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How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 5:56 am
by ArgonianDunmer
What would you have added, taken away or changed in Skyrim? Is it the prefect game to you? What would you do to Mod it when the CK comes out?
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 7:03 am
by bwross
1) Finish all those loose thread quests and events. The bugged ones too.
2) Flesh out the bards college to have some more quests.
3) Add quests and events to shape out some of the smaller holds.
4) Implement ways to bring certain Jarls into power over faction lines.
5) Create a questline to have the Forsworn take over all of Markarth and bring it into Breton rule.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 8:12 am
by i-m-so-ghett0
Make the cities bigger, better, with more people. Then live up to aspects of the game that were hyped before launch, like how the voices were supposed to be more varied (their not), each city would be huge and unique (their not), there would be economies you can help or sabotage (there's not). Dragons should be smarter and tougher (the AI in general). Landscapes should be more varied and unique-theres tundra, forest, mountains, and valleys. There should be more! It improved over Oblivion, but the environments should be more unique and alien- I don't want to see places that I can see out my window in real life.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 8:31 am
by wil8115
Be able to DROP quests that you are given IF you REALLY don't want to finish them just from talking to people.
The Dragons NEED to be tougher. Make the plane jane Dragons ancient strength at minimum. The elders a tougher level yet and so on.
More Named Dragons that are crazy tough would be Awesome.
Backstabbing an Ancient dragon to death in one hit(even at 30x damage) should not be possible. Oh sure, take a huge chunk of hp and "[&@%!] them off"..
make an AI smart enough that the dragons "try harder when mad".

Do the dragons have a stamina or magicka bar..
if so make that visible as well. Draining it's stamina or magicka to prevent special moves, abilities etc..
Fix the crazy enchantment bugs that allow WTF levels of multipliers when crafting and or enchanting items..
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 10:59 am
by ArgonianDunmer
I would have made the guilds longer, because the radiant quests are no substitute for story quests, and Skyrim has less story quests than any TES game before it. I would also have made more factions, maybe kept some of the Imperial factions like the Fighters Guild and Synod/College of Whispers. I like the Companions, but they feel more like a story, which worked pretty well in the context of Skyrim and Nords, than a Fighters story, so the Fighters Guild would have been a good alternative choice.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 11:41 am
by TDOS
I would like people to react different to you by the clothes you wear. If you're wearing Ebony Armor with a full face helmet and carrying a big warhammer they should treat you differently than if you're wearing mage robes or a dress.
I'd also like to see bigger cities and have the small towns a little bigger. They should at least have a general store or marketplace in each settlement. Things should be more different from town to town. The towns look different but everyone wears the same clothes and has the same voices and says the same things. I would like the shopkeepers to have things you can only get in that town or region.
I like that you can get married but I'd have liked a bit more of a storyline there and for people to react to you a little differently. I married the blacksmith in riften and his apprentice keeps asking me if I met him yet.
When someone dies in a town people should get upset. A dragon killed three guards in Dawnstar and the locals just walked right over them like nothing happened.
Mostly I want a quest where my character makes a fortune inventing and marketing toilets!
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 11:56 am
by Valus
If it were up to me, I definitley would not have gotten rid of Acrobatics and Athletics, I really liked being able to jump high and run fast in oblivion, even if it looks ridiculous. I also liked being able to attack while jumping, I mean really, why did they do away with that? It added so much dynamicity to combat, in my opinion. I wish I could at least do ANYTHING while jumping, I cant even shoot a staff while jumping, let alone a bow. And last but not least why in the world did they get rid of attacking while swimming how to the hell are you supposed to kill slaughterfish? No, seriously, how are you supposed to fight them? Stay on the shore and hope they come close enough for you to hit them? Or are you just supposed to not fight them at all? Yeah, I guess it's the former. And why, oh, why did they get rid of naming potions? One of the few things that actually allowed me to add some of my personal touches into the game, know what I'm sayin'? But, now there's not even any spellmaking! Oh, how I loved making crazy spells in Oblivion like those big explosion spells that send people flying or making a paralyze/frost damage spell and naming it Freeze...in Skyrim, only thing you get to name is yourself and your weapon, that's it. Am I the only one that thinks it would be a little cool to name that stray dog that sometimes crosses your path?
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 11:58 am
by Spiney
Add all the equipment slots back. Curaiss and Greaves, two rings, pauldrons even. There's no reason why they all went
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 12:21 pm
by Laryngitis
1. Fill out the faction quest lines with both a skill-dependent rank system and more quests (ala the Skyrim TG, all those little theft quests to get the guild back up was a nicer touch than just stealing X amount of gold like Oblivion's TG).
2. Remove the "random" aspect of starting the Daedric quests, you should have to go out and look for the way to start a Daedric quest, not have it just happen because you run into some poor smuck.
3. More spells! I want a ton of spells and spell effects brought back into the game. (or added, in the case of the Darkness effect of Namira's Shroud.)
4. Better house customization. Heck, Fallout 3 had different themes you could get to determine how your house looked, this piecemeal approach to "buy this part of the house" is annoying, and there's no real feel for RP if you can't make your house suited more toward your fighter/thief/mage needs. The ability to buy different rooms other than just "kitchen" "bedroom" "living room", like how about "library" with enough bookshelves to hold one copy of the all the common and skill books but not journals or spell tomes...which allows you to have book storage big enough to customize your personal library, or how about "forge" in or part of your house. Oh, and definitely got to have a "buy banners/decorations" option, so you can go for the faction (major or not...i.e. necromancers, bandits, orcs, thieves' guild, dark brotherhood, morag tong, etc.).
5. Definitely more Bard & Forsworn quests. (And the ability to play musical instruments, goes back to the skill-dependent rank system for factions.)
6. Return of skills like athletics & acrobatics (jumping options and how about "Fast Swim" as a perk/option).
7. Speaking of Daedric Quests, how about some more length for several of them,
.
8. Bigger cities and towns (I don't care if it's the capitol of a hold, if it ain't got walls, and is as big as or smaller than Riverwood, it's a freaking town). Also make them more unique and varied...only able to get certain commodities in one location, different minor races as a sizeable population factor (like Windhelm, only more), Jarls that aren't all slouchy mealy "radiant" quest givers, with different personalities and goals, and more people (seriously, you can have a ton of identical, classed NPCs in a city in a game like Assassin's Creed, but not in the Elder Scrolls), etc.
9. Fixed quest bugs, like finding a quest item before starting the quest making it impossible to finish the quest.
10. More creatures (and ingredients) to deal with, bring back some ingredient plants known to be in Skyrim from the pre-existing lore (ironwood nuts for example, or a type of harvestable kelp/seaweed).
11. @#$% the Blades, remove them entirely.
12. Wereboars as an option instead of just werewolves, maybe even throw in some Thalmore werevultures for fun, giving you a whole new set of possible questlines to play with, hopefully one split from the
Fighters Guild Companions faction.
13. Different weight potions. Seriously, what's the point of alchemy if all your potions are going to weigh the same amount?
14. More clothes, and pants. The clothing just seems to be so blah in Skyrim, I want my Dark Wide Pants, Dark Shirt and Blue Suede Shoes to go with my new black Alik'r Hood (or better yet, a black executioner's hood).
15. Non-linear dungeons. More maze like options to explore and get lost in, without all the "hey, here's a one way passage back to the start of the dungeon now that you're at the end".
16. More secret doors and passages. I love finding hidden stuff.
17. More underwater secrets to discover.
18. The ability to fight underwater, I hate "fishing" for slaughterfish by going into the water until they notice me, coming back onto land and waiting for them to annoyingly work their way onto land to attack you, just so you can kill them.
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 ....
20. Toilets. C'mon, Fallout has them, even if you just throw in a bunch of "chamberpots", let's get some toilets in those houses and cities. (Though baths would be nice too...especially public bathhouses.)
Oh and a special thing....
21. More arrows to the knee and stealing of sweetrolls.

Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 1:04 pm
by OblivionDuruza
Definitely greater quantity and quality of Factions. More native Factions, some what reminiscent of the Great Houses of Morrowind, but either expanding upon the different Clans of Skyrim, or the Holds. I mean, the idea of bringing localised native Factions like the Companions and College of Winterhold was a good one, but Skyrim really doesn't give you many options. Maybe keeping some of the Imperial Factions in addition would have been a good idea too.
Additionally, I'd have kept the Class system and Attributes, although I guess I'm happy with the new levelling system, and I think that the combination of the three can still work very effectively together.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 1:06 pm
by Modryn
- Guild system. Would make it more like Morrowind. This also included more quests and what not.
- Make dungeons darker.
- Would have added more spells.
Can't really think of anything else at the moment. I'm quite happy with Skyrim in it's current state, and we have no idea what DLCs will bring in the future. But, yeah....
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 1:07 pm
by SuperNull
The game is really really good, but somehow they managed to leave the quest scripting shoddy and half-assed.
I pity the non-PC player because I have been using the console quite a lot to advance stuck quests and remove stuck quest items from inventory.
Take the Bard College quests for example. ALL TREE of them leave stuck quest items in the inventory. It kinda makes you wonder if the script writer actually tested his own stuff......
The next TES game desperately needs a better quest system. The whole Radiant thing needs a better basis to stand on.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 1:25 pm
by NLN
Tie the faction quests in with the radiant ones they have. You have to do x number of quests for someone before the next disaster strikes on the "main" line. Or at least some days have to pass. And yes, have some experience in the skills of that faction to become their leader...
Tie the two main quests together. They FIT together, they even change each other a little, why make them separate?
The Bard's college should deal with little lore thingies quests we get sometimes in the world. Gauldur or that Forsworn leader... and I don't even know, but MORE. And let you play your instruments, at least like the bards in the taverns, that shouldn't be so hard to do!
The Vigilants should send you on quests to mess up the Daedra ones. In this faction, you should actively seek out the Daedra, who would actively try to mess you up by making you to complete their quests, while you had to do everything in your might to NOT do their will, but kill their followers. How awesome could that be?
The Dragons should be the hardest enemies. They should hit harder, though I don't mind them going down with few hits, realistically, you could one-hit anyone in any kind of armor if you found their weak spot. Cut heart or artery or spine, there's no amount of healing that could save them, no? But the hits should be more like, a chance to kill instantly, like that dagger, not a chance to take out half of the health.
Add a number of NPCs or books or new topics to existing NPCs, preferably all of this, to deal with the background of the Alduin questline. When I try to dig into the past, I want to be overwhelmed by information that will mess with my head, not drop out on the bottom of the (very shallow) world. Tie in with the Dragon Priest quests. I want to know how exactly that world with the dragons ruling it worked.
Now I'll be petty: I want those heroes to react differently to us defeating Alduin. HIP-HIP-HOORAY, really?! Are we in nursery school? They should say something about the mofo finally biting it and suggest we go and have a party, drink ourselves to oblivion, THEN say something about how they took the news that they literally damned their own offsprings to deal with an evil they were so afraid of, which was not so heroic IMHO. I want to know if they feel guilty, or if they were scared, or if they felt like they didn't belong in Sovngard until now. Which they didn't.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 3:39 pm
by calicocidd
I would like my Chameleon enchantment back. i always beat the game first normally but on repeat playthoughs I loved using 100% chameleon just for the fun of it.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 3:47 pm
by Feanor
Nights should be darker in the game(s). When you are out in the wild at night, you shouldn't be able to see anything without torches or magic. Every TES games I know have this "problem."
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 3:51 pm
by Luvitus
Feanor wrote:Nights should be darker in the game(s). When you are out in the wild at night, you shouldn't be able to see anything without torches or magic. Every TES games I know have this "problem."
Nirn has very large moons, mind you.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 3:58 pm
by Avron the S'wit
I don't know if I'd want to see guilds that aren't native to Skyrim in Skyrim (let's face it - the lore is going to override whatever you want as a player, and for good reasons!), but guilds could be better. I think the storylines for guilds have been going down steadily since Morrowind, where factions like the Great Houses were great and well fleshed and the Fighters Guild - my favorite! - had a
real story that twisted my heart. The one in Oblivion took too much imagination to flesh out into a real nice story to me.
I do like the skill trees, but I won't lie: I really miss classes. I never thought I would, but I feel like they give me a goal and the tree just leads me into temptation, wasting my perks. You really don't realize what perks you want until later in the game, I feel; in fact, when I finally got to 30 hours (a big feat for me), I ended up restarting because I had wasted 14 perks on things I realized I didn't need. It is more of a challenge, though, and I like it...but not when it makes me frustrated.
I would have made the horses a lot better. They're so weak they're almost useless!
i-m-so-ghett0 wrote:It improved over Oblivion, but the environments should be more unique and alien- I don't want to see places that I can see out my window in real life.
Well, unfortunately, Skyrim and Cyrodiil aren't all that exotic - I imagine neither is Hammerfell or High Rock, for that matter. If you want to see exotic things, you had best pick another series. But it would be nice to see something unique from a province - perhaps the Summerset Isles or the lands of the Bosmer, with giant trees and tree cities.
TDOS wrote:I would like people to react different to you by the clothes you wear. If you're wearing Ebony Armor with a full face helmet and carrying a big warhammer they should treat you differently than if you're wearing mage robes or a dress.
That's a great idea! I've always wanted you to be mysterious, too, when wearing a hood or a closed helmet - how can anyone know who you are!
Spiney wrote:Add all the equipment slots back. Curaiss and Greaves, two rings, pauldrons even. There's no reason why they all went
Hear, hear. Those were fun days of mixing and matching. I do miss being able to wear robes with pauldrons, too - much classier for mages and battlemage types.
Feanor wrote:Nights should be darker in the game(s). When you are out in the wild at night, you shouldn't be able to see anything without torches or magic. Every TES games I know have this "problem."
Don't worry - I imagine that, like Oblivion and Morrowind, there will quickly be a mod for that.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 4:28 pm
by MaKo
NLN wrote:Tie the faction quests in with the radiant ones they have. You have to do x number of quests for someone before the next disaster strikes on the "main" line. Or at least some days have to pass. And yes, have some experience in the skills of that faction to become their leader...
Yes, exactly. In Thieves Guild, it works, and it would be quite simple to make it with College of Winterhold, too, by tying ritual quests to the quest line (so that you would need to complete all the master level ritual quests before being nominated to arch-mage).
NLN wrote:And let you play your instruments, at least like the bards in the taverns, that shouldn't be so hard to do!
Absolutely! That what I thought the Bard's College is for, and that what it should be. Bard's College would not need any fancy quests, it could be entirely for mastering the instruments

And learning songs.
NLN wrote:The Vigilants should send you on quests to mess up the Daedra ones. In this faction, you should actively seek out the Daedra, who would actively try to mess you up by making you to complete their quests, while you had to do everything in your might to NOT do their will, but kill their followers. How awesome could that be?
Yes, Vigilants could be even a joinable faction. Furthermore, for Altmers it would be awesome if they could join to Thalmors, right?
NLN wrote:The Dragons should be the hardest enemies. They should hit harder, though I don't mind them going down with few hits, realistically, you could one-hit anyone in any kind of armor if you found their weak spot.
Not sure about this, as dragons appear randomly and thus you have no good control when and how hard enemy you meet. And if you haven't used exploits, higher level dragons can be very hard, depending where, when and with whom you meet them. Alone in a difficult terrain, after using all the necessary potions in a dungeon...
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There are some things that I would paid more attention before releasing the game:
- Containers and inventory: it has been said many times before, but they are really a mess. First, containers should definitely have categories, and they definitely should have one clear way they sort the content (now it feels more or less random). In XBox, "A" and "X" keys work differently in different situations, causing lots of annoying accidents and mistakes. Everything else is extra (e.g. sorting by weight etc), but of course, nice to have, as you spent so much time in inventories.
- Broken Quests: what is more annoying than a broken quests? Yes, it is a broken quest in a quest line. You have sacrificed endless hours to play the game, only to find out that you cannot continue it anymore. And it is usually worse than that, you have items stuck in your inventory you can never get rid of.
- Stuck Quest Items: You finish the quest, and what happens - the items you have used are permanently stuck in your inventory. And it only get worse the longer you play: drums, books, all sorts of things you accidentally grabbed and can't get rid of. Luckily, weapons can put to weapon racks, even if they are quest items. Why couldn't you put other quest items to your house's safe containers? Or in any safe container? They would be absolutely safe there, breaking nothing, and if you would need them, the game could locate them?
- Stuck Quest Items, continued: The absolutely worst ones are those unstackable gems, trashing your Misc section. The entire gem quest is very annoying, similar to the nirnroot quest in Oblivion (which I never finished. Never), and then you have those gems stuck in your inventory, and then you find out that you cannot even finish the quest, as some of them are located in places you cannot enter anymore. Pick one accidentally, and you can never get rid of that. How annoying is that?
- Stuck Stock Quest Items: If a quest needs stock items, why should they be quest items? For no reasons, as it is for most of quest like that (e.g. bring 10 fire salts, bring 2 flawless amethyst), except the one that stuck Briarhearts in to your inventory at the same moment you meet the courier...
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Then, my wishlist for extra features:
- Barber shop: I wished it in Oblivion, I wish it in Skyrim, too. If I start with a filthy thief or a rookie warrior, s/he might have war paints, tattoos, cropped hair. But when s/he eventually becomes a thane/archmage/leader, I wish I could make her/him to look like a one. For that reason, I also wish more variants to clothes, maybe dyes as in Fable 2, to make the character look what s/he is.
- Make the PC to turn her/his head (react to nearby NPC and other things) like it did in Oblivion. Make it to change the position, scratch nose, cross arms and do all the same manners than NPC do when they are waiting/talking to you. Now PC feels like some sort of zombie when using 3rd person view.
- Storing ingredients to alchemy tables would be extremely useful. When doing potions, the list would contain both the ingredients stored in the table, and the ones you have in your inventory.
- But if that is impossible, attach every table with a container near it. And really, fix the inventory, so that ingredients can be taken quickly from container, and put quickly back to that container. But "storable table" would be much better.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 8:49 pm
by i-m-so-ghett0
Skyrim had the right idea with the factions, they just could have been better. I liked in Morrowind how you had skill requirements because it made you feel like your character had to improve to get higher in the guild, not just do quests. You must be qualified.
And I miss the ranks too, it was fun to see your different ranks in all the guilds. And I like Skyrim having it's native factions, but they should've been better- the Companions and the College feel like the Fighters and Mages guild with a little twists. And I liked having guild halls in different cities, it mixes it up and the branches of the faction could all be different or have a rivalry. Having one guildhall kinda makes them feel insignificant.
Re: How would you have improved Skyrim?
Posted: Fri Dec 30, 2011 9:28 pm
by Giordano
I would of made longer faction quest lines but also counters to the factions. I really felt Mjoll the Lioness' goal to eliminate the Thieves Guild and wished I could help in the removal of the Guild. You should also be able to join the Silver Hand and the Thalmor. They don't have to be offical factions, but a series of quests to eliminate or damage the other factions.
And definitely more armor slots.
Re: How would you have improved Skyrim?
Posted: Sat Dec 31, 2011 1:57 am
by Moirae
As a former WoW player, I absolutely hate the "radiant" quest system, as it is essentially just meaningless grinding at the expense of real content. Some are slightly less awful than others, but pretty much every radiant quest I've come across is terrible.
I do quite like how many of the Daedric quests start from seemingly mundane activities. I felt that it gave the feeling that the Daedric princes were actually doing things in the world rather than just sitting in their shrines waiting for the player to show up, though I wish most of them were longer.
The Thieve's Guild quest line needs to be scrapped and rebuilt from scratch, as its quality falls of precipitously after you frame Brand-Shei. The Thieve's Guild radiant quests are by far the most guilty of being just repetitious grinding. At the very least, the quest line needs to be split in half, separating the Thieve's Guild part from the horrible Nightingale crap that starts about halfway through. Just remove that entirely from the Thieve's Guild and make it Nocturnal's Daedric quest.
The introduction to the Thieve's Guild is really the only quest that requires the player to have any skill in any thieving abilities, as none of the others following that require any subtlety or subterfuge and can simply be done by charging in and killing everyone. The intro quest should have been the rule, not the lone exception, and I immensely miss the Thieve's Guild from Oblivion.
Re: How would you have improved Skyrim?
Posted: Sat Dec 31, 2011 6:43 am
by ArgonianDunmer
The Factions could have been less removed from the Civil War. Skyrim is in a lot of tension over the Empire, so it might have added to the whole flavour of the game to have some Imperial Guilds struggling against Native ones.
I agree there should have been guild halls more widespread. Maybe the Companions could be based mainly in Whiterun, but have minor halls across Skyrim. Maybe if there still was a Fighters Guild the two would be involved in a minor turf war. No FG Hall in Whiterun, but a main one in Solitude, where the Companions have no hall. Then in Markath, Windhelm and Riften they might each have halls. In Windhelm the Companions would have support from the Stormcloaks, in Riften the Black-Briars might have bought out the Fighters Guild as mercenaries, but this might mean they have the upperhand in the city. You could have some real politics in the faction.
Then you might also have the College of Winterhold in Winterhold and The Synod in Solitude as alternate Mage-type guilds.
The Dark Brotherhood might be under threat from the Empire, maybe as a side questline for the Legion aside from the main Civil War one, but also maybe under threat from the Morag Tong based out of the East with the Dunmer refugees.
Bethesda could have done so much more to make Skyrim feel like a real world facing the struggle of Skyrim v. Empire, like Morrowind felt Dunmer and Empire trying to compete.
Re: How would you have improved Skyrim?
Posted: Sat Dec 31, 2011 10:19 pm
by Morrowindian
If I were to change anything with Skyrim it would have to be...
1.Inventory category for quest items: This way I wont have my misc and other categories plagued by the mass amount of Barenziah gems. Additionally this Inventory would not take up any real weight on the character (Sick of having to do some quests just to lose the encumbrance it has on my character), or at least only take 1/2 the weight to save hassle.
2.More Daedric interaction and quest depth: As most of us can agree the Daedric quests can prove to be dull and short at times. For example I've noticed several quests are just based on clearing out a cave and thats it done; like Azuras shrine and Peryite. More indepth Daedric quests that almost follow the size of at least half a main questline would be amazing and fun with like your character discovering the secrets behind that certain Daedric prince's history in Skyrim or his/her means and ultimate goal with you. To add I'd like the addition of worshipping gods which could give blessings etc...
3.Spear throwing and good old throwing knives and ninja stars from back in Morrowind the reason for this is pure badassery
4. Larger cities for sure... One thing Skyrim misses is that depth you felt from cities such as Vivec or Sadrith Mora in Morrowind. With larger cities I feel the game will have more depth and additional questlines and bonus npc's (Not to say there arent enough questlines already... I just mean diffrent ones)
Re: How would you have improved Skyrim?
Posted: Sat Dec 31, 2011 11:41 pm
by MisterDubs
One word Horses. They are completey lame in Skyrim, you should be able to fight on horseback and fire arrows and fling spells. They have horse combat in Assassins Creed so why not in Skyrim? Also they are painfully slow that I feel I'm actually better off walking everywhere as I can at least pick ingredients and fight enemies without getting off my horse, and why do enemies always attack my horse before they attack me? The horse shouldn't be involved in that sort of combat, he should run away from enemies (I mean have you ever seen a real life horse fight a bear? No they run away) and then you should be able to whistle for him when you've finished. There should also be different breeds of horse like there was in Oblivion, ones that are faster or hardier or a mixture.
Re: How would you have improved Skyrim?
Posted: Sun Jan 01, 2012 2:09 am
by Akiraka
-Bring Mysticism back, along with all the effects that it had in Morrowind.
-Bring back a great majority of all the spells lost from Morrowind.
-Add several other effects to new spells, such as a per-second miasma for effects like weakness/ drain.
-Include the ability to create spells, with the ability to adjust their magnitude, as well as to choose from several options of implementation: "concentration" (per-second) effects, runes, clouds, bolts, etc. for each effect. (i.e. left hand "concentration-type" miasma of Weakness to Magicka, right hand Absorb Health bolt/ concentration miasma, concentration fount, etc.) Endless possibilities.
-Remove the level cap that dictates when spells appear in vendors' inventories.
-Completely remove the "x does % more damage" magic effect, being that the resurrection of so many effects would render it redundant (and it's an asinine effect to begin with)
-Bring back Attributes, classes.
-Include vast array of new weapons, as well as bring back a few choice Artifacts
-With the bringing back of those artifacts, make them all un-Smithable, and strong enough for them not to leave it to be desired
-Give Bretons back their 50% Magicka Resistance, and get rid of those damn deep face wrinkles
-Change the way Armor Rating is implemented to the way Morrowind's was.
-Completely make over the entire UI. I wouldn't mind completely transposing Oblivion's, maybe giving it a pallet-swap just because.
-A lot of other stuff. Actually have a dedicated testing/ bug-fixing team for once. But that's more of a Bethy problem.