How would you have improved Skyrim?
- enyamerT
- Journeyman

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Re: How would you have improved Skyrim?
I'd just like to see the labs in the other owned houses be like Breezehome - with an Apothecary's Satchel right there on the alchemy table. I was disappointed to see that Honeyside and Proudspire had no containers anywhere near the alchemy or enchanting areas.
"Moral relativism means never having to say you're sorry."
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grelaria
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Re: How would you have improved Skyrim?
Unlock perks when you reach a skill level. Can apply to whatever.
Re: How would you have improved Skyrim?
Vlindrel Hall has two barrels near the Alchemy table. Close enough that you can be in "E-Range" of them all.enyamerT wrote:I was disappointed to see that Honeyside and Proudspire had no containers anywhere near the alchemy or enchanting areas.
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OblivionDuruza
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Re: How would you have improved Skyrim?
I have to agree with this, as I think I've mentioned before, Factions should include menial, mundane, everyday work before the PC gets thrown into the drama of a story, just to get a feel for the organisation, meet characters and so that the story writers can utilise techniques like foreshadowing to develop the narrative. They should also consist of three stages, the initial story, through which the player rises through the guild, initially through jobs, then through story; the final climax, after which point the PC may become head of the faction; and then a period of scripted quests complemented by Radiant ones that follow the post-calamity, rebuilding of the faction, and allows the PC to use their new found power to shape the faction, if they chose to accept the leadership of the faction instead of giving it to another and taking an honorary role, similar to a 'Champion'.enyamerT wrote:I'd definitely like to have the other guilds set up more like the Thieves' Guild when it comes to questing:
For my tastes, the Companions rushed you through it's main quest without you having actually done much of anything for the guild, and the College didn't take advantage of your skill as a caster nor did your non-main quest contributions have much of an impact outside of gaining some followers. The Bard's College was pitiful. I haven't gotten far enough in the Dark Brotherhood to draw a conclusion either way.
- An overarching "main" quest line (which can be taken at your own pace)
- Repeatable random quests which use the skills favored by the guild
- Have those random quests make some kind of effect on the guild as a whole, such as access to additional vendors, services, quests, etc.
- Make progression to "Guild Master" dependent on advancing through both the main and secondary quests
Re: How would you have improved Skyrim?
I would have united the civil war and main quest and made it so it has an effect on the game rather than random dialogue.
Spears and quarterstaffs included.
Questlines for Thalmor, Forsworn, Vigilants of Stendar and Penitus Oculatus.
Make the guild quests longer and put in opponent guilds that had to be dealt with and you don't get to be guildmaster for turning up which is almost the case in College of winterhold and companions.
Change the leveling system to something stat based like fallout 3 or at lesst enable PC to train as long as they have the gold not just 5 points at novice, 5 at aprentice etc.
Bigger capital city or commercial centre with loads of people and houses and its own questlines.
Simpler map which shows roads. I wonder how much had to be left out of game to support the current useless item.
Unamed people described by race or trade, seems odd thet my character who seems to know nothing about SKyrim even if I'm playing as Nord knows everybodies name on sight.
Spears and quarterstaffs included.
Questlines for Thalmor, Forsworn, Vigilants of Stendar and Penitus Oculatus.
Make the guild quests longer and put in opponent guilds that had to be dealt with and you don't get to be guildmaster for turning up which is almost the case in College of winterhold and companions.
Change the leveling system to something stat based like fallout 3 or at lesst enable PC to train as long as they have the gold not just 5 points at novice, 5 at aprentice etc.
Bigger capital city or commercial centre with loads of people and houses and its own questlines.
Simpler map which shows roads. I wonder how much had to be left out of game to support the current useless item.
Unamed people described by race or trade, seems odd thet my character who seems to know nothing about SKyrim even if I'm playing as Nord knows everybodies name on sight.
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ArgonianDunmer
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Re: How would you have improved Skyrim?
I would like to think that the civil War could have been bigger. There were only two main battles, and they were both pretty much the same. In fact, all the battles followed the same basic layout, and I found it kinda unrealistic that different cities didn't require different tactics to capture, and that Hold capitals fell just because Forts in the area did.
The Imperial Purple of the CPM
Veck wrote:I'd hardly say it's the best thing in Maths anyway. It sure beats surds, but most calculator maths isn't passionate enough to be cool.
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Tor Eden
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Re: How would you have improved Skyrim?
For me its little things like the ability to carry camping equipment (bedroll, cooking pot, flint etc) so you can camp and set up a fire at night - good for ranger/hunter type characters.
bring back the mortar and pestle so you can mix potions on the go instead of having to go to an alchemy lab.
have a realism to looted armour, ie: if your an orc and you kill a bosmer then its going to be a tight fit putting the bosmers armour on.
forgot about this one, trade ins for spells. If I buy a more powerful spell to the one I already have ie: I have lesser ward and I buy steadfast ward I want to be able to do a trade in to lessen the price and to stop having spells I'll no longer need in my inventory.
bring back the mortar and pestle so you can mix potions on the go instead of having to go to an alchemy lab.
have a realism to looted armour, ie: if your an orc and you kill a bosmer then its going to be a tight fit putting the bosmers armour on.
forgot about this one, trade ins for spells. If I buy a more powerful spell to the one I already have ie: I have lesser ward and I buy steadfast ward I want to be able to do a trade in to lessen the price and to stop having spells I'll no longer need in my inventory.
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Onyx Absconditus
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Re: How would you have improved Skyrim?
By far one of the things I miss most after having played Skyrim for 200+ hours is the mundane NPC interactions amongst themselves. Remember walking through the Imperial City in the morning, seeing NPC's greet each other and exchange the news, or going into a tavern at night to see a similar situation? True, it's still there, but VERY much underplayed. The same could be said for NPC schedules, where they hardly ever even leave their cells anymore. I used to get super-excited to see a named NPC on the road, like the Countess of (Cheydinhal, was it?). Sure, we get random events, but seeing a character named Noble, Farmer, or the like who never actually GO anywhere is a bit disheartening.
If I could ADD anything, it would be a management system to your leadership positions in any of the guilds. If you'll recall from Bloodmoon or Oblivion, you were given opportunities as leader to order your subordinates to perform weekly duties. I would go one step beyond and actually have you FUND these duties, perhaps to get better armor, buffs (like the Nine Divine Shrines, which lasted for a while,) or just simple loot. You would select the Faction members, (say, any of the Thieves' Guild Members who never leave the cistern,) then select a previously discovered location on your map, and fund the excursion. This would certainly provide an outlet for the absurd amounts of gold you make well into the game, no? I swear I could make a house bigger than any up for sale in Skyrim out of the Septims I carry around in my pocket.
If I could ADD anything, it would be a management system to your leadership positions in any of the guilds. If you'll recall from Bloodmoon or Oblivion, you were given opportunities as leader to order your subordinates to perform weekly duties. I would go one step beyond and actually have you FUND these duties, perhaps to get better armor, buffs (like the Nine Divine Shrines, which lasted for a while,) or just simple loot. You would select the Faction members, (say, any of the Thieves' Guild Members who never leave the cistern,) then select a previously discovered location on your map, and fund the excursion. This would certainly provide an outlet for the absurd amounts of gold you make well into the game, no? I swear I could make a house bigger than any up for sale in Skyrim out of the Septims I carry around in my pocket.
Re: How would you have improved Skyrim?
I do meet the Companions out and about while adventuring. Vilkas or Farkas out hunting. But I agree with your pointOnyx Absconditus wrote:The same could be said for NPC schedules, where they hardly ever even leave their cells anymore. I used to get super-excited to see a named NPC on the road, like the Countess of (Cheydinhal, was it?). Sure, we get random events, but seeing a character named Noble, Farmer, or the like who never actually GO anywhere is a bit disheartening.
- CreeperX
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Re: How would you have improved Skyrim?
- Like many else have said the guilds could do with some major improvements. I have to say that the Thieves Guild was the most well rounded but in overall the guilds didn't make me feel nearly as engaged as in Oblivion. I didn't have a feeling that I was a part of an organization and working up my way to the top.
- More factions or in other words: more roleplaying options. I guess I have been playing too much Witcher games (which are famous for their "there's no clear good and bad" mentality) since I was kinda annoyed by some of the more black&white things in Skyrim. Like how you were forced to work with the Blades against the Thalmor even if they aren't your enemy. I mean, heck, if I for example want to play as a power hungry elf, then I would definitely like to be in good terms with the Thalmor. And even if I didn't, I would still like to be able to hear more of their views and reasons than just be forced to view them as an enemy because of the main quest. It was too one-sided for my taste. It pretty much colored the whole race bad (I have heard many comments where people say that the "only good altmer is a dead altmer") while that's not the case.
- More consequences because of your actions. IMO it would greatly add to the replaying value. Now nobody cares if you are a leader of the Dark Brotherhood. In fact, that stupid Maeven Black-Briar (or whatever the heck her name was) can even threaten you with the DB even if YOU are in charge. I would also like it if there would be more choices which effect your future options and can open and close some quests for you. It would all make the replaying value higher. While it's nice to have an option, IMO it's still rather ridicilous that one character can be the Thane in all the freaking cities, leader of all the guilds and etc. While I think it's good that there's no karma meter I would still like it if some characters would refuse to deal with you because they are too scared of your reputation or don't like your political views or something. This reminds me...
- Better NPC interaction. Adaptive dialogues and such so that the world would feel more alive and aware and teh characters more like actual personalities. In the guilds it would be nice that more NPCs would actually acknowledge your development. It's ridiculous that some characters still continue having a stinky attitude and yap at you like you were a novice when in fact you are their boss. At least give me an option to kick them out then or something. I don't mean that every character would need to change their tone of voice and be all pro-me (I for example loved Modryn's sarcastic "Yes master?" in Oblivion). All I ask is for them to actually recognize the change.
- Better marriage, chance to adopt etc. While my characters still haven't married, I have heard that it's a great way to make a NPC lose his/her personality since your spouses act the same. I don't want that. Also, for some reason my dunmer assassin felt an urge to take that kid who tried to contant Dark Brotherhood under his wing. I mean, he's living all alone there. These kind of options, while not necessary, would add to immersion and roleplaying.
- And then some nit-picking: Why the heck can't I block when I'm duel wielding? That doesn't make any sense to me. Ever heard of crossing those swords infront of you or something? And why can't I change my hair style later in the game? Why can I only equip ONE ring? Last time I looked I had 10 fingers.
- More factions or in other words: more roleplaying options. I guess I have been playing too much Witcher games (which are famous for their "there's no clear good and bad" mentality) since I was kinda annoyed by some of the more black&white things in Skyrim. Like how you were forced to work with the Blades against the Thalmor even if they aren't your enemy. I mean, heck, if I for example want to play as a power hungry elf, then I would definitely like to be in good terms with the Thalmor. And even if I didn't, I would still like to be able to hear more of their views and reasons than just be forced to view them as an enemy because of the main quest. It was too one-sided for my taste. It pretty much colored the whole race bad (I have heard many comments where people say that the "only good altmer is a dead altmer") while that's not the case.
- More consequences because of your actions. IMO it would greatly add to the replaying value. Now nobody cares if you are a leader of the Dark Brotherhood. In fact, that stupid Maeven Black-Briar (or whatever the heck her name was) can even threaten you with the DB even if YOU are in charge. I would also like it if there would be more choices which effect your future options and can open and close some quests for you. It would all make the replaying value higher. While it's nice to have an option, IMO it's still rather ridicilous that one character can be the Thane in all the freaking cities, leader of all the guilds and etc. While I think it's good that there's no karma meter I would still like it if some characters would refuse to deal with you because they are too scared of your reputation or don't like your political views or something. This reminds me...
- Better NPC interaction. Adaptive dialogues and such so that the world would feel more alive and aware and teh characters more like actual personalities. In the guilds it would be nice that more NPCs would actually acknowledge your development. It's ridiculous that some characters still continue having a stinky attitude and yap at you like you were a novice when in fact you are their boss. At least give me an option to kick them out then or something. I don't mean that every character would need to change their tone of voice and be all pro-me (I for example loved Modryn's sarcastic "Yes master?" in Oblivion). All I ask is for them to actually recognize the change.
- Better marriage, chance to adopt etc. While my characters still haven't married, I have heard that it's a great way to make a NPC lose his/her personality since your spouses act the same. I don't want that. Also, for some reason my dunmer assassin felt an urge to take that kid who tried to contant Dark Brotherhood under his wing. I mean, he's living all alone there. These kind of options, while not necessary, would add to immersion and roleplaying.
- And then some nit-picking: Why the heck can't I block when I'm duel wielding? That doesn't make any sense to me. Ever heard of crossing those swords infront of you or something? And why can't I change my hair style later in the game? Why can I only equip ONE ring? Last time I looked I had 10 fingers.
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shu
- Journeyman

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Re: How would you have improved Skyrim?
About NPCs recognizing your role in the various guilds, it makes sense that no one know you're the Listener! Guards comment on you been with the Companions (although they still treat me as if you were a novice) and I think they sometimes point out that you're the new Arch-Mage. But the only thing they say about TG and DB is that the first is back in business and the second has killed the Emperor. Think about it, if they acknowledged you as a member of either, you'd have them all on you!CreeperX wrote:- Like many else have said the guilds could do with some major improvements. I have to say that the Thieves Guild was the most well rounded but in overall the guilds didn't make me feel nearly as engaged as in Oblivion. I didn't have a feeling that I was a part of an organization and working up my way to the top.
- More factions or in other words: more roleplaying options. I guess I have been playing too much Witcher games (which are famous for their "there's no clear good and bad" mentality) since I was kinda annoyed by some of the more black&white things in Skyrim. Like how you were forced to work with the Blades against the Thalmor even if they aren't your enemy. I mean, heck, if I for example want to play as a power hungry elf, then I would definitely like to be in good terms with the Thalmor. And even if I didn't, I would still like to be able to hear more of their views and reasons than just be forced to view them as an enemy because of the main quest. It was too one-sided for my taste. It pretty much colored the whole race bad (I have heard many comments where people say that the "only good altmer is a dead altmer") while that's not the case.
- More consequences because of your actions. IMO it would greatly add to the replaying value. Now nobody cares if you are a leader of the Dark Brotherhood. In fact, that stupid Maeven Black-Briar (or whatever the heck her name was) can even threaten you with the DB even if YOU are in charge. I would also like it if there would be more choices which effect your future options and can open and close some quests for you. It would all make the replaying value higher. While it's nice to have an option, IMO it's still rather ridicilous that one character can be the Thane in all the freaking cities, leader of all the guilds and etc. While I think it's good that there's no karma meter I would still like it if some characters would refuse to deal with you because they are too scared of your reputation or don't like your political views or something. This reminds me...
- Better NPC interaction. Adaptive dialogues and such so that the world would feel more alive and aware and teh characters more like actual personalities. In the guilds it would be nice that more NPCs would actually acknowledge your development. It's ridiculous that some characters still continue having a stinky attitude and yap at you like you were a novice when in fact you are their boss. At least give me an option to kick them out then or something. I don't mean that every character would need to change their tone of voice and be all pro-me (I for example loved Modryn's sarcastic "Yes master?" in Oblivion). All I ask is for them to actually recognize the change.
- Better marriage, chance to adopt etc. While my characters still haven't married, I have heard that it's a great way to make a NPC lose his/her personality since your spouses act the same. I don't want that. Also, for some reason my dunmer assassin felt an urge to take that kid who tried to contant Dark Brotherhood under his wing. I mean, he's living all alone there. These kind of options, while not necessary, would add to immersion and roleplaying.
- And then some nit-picking: Why the heck can't I block when I'm duel wielding? That doesn't make any sense to me. Ever heard of crossing those swords infront of you or something? And why can't I change my hair style later in the game? Why can I only equip ONE ring? Last time I looked I had 10 fingers.
Concerning the dual wielding non blocking policy, I suppose it was a programmers decision, so that you can have the highest attack rate and, possibly, the highest attack damage, but you're weakened by not being able to block. And with the rings, wearing ten you'd be way too overpowered! I know it's a single player game, so it's not that important, in fact I love spamming Smithing and Enchanting, but with twenty enchantments on your fingers it would really be too much.
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thamoirthegreat
- Journeyman

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Re: How would you have improved Skyrim?
I agree completely with pretty much every complaint or idea on here. I miss the major landmarks in Morrowind and Cyrodil cities. I wish solitude looked like a fabulous capital of Skyrim like the imperial city, or how vivec looked. Windhelm and the palace of kings looked more like the capital. The nords are great architects and there best is dragonsreach? Reaaly? I want a fabulous palace for the high king. The counts and countesses of cyrdoil lived in better luxury.
- Rhabdo
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Re: How would you have improved Skyrim?
Full Disclosure: I love this game. My suggestions should not be confused with frustration and or criticism. This game is great. It could still be greater.
I have a few things, some mentioned, some not.
- An interactive illustrated equipment manager, with categories.
- Two rings (one for each hand seems about right)
- Let me make arrows. I have Daedric Smithing but if I want to make more Daedric Arrows I have to reverse pickpocket someone doing target practice, or get them off of
dead bodies shot by my followers (who will always have exactly 1 Daedric Arrow that I gave him/her)
- Acrobatics
- Better unarmed combat overall
- Dragon Riding (rumored to be included in the planned upcomming DLC)
- Water fighting, water enemies, faster swimming for Argonians (tails gotta be useful for something right?) More underwater discoveries.
- The Dungeons could be darker if there is no reason for them to have lights. (I know there is a MOD to fix this, but I play on 360). Since this was largely a
descision to please players who didn't enjoy the more realistic visual limitations, it could be selectable in conjunction with the difficulty.
- Forging iron daggers/hide bracers should not be the path to becoming the greatest Smith in all of Tamriel. Nuff said.
- Bigger badder enemies, more of em at higher levels. Not just the recipe:
IF playerlevel = LOW THEN generate X Draugr + Y Draugr Wights + Z Draugr Death-Overlords.
IF playerlevel = HIGH THEN generate X+Y+Z Draugr Deathoverlords.
Check out Dark souls/Diablo/Final Fantasy for how boss battles can be made more epic and unique,
rather than routine.
- More Hero / Anti-Hero quests. If you are a hero for a Good Daedra, wouldn't you want to hunt down the Heros of bad ones? The opposite would obviously be
true. Shouldn't they be coming after you as well? If you are a Hero for an Evil Daedra why the good ones want you? You should at least have to quest for
them specifically to prove why.
- A morality meter. Something in line with classic D&D. That measures where you stand as far as Evil vs Good, and Lawful vs Chaotic. This should influence
how the world around you reacts to you. Your choices should have consequences that change this. This should be independent of whether or not you get
caught doing the evil/good things you do.
- When I shoot a person in face with an arrow while sneaking, this is not the sort of thing they should casually dismiss and then shrug off as "must've scurried off
somewhere."
- The quest lines should be good measuring tools of your associated skill levels. I was able to blaze through the Mages College with almost no casting ability. In
fact had I concentrated more on being a stereotypical "mage character" I am certain it would have been vastly more difficult.
- More variety in conjuration. Do I really need anything other than twin souls / Summon Dremora Lord?
- Sticking with Conjuration. I want to be able to play as a Necromancer with my own army of Undead not just two of them. A necromancer (or summoner) tree
similar to that in Diablo 2 (minus the golems) would rock.
- Spears!
I have a few things, some mentioned, some not.
- An interactive illustrated equipment manager, with categories.
- Two rings (one for each hand seems about right)
- Let me make arrows. I have Daedric Smithing but if I want to make more Daedric Arrows I have to reverse pickpocket someone doing target practice, or get them off of
dead bodies shot by my followers (who will always have exactly 1 Daedric Arrow that I gave him/her)
- Acrobatics
- Better unarmed combat overall
- Dragon Riding (rumored to be included in the planned upcomming DLC)
- Water fighting, water enemies, faster swimming for Argonians (tails gotta be useful for something right?) More underwater discoveries.
- The Dungeons could be darker if there is no reason for them to have lights. (I know there is a MOD to fix this, but I play on 360). Since this was largely a
descision to please players who didn't enjoy the more realistic visual limitations, it could be selectable in conjunction with the difficulty.
- Forging iron daggers/hide bracers should not be the path to becoming the greatest Smith in all of Tamriel. Nuff said.
- Bigger badder enemies, more of em at higher levels. Not just the recipe:
IF playerlevel = LOW THEN generate X Draugr + Y Draugr Wights + Z Draugr Death-Overlords.
IF playerlevel = HIGH THEN generate X+Y+Z Draugr Deathoverlords.
Check out Dark souls/Diablo/Final Fantasy for how boss battles can be made more epic and unique,
rather than routine.
- More Hero / Anti-Hero quests. If you are a hero for a Good Daedra, wouldn't you want to hunt down the Heros of bad ones? The opposite would obviously be
true. Shouldn't they be coming after you as well? If you are a Hero for an Evil Daedra why the good ones want you? You should at least have to quest for
them specifically to prove why.
- A morality meter. Something in line with classic D&D. That measures where you stand as far as Evil vs Good, and Lawful vs Chaotic. This should influence
how the world around you reacts to you. Your choices should have consequences that change this. This should be independent of whether or not you get
caught doing the evil/good things you do.
- When I shoot a person in face with an arrow while sneaking, this is not the sort of thing they should casually dismiss and then shrug off as "must've scurried off
somewhere."
- The quest lines should be good measuring tools of your associated skill levels. I was able to blaze through the Mages College with almost no casting ability. In
fact had I concentrated more on being a stereotypical "mage character" I am certain it would have been vastly more difficult.
- More variety in conjuration. Do I really need anything other than twin souls / Summon Dremora Lord?
- Sticking with Conjuration. I want to be able to play as a Necromancer with my own army of Undead not just two of them. A necromancer (or summoner) tree
similar to that in Diablo 2 (minus the golems) would rock.
- Spears!
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thamoirthegreat
- Journeyman

- Posts: 216
- Joined: Mon Feb 20, 2012 4:11 pm
Re: How would you have improved Skyrim?
You do know of the Fame and Infamy point system in Skyrim aswell as in . It's not exactly the same as what you said but it does affect how people view you.Rhabdo wrote:- A morality meter. Something in line with classic D&D. That measures where you stand as far as Evil vs Good, and Lawful vs Chaotic. This should influence how the world around you reacts to you. Your choices should have consequences that change this. This should be independent of whether or not you get caught doing the evil/good things you do.
- CreeperX
- Warder

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Re: How would you have improved Skyrim?
Actually, I have heard guards say comments like "Psst, I know who you are. Hail Sithis!" and "Please... I know of you... and what you do... but these are good people. Most of them are." So it seems like some of them do know but don't do anything about it (though the first one sounded like he was in league with DB or something). My point was that there's no real consequences when you choose such a dark path, nor does your position as a head of the, say, Companions or the College, seem to affect anything outside those guilds. I do understand that DB is an organization that keeps silent (for a good reason) and of course not everyone should know about it. That's not what I meant. What I meant was that it would be nice if your position as a leader of the guilds, would affect something except only inside these factions. Like, if you are listener, some shady people could suddenly approach you or the opposite: some other honorable ones could have heard rumors and keep their distance. Or if you are arch-mage, some previously pompous mage, could now keep you worthy of sharing his knowledge. Or you could shoot back at Maeven's face that YOU are the Listener and she either gets scared of it and stop giving you a bad attitude or thinks you're joking (I know a lot of people who were annoyed that they were forced to keep silent when she threatened you, the Listener, with DB. An option to shoot back at her would enhance the roleplaying.) So many possibilities. I'm not just talking about DB. They and the Thieves Guild are the shady ones, but College and the Companions are out in the open and I personally would love it if they would have some effect outside the guild walls too. Same with the civil war. I think your political views should affect something. Say, if you are dealing with a Jarl who's an Imperial sympathizer and you are a well known pro-Ulfric person. (Bear in mind though that I still haven't taken sides with the war so I don't know if they actually DO have some effect outside of those particular factions.)shu wrote: About NPCs recognizing your role in the various guilds, it makes sense that no one know you're the Listener! Guards comment on you been with the Companions (although they still treat me as if you were a novice) and I think they sometimes point out that you're the new Arch-Mage. But the only thing they say about TG and DB is that the first is back in business and the second has killed the Emperor. Think about it, if they acknowledged you as a member of either, you'd have them all on you!
I didn't meant that you literally should wear 10 rings cause that's just ridiculous. It was to say that it's equally as ridiculous to be forced to use just ONE when I have 10 perfectly fuctioning fingers. I think two should be minimum. One for each hand just like in Oblivion.shu wrote:And with the rings, wearing ten you'd be way too overpowered! I know it's a single player game, so it's not that important, in fact I love spamming Smithing and Enchanting, but with twenty enchantments on your fingers it would really be too much.
Last edited by CreeperX on Sat Mar 24, 2012 10:40 am, edited 1 time in total.
- Lord_Carson158
- Initiate

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Re: How would you have improved Skyrim?
I would have added more people to marry and have it so you could marry all races and had a Child/Children like in Fable.
- Rhabdo
- Initiate

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- ES Games: Oblivion, Morrowind, Skyrim
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Re: How would you have improved Skyrim?
CreeperX wrote:shu wrote: I didn't meant that you literally should wear 10 rings cause that's just ridiculous. It was to say that it's equally as ridiculous to be forced to use just ONE when I have 10 perfectly fuctioning fingers. I think two should be minimum.
Yeah, what he said.
I am definitely more afraid of the open water slaughter fish than the dragons.Laryngitis wrote: 19. More aquatic enemies to fight, seriously, one type of fish to fight (or not as there's no underwater combat), let's see some sharks, or octopi, or dreugh, or ....
Against them, "no can defense".
Last edited by Avron the S'wit on Sun Mar 18, 2012 12:24 pm, edited 1 time in total.
Reason: Please avoid double posting; go to the "Edit" button and add any additional thoughts.
Reason: Please avoid double posting; go to the "Edit" button and add any additional thoughts.
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Witchery
- Master

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Re: How would you have improved Skyrim?
Well, this wouldn't work . . . . some races cannot breed.Lord_Carson158 wrote:I would have added more people to marry and have it so you could marry all races and had a Child/Children like in Fable.
- Mental Mayhem
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- ES Games: Morrowind GOTY, Oblivion GOTY, Skyrim
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Re: How would you have improved Skyrim?
I would have made it actually work properly without crashing constantly!! I am completely heartbroken that after waiting years for this game I am unable to play anymore! *sobs*
Perfection is found only in a dictionary.
- Gideon Dragontongue
- Grand Master

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Re: How would you have improved Skyrim?
I feel really sorry for you.
It's a great game.
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
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AddictedtoMorrowind
- Grand Master

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Re: How would you have improved Skyrim?
Maybe less racism.
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ArgonianDunmer
- Warder

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Re: How would you have improved Skyrim?
We don't know that for a fact, there have been a number of inter-racial children in TES Lore, like the Grey Prince (Orc/Breton)Witchery wrote:Well, this wouldn't work . . . . some races cannot breed.Lord_Carson158 wrote:I would have added more people to marry and have it so you could marry all races and had a Child/Children like in Fable.
The Imperial Purple of the CPM
Veck wrote:I'd hardly say it's the best thing in Maths anyway. It sure beats surds, but most calculator maths isn't passionate enough to be cool.
- Sonixboom
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Re: How would you have improved Skyrim?
Hey man, if I want to become a god then thats what I am going to do... whose to say I cant have an armor rating of 1.1 millionwil8115 wrote:Fix the crazy enchantment bugs that allow WTF levels of multipliers when crafting and or enchanting items..
-Sonix
- SithisIsMyCopilot
- Journeyman

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- ES Games: Oblivion, skyrim, a bit of morrowind
- Platform: PS3
Re: How would you have improved Skyrim?
A few things: when you start a new game, it should give you an option: do you want to enable fast travel. I can't help but think it would feel like a much different game (not better or worse mind you, just different) but its just so darn seductive with limited gaming time.
Two: merged several areas into one cell; especially the dang thieves guild.
Make illusion spells (and the poisons based on them) less gimped at higher levels. If I have to use the restoration loop to get a frenzy poison that'll work, I will.
Dragon material weapons.
Two: merged several areas into one cell; especially the dang thieves guild.
Make illusion spells (and the poisons based on them) less gimped at higher levels. If I have to use the restoration loop to get a frenzy poison that'll work, I will.
Dragon material weapons.
It's okay to disagree with me, you're entitled to your opinion. No matter how wrong you are.
Resident FallOut: New Vegas white knight.
I ♥ Dwemer.
Resident FallOut: New Vegas white knight.
I ♥ Dwemer.
Re: How would you have improved Skyrim?
Indeed. My game time is limited and I really dislike games that force me into things I consider "Not-Actually-Playing-The-Game". However the real reason I started using Fast Travel so much was because it became the only way I could guarantee getting to a quest entrance without filling up my carry allowanceSithisIsMyCopilot wrote:A few things: when you start a new game, it should give you an option: do you want to enable fast travel. I can't help but think it would feel like a much different game (not better or worse mind you, just different) but its just so darn seductive with limited gaming time.


