dragon words.
Agreed, and it doesn't even make sense that this feature was excluded from Skyrim, considering that dragons will sometimes be reluctant to attack you after you've reached a high enough level or have completed the main quest. You can intimidate highway robbers into walking away, so why not other bandits?
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Re: The Official TES VI Wishlist thread

Post by BetaB17 »

Correction.. dragons arent reluctant if your a high enough level >_> one of their random encounters involves patrolling the sky. They are none hostile less you try to attack them.. tho even then its hard to do so n AI problems may prevent them from properlyy enaging due to pathing. This can be seen even when your low leveled and hardly finished with the main quest

The only instance of enemies buggering off is either with the fear effect or through certain dialogue.. tho to be frank that needs to be more varied
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

BetaB17 wrote:Correction.. dragons arent reluctant if your a high enough level >_> one of their random encounters involves patrolling the sky. They are none hostile less you try to attack them.. tho even then its hard to do so n AI problems may prevent them from properlyy enaging due to pathing. This can be seen even when your low leveled and hardly finished with the main quest

The only instance of enemies buggering off is either with the fear effect or through certain dialogue.. tho to be frank that needs to be more varied
Weird. It always seemed like this non-hostile random encounter happened more often as I got further along in the game. There have even been times when dragons are attacking everything else except me, and they don't even show up as hostile towards me.


Anyway, a feature I'd like the next game to have is offensive spells for every spell school. Requiem does this rather effectively. You should not be penalized with useless spells just for specializing in something other than Destruction. Some examples from that mod: In Illusion you can trick enemies into thinking they've been wounded, which temporarily reduces their health. You can also cause fatal heart attacks, or force them into committing suicide. In Conjuration, there's a fun spell that teleports an enemy's heart out of their body, killing them instantly (and giving you the heart). In Alteration, there are telekinetic spells that let you hurl enemies into the air so that they fall to their deaths, and spells that transform weaker enemies into harmless animals or piles of ectoplasm (which is an instant kill). As for Restoration, sun damage spells should be available from the start, as opposed to only being sold by vampire hunters.

For that matter, I'd like options to use certain stealth skills offensively. In Morrowind you could lock doors that are previously unlocked (albeit with a spell) so why can't you use your Lockpicking skill to block off enemies? For example, you could set the room on fire, and then lock enemies inside. Or you could lock a barred gate and then fire projectiles through the bars. For Speechcraft, there could be dialogue options to trick two people into fighting each other, to save yourself the trouble or cause a distraction. Fallout 2 had a quest like this, where you trick two Enclave technicians into getting into a fistfight, allowing you to steal the Vertibird plans.
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Re: The Official TES VI Wishlist thread

Post by DikkeVetteVlinder »

It's probably been mentioned already, but I would love loads of customization options for bodies. I want a mage with a beergut. Or a superskinny one, who's 'workout' doesn't go much further than cardio and who can't lift an axe to save his life..
Oh, and even more important; if I make a lady who opts for heavy armor and twohanded, I want her to look like the second coming of Kinessa [&@%!] Johnson
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I also really like what was discussed a few posts above me, the idea of things changing about the character, like scars, facial hair and maybe even body weight and muscle size. I understand it's not everybody's cup of tea, but personally I'd love it. Could be somthing one can turn off, perhaps.
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Re: The Official TES VI Wishlist thread

Post by Starfang »

Leckan wrote:Ok, I have to chime in an say no to limb loss.
Seconded.

I'd like to see spell creation return, levitation return (even if there's in-game penalties for using it), house building a better marriage system, and smarter followers.
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Re: The Official TES VI Wishlist thread

Post by FrozenWolf150 »

I would like to see more immersive dialogue options for player character races. One example of a Skyrim mod that does this is Khajiit Speak, that changes your dialogue to sound more like Khajiit speech patterns (although it doesn't automatically detect the race you choose, so you have to uninstall it when you play as a different race). When you have 10 playable races, from different provinces, with different cultures, and different native languages; you're going to have different dialects, structure, and grammar when they translate into English. Also, if the game is a medieval fantasy setting, the characters including the player should speak in a more period-appropriate manner. Player dialogue should not sound completely identical to modern conversation. One mod that does this for Skyrim is Immersive Player Dialogue.

I don't mean that I want it to sound like the original manuscript of Beowulf (Old English) or the Canterbury Tales (Middle English). I think Early Modern English would be the most appropriate, in terms of style and structure.
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Re: The Official TES VI Wishlist thread

Post by MetaCthulhu »

Art thou surest that it's a good idea?
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