Tiny details that can make us feel more immersed in the game
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- MARS
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Re: Tiny details that can make us feel more immersed in the
Those are called animations, not cinematics
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- TheoC
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Re: Tiny details that can make us feel more immersed in the
Yea I remembered after postingArch-Mage Matt wrote:That's in Oblivion, you know...TheoC wrote: Things I'd like to see:
> Slower movement when wearing armour/heavy gear.
I've had 100 heavy and light armour for so long I'm used to not having that effect now
Check out my Oblivion Machinima Series!
http://www.youtube.com/watch?v=NfTiIE7T7GQ
http://www.youtube.com/watch?v=NfTiIE7T7GQ
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VirtualWeasel
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Re: Tiny details that can make us feel more immersed in the
I would like to see details like Red Dead Redemption:
Visible, Moving horse muscles
People ACTUALLY having lives
Small things that really give the game a realistic feel
Visible, Moving horse muscles
People ACTUALLY having lives
Small things that really give the game a realistic feel
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Re: Tiny details that can make us feel more immersed in the
then add a crap load more of animations.mars wrote:Those are called animations, not cinematics![]()
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Snuke
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Re: Tiny details that can make us feel more immersed in the
People smoking pipes, particularly people that look like Gandalf.
More realistic tavern atmosphere (like smokey haze). People laughing and slapping each other on the backs, knocking mugs of ale together. Maybe even brawls that aren't to the death. Fist fights that end when one person gets knocked down or something. But these should obviously only happen in "less reputable" taverns, mostly outside Imperial City.
More realistic tavern atmosphere (like smokey haze). People laughing and slapping each other on the backs, knocking mugs of ale together. Maybe even brawls that aren't to the death. Fist fights that end when one person gets knocked down or something. But these should obviously only happen in "less reputable" taverns, mostly outside Imperial City.
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VirtualWeasel
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Re: Tiny details that can make us feel more immersed in the
Those ideas all sound like very Nordish things to do, so I wouldn't be too suprised if it was in the game.Snuke wrote:People smoking pipes, particularly people that look like Gandalf.
More realistic tavern atmosphere (like smokey haze). People laughing and slapping each other on the backs, knocking mugs of ale together. Maybe even brawls that aren't to the death. Fist fights that end when one person gets knocked down or something. But these should obviously only happen in "less reputable" taverns, mostly outside Imperial City.
- zzfallens
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Re: Tiny details that can make us feel more immersed in the
Uh... you know we're talking about "Skyrim" right?Snuke wrote:only happen in "less reputable" taverns, mostly outside Imperial City.
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Re: Tiny details that can make us feel more immersed in the
I believe they meant capitalzzfallens wrote:Uh... you know we're talking about "Skyrim" right?Snuke wrote:only happen in "less reputable" taverns, mostly outside Imperial City.
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Re: Tiny details that can make us feel more immersed in the
I was a little backwards, but you get the idea.Argonanza wrote:Nonononono! Chainmails are designed to stop arrows and cutting edges. Heavy armor is used to protect against forceful blows.
Bodies left out in the cold wilderness should freeze and get frostbite.mars wrote:I'd like corpses to actually decay. Not just dissapear after some time.
Also, I'm hoping that the improvements in sneak during combat work for running from guards too.
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Re: Tiny details that can make us feel more immersed in the
How about when you shoot at targets/beat up on dummies, you get bonuses in the skill? Thats always bothered me--theres targets and dummies all over the place, and they dont have an actual purpose.
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Re: Tiny details that can make us feel more immersed in the
That would be a big game breaker. Instead of gaining skill by defeating powerful foes you could just whack a dummy and own everything.FaWa wrote:How about when you shoot at targets/beat up on dummies, you get bonuses in the skill? Thats always bothered me--theres targets and dummies all over the place, and they dont have an actual purpose.
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Re: Tiny details that can make us feel more immersed in the
LOve it but it should take stamina not mana to transform (as it's a disease not related to magic)D0VAHK11N wrote:Ok first of all I'd like to say I love almost all of these ideas except the ones that are way to gruesome
Now i'd like to add some of my own Warning theres a lot
First, I know that Morrowind had werewolves but I'm talking about being able to turn into any creature based on your disease. And maybe only certain races can be infected with certain diseases and every race can be infected with the wolf-strain. And maybe X amount of time after your first transformation an NPC gives you a quest in which you are told of a were-colony who, once you prove yourself worthy, can train you to control your abilities so that you can transform whenever you like at the cost of a little bit of mana. Also based on your strain transforming gives you certain benefits as well as certain weaknesses but they only last while you are transformed. However even though you still have control over your abilities once a month you transform (as well as all other were-creatures) and must consume a certain amount (but not type) of raw meat in order to maintain if you do not you will continue to transform every night but will not have the ability to change at will until you feed. and if you still do not feed then your appearance will look more and more like the creature you turn into with each passing day.
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Qwackie
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Re: Tiny details that can make us feel more immersed in the
I think it would be cool if our character had a mentor type trainer, who would help them train, instead of you giving them some money and then gaining a skill. Maybe make it optional, and in a minigame format.
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VirtualWeasel
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Re: Tiny details that can make us feel more immersed in the
When you're an Argonian who gets Lycanthropy (if there is any) you should turn into a werecrocodile... That would be awesome
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Re: Tiny details that can make us feel more immersed in the
But that doesn't make sense. What werecreature you become depends on what kind of werecreature infects you.VirtualWeasel wrote:When you're an Argonian who gets Lycanthropy (if there is any) you should turn into a werecrocodile... That would be awesome![]()
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VirtualWeasel
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Re: Tiny details that can make us feel more immersed in the
True, but it doesn't make sense to me to become a hairy beast of Hircine when you're a lizard... I suppose you're right though, it does depend on that.Argonanza wrote:But that doesn't make sense. What werecreature you become depends on what kind of werecreature infects you.VirtualWeasel wrote:When you're an Argonian who gets Lycanthropy (if there is any) you should turn into a werecrocodile... That would be awesome![]()
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KneelBeforeZod
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Re: Tiny details that can make us feel more immersed in the
Hey...if vamping out causes our face to reform..maybe give us another 'creation menu' at that point, and let us choose how our newly vamped character looks? You know, so you can re-add birthmarks/face-shapes/etc...
Also, give us a vampire cape.
Also, give us a vampire cape.
What you hear when you take Skooma.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
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Re: Tiny details that can make us feel more immersed in the
I bet you said that just to annoy meKneelBeforeZod wrote:
Also, give us a vampire cape.
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Re: Tiny details that can make us feel more immersed in the
OH NO NOT A CAPE!
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KneelBeforeZod
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Re: Tiny details that can make us feel more immersed in the
Seriously, some people made mods of superheros on Oblivion, and I want those capes for the vanilla game. Capes rule.
But especially a cape matching what you are. Think about it, with the big ol' Dracula collar, right? You'd be ballin' like so hardcore!
But especially a cape matching what you are. Think about it, with the big ol' Dracula collar, right? You'd be ballin' like so hardcore!
What you hear when you take Skooma.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
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Snuke
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Re: Tiny details that can make us feel more immersed in the
Yeah, I know. I meant outside of major cities where the snooty people go. But in Skyrim, yeah, I'm guessing there aren't too many high class taverns....mars wrote:I believe they meant capitalzzfallens wrote:Uh... you know we're talking about "Skyrim" right?Snuke wrote:only happen in "less reputable" taverns, mostly outside Imperial City.
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D0VAHK11N
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Re: Tiny details that can make us feel more immersed in the
Yeah I guess you're right that would make more sense. and then it also wouldn't matter if you are a mage or a knight or some other magic or non-magic class.TheAllSeeingEye wrote:LOve it but it should take stamina not mana to transform (as it's a disease not related to magic)D0VAHK11N wrote:Ok first of all I'd like to say I love almost all of these ideas except the ones that are way to gruesome
Now i'd like to add some of my own Warning theres a lot
First, I know that Morrowind had werewolves but I'm talking about being able to turn into any creature based on your disease. And maybe only certain races can be infected with certain diseases and every race can be infected with the wolf-strain. And maybe X amount of time after your first transformation an NPC gives you a quest in which you are told of a were-colony who, once you prove yourself worthy, can train you to control your abilities so that you can transform whenever you like at the cost of a little bit of mana. Also based on your strain transforming gives you certain benefits as well as certain weaknesses but they only last while you are transformed. However even though you still have control over your abilities once a month you transform (as well as all other were-creatures) and must consume a certain amount (but not type) of raw meat in order to maintain if you do not you will continue to transform every night but will not have the ability to change at will until you feed. and if you still do not feed then your appearance will look more and more like the creature you turn into with each passing day.
That's why I said earlier that certain races would be immune to certain were-diseases, yet every race is vunerable to were-wolves. Also I like the idea of a customization menu for you're transformation. but it should be somewhat less advanced than the one at the beginning of the game because you're character should still kinda resemble it's original state.Argonanza wrote:But that doesn't make sense. What werecreature you become depends on what kind of werecreature infects you.VirtualWeasel wrote:When you're an Argonian who gets Lycanthropy (if there is any) you should turn into a werecrocodile... That would be awesome![]()
Also there should be reflection in the water like if you look at it at a certain area you can see the scenery reflected in it or if you look straight down be able to see yourself...unless you are invisible
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Re: Tiny details that can make us feel more immersed in the
If they have any mask-like items, it'd be great if they, y'know...masked your appearance.
What you hear when you take Skooma.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
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Re: Tiny details that can make us feel more immersed in the
Vampires should be able to bottle human blood.
The ability to tamper with Arena contestants. Bribing, threatening, spiking food,y'know?
Gravity should be the same everywhere. In Oblivion,acceleration due to gravity was halved for dead bodies.
The ability to move around in mid-air should not be present in Skyrim.
If you fall from a fairly large height, you should enter rag-doll mode when you hit the ground until you slow to a stop. Acrobatics should influence what exactly a "large height" is.
Vegetation should catch fire and burn if you pound them with fireballs. They should grow back eventually.
Townsfolk shouldn't stand around when it's lashing rain. Guards shouldn't patrol but instead stay in shelter. If it suddenly begins pouring rain, townsfolk should run to shelter. If a region is highly susceptible to rain, the townsfolk should wear cloaks when it does rain.
Acrobatics should eventually grant the ability to jump and grab onto ledges to then pull yourself up. This should be a major drain on fatigue/stamina. This will allow assassins to jump onto ceiling rafters and such to kill targets from the shadows.
Harvesting a farmer's crops for your own use should be considered a crime. Same for garden vegetable patches.
The ability to tamper with Arena contestants. Bribing, threatening, spiking food,y'know?
Gravity should be the same everywhere. In Oblivion,acceleration due to gravity was halved for dead bodies.
The ability to move around in mid-air should not be present in Skyrim.
If you fall from a fairly large height, you should enter rag-doll mode when you hit the ground until you slow to a stop. Acrobatics should influence what exactly a "large height" is.
Vegetation should catch fire and burn if you pound them with fireballs. They should grow back eventually.
Townsfolk shouldn't stand around when it's lashing rain. Guards shouldn't patrol but instead stay in shelter. If it suddenly begins pouring rain, townsfolk should run to shelter. If a region is highly susceptible to rain, the townsfolk should wear cloaks when it does rain.
Acrobatics should eventually grant the ability to jump and grab onto ledges to then pull yourself up. This should be a major drain on fatigue/stamina. This will allow assassins to jump onto ceiling rafters and such to kill targets from the shadows.
Harvesting a farmer's crops for your own use should be considered a crime. Same for garden vegetable patches.
Last edited by L.Ron Hubbard on Fri May 13th, 2011 12:34 PM, edited 46 and 2 times in total.
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KneelBeforeZod
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Re: Tiny details that can make us feel more immersed in the
YESSS! I can't tell you how many times I've been, like, in a dungeon, or out wandering away from civilization, and realized, "Man...some, like, blood Go-Gurt would be useful for not burning up in the sun right now!"Lindai wrote:Vampires should be able to bottle human blood.
What you hear when you take Skooma.
The proud Luchador mask of the renegade Headgear Club. We don't exist.
The proud Luchador mask of the renegade Headgear Club. We don't exist.


