The Elder Scrolls V Discussion
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- Lunarsweets
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Re: The Elder Scrolls V Discussion
I think guns would be a nice addition. Damage wise, and the whole fear-factor thing. I can see an arrow. I can see a lightning bolt. Can't see a bullet though. Not to mention how damn loud a gun from that era would be.
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Re: The Elder Scrolls V Discussion
No.I think guns would be a nice addition. Damage wise, and the whole fear-factor thing. I can see an arrow. I can see a lightning bolt. Can't see a bullet though. Not to mention how damn loud a gun from that era would be.
TES is NOT Steampunk. The Dwemer Ruins in Morrowind are a single, lone exception. They addressed it, got over it, and I hope they never do again. Either way, TES has a very strong traditional fantasy feel, with a moreso Roman feel than Medieval. Guns didn't begin gaining prominence 'til the 17th century, after the Renaissance and thus when modern society began laying its roots.
TES just shouldn't FEEL like that.
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- HatofMadness
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Re: The Elder Scrolls V Discussion
No guns.
Period.
i want to see alot new, or revamped, or changed.
but NO guns. you want guns, play fallout. this is what makes elder scrolls, the elder scrolls.
Period.
i want to see alot new, or revamped, or changed.
but NO guns. you want guns, play fallout. this is what makes elder scrolls, the elder scrolls.

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Re: The Elder Scrolls V Discussion
guns could be introduced as sort of messy, dangerous (to the user) one-shot wands or staves (that's how they would probably be treated by the TES world) but beyond the curiosity value i think they could really screw up the balance of the game if they were introduced as fable like missile weapons
I like my characters' skills to elevate his usefulness, eg if i'm great with a knife i can cause as much mayhem as someone who's good with an axe even though a piddly little blade looks a lot less effective. Guns (and crossbows) were invented precisely to allow unskilled marksmen to do as much damage to the opposition as skilled ones. It took 11 years of instruction to make a long bowman, but crossbows allowed anyone to skewer an enemy at range with very little training
I like my characters' skills to elevate his usefulness, eg if i'm great with a knife i can cause as much mayhem as someone who's good with an axe even though a piddly little blade looks a lot less effective. Guns (and crossbows) were invented precisely to allow unskilled marksmen to do as much damage to the opposition as skilled ones. It took 11 years of instruction to make a long bowman, but crossbows allowed anyone to skewer an enemy at range with very little training
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Re: The Elder Scrolls V Discussion
Silly...
Guns appeared in the 16th century (1500's) and were very crappy. These are gunpowder pistols and such. They suck.
Gunpowder is already in TES. Cannons appear in the Redguard trailer.
Guns appeared in the 16th century (1500's) and were very crappy. These are gunpowder pistols and such. They suck.
Gunpowder is already in TES. Cannons appear in the Redguard trailer.
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Re: The Elder Scrolls V Discussion
Guns were around long before the 15th century. And the cannons in Redguard are most likely either powered by magic or steam, like the Dwemer.
- RobotNixon
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Re: The Elder Scrolls V Discussion
The Dwemer Satchels that you use on the Tribunal main quest were some sort of chemical explosive.
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Re: The Elder Scrolls V Discussion
I forgot about them Nixon, well done.
There's a limit to what they can do, hut I wouldn't mind if they pushed the tech forward a little. Obviously I wouldn't want high tech power armour and automatic rifles, but something like very weak, unwieldy small arms wouldn't really be that bad to put up with.
There's a limit to what they can do, hut I wouldn't mind if they pushed the tech forward a little. Obviously I wouldn't want high tech power armour and automatic rifles, but something like very weak, unwieldy small arms wouldn't really be that bad to put up with.
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evenratman
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Re: The Elder Scrolls V Discussion
Mmmm, I can see it now... Daedric power armour and tri-beam magicka rifles. *drools*
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Re: The Elder Scrolls V Discussion
That's a good idea. I mean with a bow you can launch many arrows quite quickly. But with an unwieldy small pistol the reloading would be quite slow. Plus with no target assist it would be quite a specialist weapon. But for the skilled user than can be quite deadly. And when NPC's use them...Veck wrote:I forgot about them Nixon, well done.
There's a limit to what they can do, hut I wouldn't mind if they pushed the tech forward a little. Obviously I wouldn't want high tech power armour and automatic rifles, but something like very weak, unwieldy small arms wouldn't really be that bad to put up with.

Aquatic Beauty
Re: The Elder Scrolls V Discussion
forgive me if this has already been covered in this thread, but since we're on the subject of explosives, i would love alchemy to be integrated with explosion mechanics. it would be awesome to make liquidous bombs such as smoke, tear, tranquilizing, and destructive bombs
and i know it will never happen, but i would love the alchemy process to be more immersive
and i know it will never happen, but i would love the alchemy process to be more immersive
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Small Head
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Re: The Elder Scrolls V Discussion
Im new... So if this has been said before just comment.
But i think that the fighting techniques seem a bit mechanical. Like, say a daedra is slashing at you. He power lunges with his mace. You block, do a few attacks and fall back and block until he attacks again. Also, with larger weapons such as battleaxes and claymores, you can see the attck coming a mile away; and you can dodge it and then get a few hits in.
But i think dual wield could be great and you can do twice as many attacks, but your parry and power skills are hindered, and two swords can weigh alot.
I also think that the ability to shoot more than one arrow at a time could be good, and that guns are like the muskets in olden days, slow to reload, not very long ranged, but extremely powerful. Also i think each magic spell could look different. For example, all Frost spells are just a little blue ball. Many one could be a square sheet of ice. Maybe more defensive spells could be introduced, such as springing smalls walls of rock out of the ground to give you cover.
Finally, the AI opponents could maybe be a bit more tacticul ( If thats how you spell it) and a bit less ' Im almost dead but im still going to run at him with an axe.
Sorry if this is a bit much to read.....
But i think that the fighting techniques seem a bit mechanical. Like, say a daedra is slashing at you. He power lunges with his mace. You block, do a few attacks and fall back and block until he attacks again. Also, with larger weapons such as battleaxes and claymores, you can see the attck coming a mile away; and you can dodge it and then get a few hits in.
But i think dual wield could be great and you can do twice as many attacks, but your parry and power skills are hindered, and two swords can weigh alot.
I also think that the ability to shoot more than one arrow at a time could be good, and that guns are like the muskets in olden days, slow to reload, not very long ranged, but extremely powerful. Also i think each magic spell could look different. For example, all Frost spells are just a little blue ball. Many one could be a square sheet of ice. Maybe more defensive spells could be introduced, such as springing smalls walls of rock out of the ground to give you cover.
Finally, the AI opponents could maybe be a bit more tacticul ( If thats how you spell it) and a bit less ' Im almost dead but im still going to run at him with an axe.
Sorry if this is a bit much to read.....
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Re: The Elder Scrolls V Discussion
What the game needs to have? A Mortal player.
Let's see... how many armies have you defeated?
The Mythic Dawn & Mankar Camoran (1)
Aurorans & Umaril (2)
Daedra & Dremora (3)
Drothmeri (4)
Necromancers (5)
That's five armies, killed singlehandedly. What I'm getting at is somehow, the player shouldn't face hundreds of people and kill them at once. He should find ways to weaken them, divert them, then strike at their weakest. And get help.
Let's see... how many armies have you defeated?
The Mythic Dawn & Mankar Camoran (1)
Aurorans & Umaril (2)
Daedra & Dremora (3)
Drothmeri (4)
Necromancers (5)
That's five armies, killed singlehandedly. What I'm getting at is somehow, the player shouldn't face hundreds of people and kill them at once. He should find ways to weaken them, divert them, then strike at their weakest. And get help.

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Re: The Elder Scrolls V Discussion
This has always bugged me as wellArch-Mage Matt wrote:What the game needs to have? A Mortal player.
Let's see... how many armies have you defeated?
The Mythic Dawn & Mankar Camoran (1)
Aurorans & Umaril (2)
Daedra & Dremora (3)
Drothmeri (4)
Necromancers (5)
That's five armies, killed singlehandedly. What I'm getting at is somehow, the player shouldn't face hundreds of people and kill them at once. He should find ways to weaken them, divert them, then strike at their weakest. And get help.
I want the next game to make the player just another person in the crowd, not the prophesized saviour of the world.
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evenratman
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Re: The Elder Scrolls V Discussion
The karma system from Fallout 3 should be considered, simply because it could eliminate the whole "saviour of the world" thing. You'll have a choice of whether you want to save the empire or work with the mythic dawn (using Oblivion's plot as an example). In Oblivion, if you don't want to save the empire because you're roleplaying an evil character, the quest line simply becomes inaccessible. With a karma system that is integrated into the flow of the story (ie. the story evolves according to your moral decisions), you'll still have access to the quest line and will be able to do it in a way that's compatible with your character's morality. So, it wouldn't really eliminate the "saviour of the world" thing all together but it would make it only a single outcome out of many others.
Re: The Elder Scrolls V Discussion
This couldnt work, it wouldnt sit well with the structure of 'the elder scrolls', becaus in every game, the events that take place become history in the elder scrolls. There can only be one linear outcome, if your playing the sequel and you pick up a book (in-game) about history, it cant say "and the world was saved, but it actually wasnt"evenratman wrote:The karma system from Fallout 3 should be considered, simply because it could eliminate the whole "saviour of the world" thing. You'll have a choice of whether you want to save the empire or work with the mythic dawn (using Oblivion's plot as an example). In Oblivion, if you don't want to save the empire because you're roleplaying an evil character, the quest line simply becomes inaccessible. With a karma system that is integrated into the flow of the story (ie. the story evolves according to your moral decisions), you'll still have access to the quest line and will be able to do it in a way that's compatible with your character's morality. So, it wouldn't really eliminate the "saviour of the world" thing all together but it would make it only a single outcome out of many others.
If there is going to be an option of morality, either the good or the bad characters are going to have to deal with loosing.
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Re: The Elder Scrolls V Discussion
I think a karma system would really improve the game, but as Alucard says, it wouldn't work with the Lore. A shame, really.
One thing they should include is like in Morrowind you can't finish all faction quests with the same character, because some of them interfere with each other, and at some points people needed in another faction gets killed. I haven't found any examples of that in Oblivion, and that makes it feel strange. Because I shouldn't be able to be the savior of the world, and at the same time be a notorious thief, a powerful mage in the Arcane University, and on top of that be a thief.
Or well, that's what I think.
One thing they should include is like in Morrowind you can't finish all faction quests with the same character, because some of them interfere with each other, and at some points people needed in another faction gets killed. I haven't found any examples of that in Oblivion, and that makes it feel strange. Because I shouldn't be able to be the savior of the world, and at the same time be a notorious thief, a powerful mage in the Arcane University, and on top of that be a thief.
Or well, that's what I think.
Only... In the ancient legend, it is stated
that one day an Undead shall be chosen
to leave the Undead Asylum, in pilgrimage
to the land of the ancient lords
Lordran
that one day an Undead shall be chosen
to leave the Undead Asylum, in pilgrimage
to the land of the ancient lords
Lordran
- Generalno1
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Re: The Elder Scrolls V Discussion
A Karma System would restrict things if you ask me, The Fame/Infamy system works perfectly, Hewlps in Role playing as well as sticks to Lore. With it, you can play as a man who is forced to do evil things for what ever reason, there by being a "good" charector, while having high Infamy. You could'nt do that with a Karma system
I'm not arrogant. I'm insecure.
Spoiler:
- KalleFlaxx
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Re: The Elder Scrolls V Discussion
Well, you may be right, but it would still be cool for at least minor quests to change depending on the choices you make.Generalno1 wrote:A Karma System would restrict things if you ask me, The Fame/Infamy system works perfectly, Hewlps in Role playing as well as sticks to Lore. With it, you can play as a man who is forced to do evil things for what ever reason, there by being a "good" charector, while having high Infamy. You could'nt do that with a Karma system
Only... In the ancient legend, it is stated
that one day an Undead shall be chosen
to leave the Undead Asylum, in pilgrimage
to the land of the ancient lords
Lordran
that one day an Undead shall be chosen
to leave the Undead Asylum, in pilgrimage
to the land of the ancient lords
Lordran
- Generalno1
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Re: The Elder Scrolls V Discussion
A few small changes from change in Dialogue, to alternate mehods to complete quests would be pretty awesome.
I'm not arrogant. I'm insecure.
Spoiler:
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Small Head
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Re: The Elder Scrolls V Discussion
Karma could work very well,
If you are good, adventurers could want to join you and you could start a group. Say a certain npc heard and ancestral object was in a certain cave. You and two of your adventurers could go fetch it for money. Then you could build your own clubhouse.
The same could be done where bandits approach you in tems of bad characters and you can tell them to watch the gold road for passers by (just an example) and you could hold sieges on other rival bandits.
Thieves could make a gang and get contracts to rob certain houses.
The best, though, could be vampire clan wars, and maybe evn vampire vs werewolves battles!
If you are good, adventurers could want to join you and you could start a group. Say a certain npc heard and ancestral object was in a certain cave. You and two of your adventurers could go fetch it for money. Then you could build your own clubhouse.
The same could be done where bandits approach you in tems of bad characters and you can tell them to watch the gold road for passers by (just an example) and you could hold sieges on other rival bandits.
Thieves could make a gang and get contracts to rob certain houses.
The best, though, could be vampire clan wars, and maybe evn vampire vs werewolves battles!
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evenratman
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Re: The Elder Scrolls V Discussion
Good point about lore Alucard, I didn't think of that.
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Re: The Elder Scrolls V Discussion
You forget one thing: no one knows what the hell each elder scroll says, and even then, those sent to divine them probably can't understand each knew prophecy.Alucard wrote:This couldnt work, it wouldnt sit well with the structure of 'the elder scrolls', becaus in every game, the events that take place become history in the elder scrolls. There can only be one linear outcome, if your playing the sequel and you pick up a book (in-game) about history, it cant say "and the world was saved, but it actually wasnt"evenratman wrote:The karma system from Fallout 3 should be considered, simply because it could eliminate the whole "saviour of the world" thing. You'll have a choice of whether you want to save the empire or work with the mythic dawn (using Oblivion's plot as an example). In Oblivion, if you don't want to save the empire because you're roleplaying an evil character, the quest line simply becomes inaccessible. With a karma system that is integrated into the flow of the story (ie. the story evolves according to your moral decisions), you'll still have access to the quest line and will be able to do it in a way that's compatible with your character's morality. So, it wouldn't really eliminate the "saviour of the world" thing all together but it would make it only a single outcome out of many others.
If there is going to be an option of morality, either the good or the bad characters are going to have to deal with loosing.
The elder scroll's prophecy isn't set in stone. Only when the Champion of Cyrodiil fights back Dagon is it entered into the scroll. So, a hero can do anything the scroll will be etched with what they did.
Say if they kicked a dog or to. Maybe they massacred the village over yonder. A scroll might say that the hero is going to fight against Mr. Evil-Dude and it'll all be happiness and sunshine. However, since the scroll is not absolute, the hero can rather side with Mr. Evil-Dude, and the world will not be happiness and sunshine. Then, that new action is in the elder scroll. It's the Wikipedia for history in the series.
(Que dragon break #2)
- Veck
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Re: The Elder Scrolls V Discussion
And the big events can be close enough to still have good and evil endings while keeping canonical.
Working on this assumption, the game could still have a canonical source without restricting you to the good path. Say in the next game you have to kill an evil wizard. It wouldn't matter if you destroyed his evil lair and ended his tyranny or stole some of his power and had your own little reign of terror. What would matter is that he was killed. And your guide, that knight who helped you battle his minions? It doesn't matter if he lives or not, nobody's going to have a fit over the fact that he isn't entombed in the lore for the next game. So I think a karma system would be good, provided Bethesda don't follow the system every other karma-based game goes with and actually gives you some advantages to being the bad guy.
Spoiler:
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gamermanblue
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Re: The Elder Scrolls V Discussion
Hi everyone, I'm new to posting but here's some ideas I'd like for TES:V in no particular order.
More levels in each skill, maybe every ten or something. Not just novice, apprentice, etc.,.
Skills gain noticeable speed as you level them i.e. A master swordsman swings 3x as fast as a beginner, mages cast faster, etc.,.
Not sure if I liked morrowinds long/short blade, but daggers are NOT swords.
I miss spears.
I don't miss missing in morrowind, but not every hit should do the same damage.
Fatigue needs to be somewhere between morrowind and oblivion
Better master skills, i.e. Swordsman do 1.5x or 2x damage automaticaly, a magic school costs half or three quarters, marksman can zoom even just holding a dagger, etc.,.
I like the map marker in Oblivion but I really wish there was an option to turn it on/off.
I like both Oblivion's randomness and Morrowinds structure. How about say 25-40% is set from the begining, but still lots of random loot.
Bandits with anything above steel armour is a no-no.
As others have said, robes over armour, clothes under that
From morrowind, more factions again. Also I like stupid quests, go fetch me this potion etc.,. Not just kill this, kill that, blah blah blah...
Although I'd like to second others who've talked about a nice economy, I'd settle for at least having different merchants actually having different prices. "You'll find no one with cheaper prices in all of Cyrodil" Shut-up, you lying...
With others on the, find some cloth, travel to a tailor, look spanking in your new outfit.
It should be hard to find top gear. Not as hard as morrowind though.
No telepathic guards who are in telepathic communication with every shopkeeper in the land.
I know this is probably hard to do from a programming stand point but I'm wearing a black robe, at midnight, in a dark forest. You saw me how?
Sure, sometimes I like to pretend I'm the Grim Reaper and travel around with 100% chameleon, killing things whimsically, but am I really the only mage in all the land with a detect-life spell?
Speechcraft a la Oblivion is a waste, Morrowind's was better, but I still think it's a useless skill.
And for me the biggest things I'd like to see.
You choose your speciality, Combat, Magic or Stealth. Then you choose your main Skills. These should be the only skills that can level to Master. Your other skills can only level to 50 natuarally, but, say, 80 with training. This of course means i like the train as much as you want from morrowind, not the only 5 a level from oblivion. I don't feel you should be able to master every skill. Same way I don't feel you should be able to be master in every faction.
Luck. You can still only get a +1 at level up, but in order to get a +1 modifer you have to find something in the game. (maybe Tamriel's version of a four-leaf clover). But Luck affects every action, even beyond the 100 skill cap (which I'd leave in place) by 1% over the neutral 50 for every point. i.e. if you manage to get to 80 Luck, every attack does 30% more damage, every spell costs 30% less, pick-pocketing is 30% more likely etc.,. On the flip-side, damaged luck is a REALLY BAD thing. But this would also mean taking out of the game any fortify luck spells, potions, enchantments.
Those are some of my ideas. As you can see, I'd really like TES:V to be somewhere between Morrowind and Oblivion. I've also avoided repeating what others already seem to agree on. Different types of mounts, beards, mounts, different builds, mounts, pirates and mounts.
Thank you for reading
More levels in each skill, maybe every ten or something. Not just novice, apprentice, etc.,.
Skills gain noticeable speed as you level them i.e. A master swordsman swings 3x as fast as a beginner, mages cast faster, etc.,.
Not sure if I liked morrowinds long/short blade, but daggers are NOT swords.
I miss spears.
I don't miss missing in morrowind, but not every hit should do the same damage.
Fatigue needs to be somewhere between morrowind and oblivion
Better master skills, i.e. Swordsman do 1.5x or 2x damage automaticaly, a magic school costs half or three quarters, marksman can zoom even just holding a dagger, etc.,.
I like the map marker in Oblivion but I really wish there was an option to turn it on/off.
I like both Oblivion's randomness and Morrowinds structure. How about say 25-40% is set from the begining, but still lots of random loot.
Bandits with anything above steel armour is a no-no.
As others have said, robes over armour, clothes under that
From morrowind, more factions again. Also I like stupid quests, go fetch me this potion etc.,. Not just kill this, kill that, blah blah blah...
Although I'd like to second others who've talked about a nice economy, I'd settle for at least having different merchants actually having different prices. "You'll find no one with cheaper prices in all of Cyrodil" Shut-up, you lying...
With others on the, find some cloth, travel to a tailor, look spanking in your new outfit.
It should be hard to find top gear. Not as hard as morrowind though.
No telepathic guards who are in telepathic communication with every shopkeeper in the land.
I know this is probably hard to do from a programming stand point but I'm wearing a black robe, at midnight, in a dark forest. You saw me how?
Sure, sometimes I like to pretend I'm the Grim Reaper and travel around with 100% chameleon, killing things whimsically, but am I really the only mage in all the land with a detect-life spell?
Speechcraft a la Oblivion is a waste, Morrowind's was better, but I still think it's a useless skill.
And for me the biggest things I'd like to see.
You choose your speciality, Combat, Magic or Stealth. Then you choose your main Skills. These should be the only skills that can level to Master. Your other skills can only level to 50 natuarally, but, say, 80 with training. This of course means i like the train as much as you want from morrowind, not the only 5 a level from oblivion. I don't feel you should be able to master every skill. Same way I don't feel you should be able to be master in every faction.
Luck. You can still only get a +1 at level up, but in order to get a +1 modifer you have to find something in the game. (maybe Tamriel's version of a four-leaf clover). But Luck affects every action, even beyond the 100 skill cap (which I'd leave in place) by 1% over the neutral 50 for every point. i.e. if you manage to get to 80 Luck, every attack does 30% more damage, every spell costs 30% less, pick-pocketing is 30% more likely etc.,. On the flip-side, damaged luck is a REALLY BAD thing. But this would also mean taking out of the game any fortify luck spells, potions, enchantments.
Those are some of my ideas. As you can see, I'd really like TES:V to be somewhere between Morrowind and Oblivion. I've also avoided repeating what others already seem to agree on. Different types of mounts, beards, mounts, different builds, mounts, pirates and mounts.
Thank you for reading
