Tiny details that can make us feel more immersed in the game

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Re: Tiny details that can make us feel more immersed in the

Post by Wolfie »

the problem i have with that is pepole talk about it like wolfs can tell by amour
but can a wolf tell that glass amour is bad for them?
sure dedrea makes you look scary and tougher but to me it has to be something that looks like it

if i put on dark brotherhood amour they should not know it means im a deadly killer and hide form me
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Re: Tiny details that can make us feel more immersed in the

Post by KneelBeforeZod »

Wolfie wrote:the problem i have with that is pepole talk about it like wolfs can tell by amour
but can a wolf tell that glass amour is bad for them?
sure dedrea makes you look scary and tougher but to me it has to be something that looks like it

if i put on dark brotherhood amour they should not know it means im a deadly killer and hide form me
Yeah, but if you're a powerful badass, they should be able to tell, from your stance, the look in your eyes...wolves are basically wild dogs except cooler, they're all about alpha, and where you rank. And if you're the Madgod or something, they'd understand that, and would refrain from attacking you, again, unless they were starving to death.

Or had rabies.
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Re: Tiny details that can make us feel more immersed in the

Post by Minor Edits »

Exactly, sort of a "wisdom of nature" thing.
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Re: Tiny details that can make us feel more immersed in the

Post by Wolfie »

KneelBeforeZod wrote:
Wolfie wrote:the problem i have with that is pepole talk about it like wolfs can tell by amour
but can a wolf tell that glass amour is bad for them?
sure dedrea makes you look scary and tougher but to me it has to be something that looks like it

if i put on dark brotherhood amour they should not know it means im a deadly killer and hide form me
Yeah, but if you're a powerful badass, they should be able to tell, from your stance, the look in your eyes...wolves are basically wild dogs except cooler, they're all about alpha, and where you rank. And if you're the Madgod or something, they'd understand that, and would refrain from attacking you, again, unless they were starving to death.

Or had rabies.
rabies does not cause an animal to go nuts as many people believe, its just that most animals that get it are wild

also a marine and a preacher can be together and the wolf will go after the marine

(i know this cause i have had it happen with in my family)

I guess its possale the pastor carryed a "Im tough" stance but i dont think so he wouldin hurt a fly
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Re: Tiny details that can make us feel more immersed in the

Post by KneelBeforeZod »

Wolfie wrote:
KneelBeforeZod wrote:
Wolfie wrote:the problem i have with that is pepole talk about it like wolfs can tell by amour
but can a wolf tell that glass amour is bad for them?
sure dedrea makes you look scary and tougher but to me it has to be something that looks like it

if i put on dark brotherhood amour they should not know it means im a deadly killer and hide form me
Yeah, but if you're a powerful badass, they should be able to tell, from your stance, the look in your eyes...wolves are basically wild dogs except cooler, they're all about alpha, and where you rank. And if you're the Madgod or something, they'd understand that, and would refrain from attacking you, again, unless they were starving to death.

Or had rabies.
rabies does not cause an animal to go nuts as many people believe, its just that most animals that get it are wild

also a marine and a preacher can be together and the wolf will go after the marine

(i know this cause i have had it happen with in my family)

I guess its possale the pastor carryed a "Im tough" stance but i dont think so he wouldin hurt a fly
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Re: Tiny details that can make us feel more immersed in the

Post by Samaelthedestroyer »

Wolfie wrote:
KneelBeforeZod wrote:
Wolfie wrote:the problem i have with that is pepole talk about it like wolfs can tell by amour
but can a wolf tell that glass amour is bad for them?
sure dedrea makes you look scary and tougher but to me it has to be something that looks like it

if i put on dark brotherhood amour they should not know it means im a deadly killer and hide form me
Yeah, but if you're a powerful badass, they should be able to tell, from your stance, the look in your eyes...wolves are basically wild dogs except cooler, they're all about alpha, and where you rank. And if you're the Madgod or something, they'd understand that, and would refrain from attacking you, again, unless they were starving to death.

Or had rabies.
rabies does not cause an animal to go nuts as many people believe, its just that most animals that get it are wild

also a marine and a preacher can be together and the wolf will go after the marine

(i know this cause i have had it happen with in my family)

I guess its possale the pastor carryed a "Im tough" stance but i dont think so he wouldin hurt a fly
Maybe he would rather tangle with a marine then get a guilt trip from a bible thumper
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Re: Tiny details that can make us feel more immersed in the

Post by Rat Kiosk »

To be honest wolves don't normally attack human adults anyway. It's extremely rare.
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Re: Tiny details that can make us feel more immersed in the

Post by Argonanza »

Only a very stupid wolf would attack a human. It goes against their instincts to attack us.
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Re: Tiny details that can make us feel more immersed in the

Post by ToTheMadhouse »

I want water to electrify and freeze when electric and frost spells are cast at it. Same for burning trees and melting ice with fire.
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Re: Tiny details that can make us feel more immersed in the

Post by the Savage Hippie »

Wolves will only attack people if the wolf has rabies.. saw it on a special about "werewolves" on Discovery World..
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Re: Tiny details that can make us feel more immersed in the

Post by dakeryastheslayer »

Hi all,

I think the tiny details that really make me feel more immersed when playing morrowind or Oblivion, (and hopefully for Skyrim) are to do with the AI and the world around. Just finding a character you'd seen before lying dead on the floor as you're passing through Bravil really helps you feel that you're immersed in a fully realised world.
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Re: Tiny details that can make us feel more immersed in the

Post by NordFtw »

I want there to be lots of Public Menaces, in city. Serial Killers, etc.
Would be great.

Some kind of corrupt government in a certain city, where you can buy your way to the top, that'd be sweet.

And if the Dark Brotherhood could be sent to kill you if you wrong certain people? That's be sweet. Same rules though, you kill somebody, you get tested, then initiated. That was sweet.
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Re: Tiny details that can make us feel more immersed in the

Post by Rat Kiosk »

dakeryastheslayer wrote:Hi all,

I think the tiny details that really make me feel more immersed when playing morrowind or Oblivion, (and hopefully for Skyrim) are to do with the AI and the world around. Just finding a character you'd seen before lying dead on the floor as you're passing through Bravil really helps you feel that you're immersed in a fully realised world.
Yeah, especially when you remember that you killed him 10 minutes ago and have since come out of jail only to rob the dead corpse. Nobody cares of course. They're dead.
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Re: Tiny details that can make us feel more immersed in the

Post by dakeryastheslayer »

Rat Kiosk wrote:
dakeryastheslayer wrote:Hi all,

I think the tiny details that really make me feel more immersed when playing morrowind or Oblivion, (and hopefully for Skyrim) are to do with the AI and the world around. Just finding a character you'd seen before lying dead on the floor as you're passing through Bravil really helps you feel that you're immersed in a fully realised world.
Yeah, especially when you remember that you killed him 10 minutes ago and have since come out of jail only to rob the dead corpse. Nobody cares of course. They're dead.
I loled. I actually meant once when I just found someone dead (city swimmer i think it was), not someone I killed. :D
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Re: Tiny details that can make us feel more immersed in the

Post by Rat Kiosk »

Rat Kiosk wrote:To be honest wolves don't normally attack human adults anyway. It's extremely rare.
Ooo, look he's quoting him self what a strange thing to do.

Anyway. To add to this point I found an article about Sai who is the god of luck but was born a mortal. He lived in Skyrim and had a child... Screw it heres the article:
Spoiler:
Sai is the god of Luck. Those familiar with him call him by his nickname, 'Lucky'. He was born a mortal and had the talent to spread luck to others, but not to himself. He became a soldier, but he was killed in his first battle just as it was won. Ebonarm appeared to him, and offered him immortality if he agreed to spread his luck around. He said the gods were overworked seeing to events, and thought that Sai's inborn talent would balance things out. He readily agreed, and he was told that he could keep his body for a time before it began to fade.

He became a wanderer and tinker by trade, roaming the world with his grey wolf Grellan. It was then that he met an unlucky woman named Josea in Skyrim, whom he married and had a child with - "a beautiful baby girl with silver hair, but eyes of cornflower blue". He brought prosperity to the region, which resulted in the Falmer being driven from Skyrim and the Nords taking over large parts of Morrowind and High Rock.

His visits to Josea became less and less frequent, until one night she eavesdropped on him arguing with several people. These were avatars of Mara, Ebonarm and other minor gods. He was told that he could no longer stay with his family, as the luck he had given to the area was having dire consequences. He was tasked to set things right again, and his body was to be taken from him. He could only visit his wife once a year, and only in spirit. He begged Mara for a body, and she allowed him to take the form of a wolf occasionally.

When the gods had left, Josea confronted him. He told her of his true origins and explained the situation. He kissed their children goodbye and told her that she would feel his presence once a year. It took Sai one hundred and fifty years to set things right, and he needed a lot of help. Nords still hold him in high regard which is why they prefer not to kill wolves unless necessary. The Slave of Moraelyn was a descendant of Sai. He revealed to King Edward that he feels Sai's presence once a year, and his grandmother used to leave a bit of food and a bowl of milk out on winter nights 'for the Wolf'.

Reliquaries dedicated to Sai can be found throughout the Iliac Bay region.
To sum up he helped skyrim drive the falmer out with his luck. However the gods decided he was helping skyrim too much and decided to take away his body. Thus seperating him from skyrim (to restore balance) but also from his wife and child. He was allowed to visit his wife once a year but only in spirit form. He begged Mara for a body and she allowed him to take the form of a wolf occasionally.

Anyway Nords still hold him in high regard for all of his help and, as he takes the form of a wolf they prefer not to kill wolves unnecesarily. I want this to be reflected in the game. I also want a shrine to him.
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Re: Tiny details that can make us feel more immersed in the

Post by Sloady »

Building up a little town would be awesome. It'd definitely make me feel in touch with the game. You mean to tell me I saved the world from being eaten by Alduin, killed at least 100 dragons, mastered the Tongue, and yet I can't open up a farm?
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Re: Tiny details that can make us feel more immersed in the

Post by VirtualWeasel »

TheNightFather wrote:Building up a little town would be awesome. It'd definitely make me feel in touch with the game. You mean to tell me I saved the world from being eaten by Alduin, killed at least 100 dragons, mastered the Tongue, and yet I can't open up a farm?
This happened in Bloodmoon. Raven Rock...
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Re: Tiny details that can make us feel more immersed in the

Post by JoeyDestructo »

When theres a wooly mammoth or giant nearby, I want to hear the ground shake, or atleast feel my controller vibrate, like in Jurassic Park with the T-rex
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Re: Tiny details that can make us feel more immersed in the

Post by Z'irasha »

When I wear a hood I want to see my hair (if I have long hair that is)
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Re: Tiny details that can make us feel more immersed in the

Post by mulder »

NordFtw wrote:Serial Killers
YES! x10

I would love if there was a serial killer on the loose and you could join the Guard to search for him ( Jack the Ripper comes to mind ). Or it would be more fun if you can become a serial killer and the Guard be chasing you! But, I don't think that will ever happen.. :(
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Re: Tiny details that can make us feel more immersed in the

Post by Kallan »

I haven't read every post, but I agree with a lot of stuff here, and disagree with a lot too.

This is my contribution below.

To the people who say that the mutilation of corpses, and the use of trophies, is too gory for TES, must have avoided every necromancer lair. "It's too much like fallout". Both games are vaguely based on reality. People have used pieces of their enemies as trophies. Nailing an enemy's hand to your shield was a common method of trophying for Vikings, as well as taking skulls and fashioning them into drinking receptacles. At the end of the day, if I want to be a Barbarian who shows his prowess by flaunting trophies taken from his fallen enemies, why shouldn't I be able to? I completely agree that trophies should be able to be taken from foes, with possible trophy slots on equipment, such as attaching things to shields, having locks of hair on staffs, bones hanging from belts etc;... You get my drift.

Degradation of arms and armour, while visually immersive, would be a total pain in the ass. Without radically overhauling the way they construct the visuals of the game, the only way they would be able to do this would be by making overlay wear and tear marks, such as scratches and dents, probably with bump maps, but then, after a few hours, you'd be able to tell that all the scratches looked the same, or there were only four or five variations. I do think however, that broken armour should look unique.

Heraldry and land ownership would be an excellent addition to the game, as it would give the player the sense that they were leaving a legacy, though it would have been more fitting with Cyrodiil than with with Skyrim. Coupled with the ability to have children, and form a family / clan, it would give the player a lot more freedom in how they help change the game world. The ability to buy land in the relative wilderness, and set up a fort / small town / whatever the hell you want. Doubt it'll happen.

One thing I did read was the theory that stronger, more hardened players wouldn't even be approached by weaker opponents, simply because of the aura around that person. I completely agree, 100%. Body language and posture are a dead giveaway for people who know how to fight. The whole "cold dead eyes of a killer" line is true, because some people have a lack of emotion in their eyes, which is one of the most emotive parts of the facial expression. It's common in special forces veterans like the Spetznaz, SAS, Navy Seals, or any other elite fighting force. I have actually found myself getting angry at a game when it's throwing enemies at me who would realistically take one look at me and think, "[&@%!] that, he can obviously handle himself in a fight."

I also saw someone post that you shouldn't be able to know what a magic item does until you use it, which I think would be an awesome addition. You should be able to study the item, if your character is more magically inclined, or hire a mage to study it for you. And ALSO! How would your average adventurer / trader know how valuable a jewel or gem is? I think you should take them to a jewelers shop and have the appraised, until such time they just show up as "ruby" and you get a standard price for them.

That's my input :P
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Re: Tiny details that can make us feel more immersed in the

Post by MARS »

Kallan wrote:
I also saw someone post that you shouldn't be able to know what a magic item does until you use it, which I think would be an awesome addition. You should be able to study the item, if your character is more magically inclined, or hire a mage to study it for you. And ALSO! How would your average adventurer / trader know how valuable a jewel or gem is? I think you should take them to a jewelers shop and have the appraised, until such time they just show up as "ruby" and you get a standard price for them.
I especially agree with this.
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Re: Tiny details that can make us feel more immersed in the

Post by Dread-Father »

- I want to be able to cook and actually see my character eat the food.
- I want to be able to place your furniture in the house the way you want it.
- I want to be able to become a Necromancer.
- I want to be able to hunt, cook/eat the meat, skin the animal, sell the fur or make a outfit out of it or something.
- I want to be able to get it on with some Skyrim chicks :wink: lol <maybe not that one
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Re: Tiny details that can make us feel more immersed in the

Post by Rat Kiosk »

Kallan wrote: One thing I did read was the theory that stronger, more hardened players wouldn't even be approached by weaker opponents, simply because of the aura around that person. I completely agree, 100%. Body language and posture are a dead giveaway for people who know how to fight. The whole "cold dead eyes of a killer" line is true, because some people have a lack of emotion in their eyes, which is one of the most emotive parts of the facial expression. It's common in special forces veterans like the Spetznaz, SAS, Navy Seals, or any other elite fighting force. I have actually found myself getting angry at a game when it's throwing enemies at me who would realistically take one look at me and think, [&@%!] that, he can obviously handle himself in a fight."
I agree especially when in oblivion Npcs could see when a skill was above 70 and then make a comment about it.
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Re: Tiny details that can make us feel more immersed in the

Post by Lunarsocks »

I would like more weapon customization, engraving with runes etc.
Also being able to use Telekenesis on a sword and manipulating it sonyou
Can stab some one with it would be interesting for assassinations, but there still
Must be a risk of the PC getting caught.
This is random, but does anyone else like the idea of playing as
Mixed races?
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