Jump to content

TroloWiseEared

Members
  • Posts

    181
  • Joined

  • Last visited

Posts posted by TroloWiseEared

  1. Sean,,, I cant believe I have to do this to you

     

    http://www.thenexusforums.com/index.php?/topic/442457-multiplayer/

     

    Horde Mode... violates these core concepts of TES

     

    The 10 things people love about the game:

    The affected

    1:Open world with limitless possibility

    2:The ability to actually look and play how you want to

    4:The ability to accomplish and complete multiple questlines and receive some symbol of office

    6:The ability to challenge ones own patience, limits and skill and feel like you get better

    7:The fact that the game can be played multiple times and it is ALWAYS different

    8:That you can seek out and collect a multitude of rare treasure

    10: The Modding Community

     

    1. The game world will either be a dungeon or a small city that is being overrun (Passwall or the Imperial city, both during their invasion). Unable to enter separate cells (houses), unable to leave, and unable to fall back to recover.

     

    2. EVEN IF you could bring in your player character, many players in the new "everything counts" system will have useless skills. They would have toYo bring back the old classes and give players some skills and spells and equipment to keep the game even. Then, sneaking will have to be tweaked, else you would just sneak attack everyone when in rough spots. It would be a disgusting oversimplification on the game.

     

    4. So you get through 50 waves of deadra, or zombies, or werewolves... and then what? You die. You start over. Or you have an "end" like Halo, then what? You play it again? Just to do the same thing... insanity, doing things over and over expecting a different result.

     

    6. You again will be babysitting teammates, or hiding behind them. They may try to grievance you, And even if you put stoppers like that in place, you have no control over the people you play with... even good friends have to pee eventually. And if you are newer to the game, you will get a sense that you are awful, when really there are countless ways to play the main game.

     

    7. Not only will the encounters be similar, but the maps will be the same. You will be returning to the same places over and over. and killing the same things over and over. It takes the fun out of those finishing moves, and out of really destroying a swarm of enemies and barely coming out alive. No... those things are expected.

     

    8. What is the point? Will you get a reward? Or a pat on the back? Remember the potato snatcher quest? Kill an orge and get some bread... yeah this is kill an army or two and we will congratulate you by saying... good for you.

     

    10. Mods and modders are WHO PLAY THIS GAME. They are the lifeblood that keeps it active even past the next games release. If they are busy finding cheats and loopholes for the multiplayer, then they arent making maps and new animations.

     

     

    And for side notes. Every minute they spend making multiplayer is a minute they could have been hunting down bugs in their 16 Sq mile map, that they have to assume someone, somewhere is going to actually walk over every miniscule amount.

    It seems people have taken the idea a bit too literal.

    My fault.Entirely. It was a mistake to just give a rough concept idea on something so controversial. All quite valid points.

     

    ----------------------------------------------------

    once again..well said

    1)It will primarily not be a 'Mode' per say. more as a Feature,Questline,Randomn event. You walk into the encounter and Tackle it in your own unique way.

    2)You may have to elaborate further, as i see no Reduction in skills. Everything can be applied in one form or the other. Sneaking may be tricky... but i can see its uses.

    4) As it is not neccesarily a mode it would most likely be tied into a quest or event and is in all quests, death results in a restart.(15 min prior)

    The Horde aspect is simply an atmosphere and a spawn Changer. Making spawns much more rapid. I believe you are imagining it as Nazi Zombies(MODE) wereas i should have elaborated clearer that i was asking more for A Left For dead feel.

    (A walled off LARGE section of map afflicted with Multiple rapid spawn Points(Graveyards) and an atmosphere difference)

    The way you choose to play is still yours. But most likely a common strategy will be in Entering a Building and defending it from oncomers(Non loading cell)

    or the player could choose to Move civilians or estabilish a resistance or the MULTITUDE of minor/major quests related to the epidemic.

    THIS WHOLE CONCEPT IS JUST A MORE AGGRESIVE VERSION OF THE DRAGON EPIDEMIC.

    6)Non Multi-player. Npcs act as they always do and can recieve commands normally. Its about how YOU choose to utlise them.

    7)That is a very good point...how would you solve that? Lose the Zombie feel and make it much more Survival and escape. Rather than direct engagement. Weras you would moreso be seeing Companions being finished than the horde?

    8)Quests.(P.S. shame on you. that girl made great Potato Bread...Shame on you)

    10)I have no familiarity with modding so i can not argue that front.

  2. We have some people talking about a horde mode.

     

     

     

    Horde Mode... violates these core concepts of TES

     

     

    The affected

    1:Open world with limitless possibility

    2:The ability to actually look and play how you want to

    4:The ability to accomplish and complete multiple questlines and receive some symbol of office

    6:The ability to challenge ones own patience, limits and skill and feel like you get better

    7:The fact that the game can be played multiple times and it is ALWAYS different

    8:That you can seek out and collect a multitude of rare treasure

    10: The Modding Community

     

    1. The game world will either be a dungeon or a small city that is being overrun (Passwall or the Imperial city, both during their invasion). Unable to enter separate cells (houses), unable to leave, and unable to fall back to recover.

     

    2. EVEN IF you could bring in your player character, many players in the new "everything counts" system will have useless skills. They would have toYo bring back the old classes and give players some skills and spells and equipment to keep the game even. Then, sneaking will have to be tweaked, else you would just sneak attack everyone when in rough spots. It would be a disgusting oversimplification on the game.

     

    4. So you get through 50 waves of deadra, or zombies, or werewolves... and then what? You die. You start over. Or you have an "end" like Halo, then what? You play it again? Just to do the same thing... insanity, doing things over and over expecting a different result.

     

    6. You again will be babysitting teammates, or hiding behind them. They may try to grievance you, And even if you put stoppers like that in place, you have no control over the people you play with... even good friends have to pee eventually. And if you are newer to the game, you will get a sense that you are awful, when really there are countless ways to play the main game.

     

    7. Not only will the encounters be similar, but the maps will be the same. You will be returning to the same places over and over. and killing the same things over and over. It takes the fun out of those finishing moves, and out of really destroying a swarm of enemies and barely coming out alive. No... those things are expected.

     

    8. What is the point? Will you get a reward? Or a pat on the back? Remember the potato snatcher quest? Kill an orge and get some bread... yeah this is kill an army or two and we will congratulate you by saying... good for you.

     

    10. Mods and modders are WHO PLAY THIS GAME. They are the lifeblood that keeps it active even past the next games release. If they are busy finding cheats and loopholes for the multiplayer, then they arent making maps and new animations.

     

     

    And for side notes. Every minute they spend making multiplayer is a minute they could have been hunting down bugs in their 16 Sq mile map, that they have to assume someone, somewhere is going to actually walk over every miniscule amount.

    :armscrossed: once again..well said

    1)It will primarily not be a 'Mode' per say. more as a Feature,Questline,Randomn event. You walk into the encounter and Tackle it in your own unique way.

    2)You may have to elaborate further, as i see no Reduction in skills. Everything can be applied in one form or the other. Sneaking may be tricky... but i can see its uses.

    4) As it is not neccesarily a mode it would most likely be tied into a quest or event and is in all quests, death results in a restart.(15 min prior)

    The Horde aspect is simply an atmosphere and a spawn Changer. Making spawns much more rapid. I believe you are imagining it as Nazi Zombies(MODE) wereas i should have elaborated clearer that i was asking more for A Left For dead feel.

    (A walled off LARGE section of map afflicted with Multiple rapid spawn Points(Graveyards) and an atmosphere difference)

    The way you choose to play is still yours. But most likely a common strategy will be in Entering a Building and defending it from oncomers(Non loading cell)

    or the player could choose to Move civilians or estabilish a resistance or the MULTITUDE of minor/major quests related to the epidemic.

    THIS WHOLE CONCEPT IS JUST A MORE AGGRESIVE VERSION OF THE DRAGON EPIDEMIC.

    6)Non Multi-player. Npcs act as they always do and can recieve commands normally. Its about how YOU choose to utlise them.

    7)That is a very good point...how would you solve that? Lose the Zombie feel and make it much more Survival and escape. Rather than direct engagement. Weras you would moreso be seeing Companions being finished than the horde?

    8)Quests.(P.S. shame on you. that girl made great Potato Bread...Shame on you)

    10)I have no familiarity with modding so i can not argue that front.

  3. I would exploit a mode like this simply to raise my skills. I'm pretty sure Todd Howard said they were going to make an arena sort of thing as a dlc

    Thats a problem....

  4. "Your Quest markers randomise

    "Crafting becomes damn near impossible as your ingrediants and components become all mislabeled

    "Your minimap shows you have enemies in all directions

    "Your Health/Fatigue/ and Magicka rating all become untrustable.

    ---------------------------------

    *Cure disease potions should bethe 'Pennisilian of cure disease

    (it works O.K. with most diseases but does not specialise in curing you in any partucullar disease or more progressed or deadlier diseases)

    -For most diseases, you need a potion which specialises in that disease

    *Cure Rockjoint/Brainworm & Phorphyric Hemphilia.

    *Cure Brainrot etc.

    -

    There should also be unconventional forms of cures.

    Such as raising body temperature, Swimming, Eating certain cooked foods, Aquiring a different disease. or just simply Resting it off.

  5. its not really as original as shooter fans would have you think .. the concept of defending an area from hordes is used in every game Ive ever played almost .. F3 had a few "horde mode" areas .. the only thing that makes a horde mode as we think of it today is the multiplayer concept .. which skyrim will not have "thank god" .. I deal with enough twatheads day to day .. I dont want to see them ruining my game.

     

    As far as a different "mode" where the game opens up a menu and sends you into a little area to defend .. thats not likely to happen unless they set it up like an arena "which is sadly confirmed not to be in the game"

    well said...so how about as either dlc. or as entirly just random events and questlines?

    How would Barriers be implemented?

    How would YOU make it... spooky?

  6. What do you guys think of the concept?

    Seeing as zombie spinoffs are all the rage these days what would you think of either a Game Mode or random events which Parrallel a horde mode that we have seen in many other games such as Read Dead Redemptions or Call of duties.

    I personally like the idea as the atmosphere of Horde modes usually reflects halloween and has quite a lot of opportunity to expand on A.I. decision making and combat mechanics as well as a reall sens of fear. :facepalm:

    Other people may like it as it is a way to really just jump into action without a lot of walking around(As a feature)

    But with the dynamics we have seen with draugr and the dark feel of Skyrim what would you like to see, if anything?

    My darkest fear is that it may attract the wrong kind of crowd to The Elder Scrolls :ermm: I think you all know who i mean...

    But perhaps just as a random event....

    Or perhaps a full blown feature....

    State your reasoning below. :biggrin:

    http://www.youtube.com/watch?v=6aaPrvkKuTM

    -

    http://www.youtube.com/watch?v=rRhXMmffYKc

  7. Well how would a 'curse work exactly?

     

    It would function like the odd vaults you enter in FO3. Where you can turn on sound and people explode and other crazy things like that. Or there could be a labrynth cave... and you hear singing when you enter. All you hear is singing.... and you walk down pathways attempting to follow the voice, only to be led into traps and large amounts of enemies.

     

    Or you can run into a witch in the wilderness. And you get cursed. This could be like your "spell" idea, but I was thinking it ought to knock you out. When you wake up later it changes your button layout for direction and swaps your attacks buttons... then it becomes this little quest to kill the witch and get cured.

    Wow...i really like that

  8. *Interactable Practice dummies.You swing your sword it swings back.

    -

    * landing animations.(In creatures)

    (Also after falling for more than 3 seconds make us begin ragdoll.)

    -

    Horses

    *Allow two people to ride on most horses.

    *Also while using sprint on Horsback re-apply the Shield charge mechanic to be able to bowl people over.

    *Two handed weapons should have some sort of 'trip attack to be used to knock over Horseriders

    *By pressing the attack button on horseback code the horse to rear up its hind legs in a kick attack(while static)

    -

    *Parinoya spell (Npc exclusive)

    (When affected, your hearing becomes Untrustworthy and are no longer able to distinguish audio cues(Trap clicks,Footsteps, Grunts preluding to power attacks)

    Instead these audio cues are replaced with randomised noises such as the sound of a Spider Clicking its mandibles, Rapid footsteps in different directions, Voices such as "arrest the prisoner" "Thats him! Kill the Dragonborn" "Put this poison in his drink"

    Remember, its a Parinoya spell, not a Combat spell.

    -

    *For combat A.I. when an npc recognises that you are casting a Spray Spell<ice fire etc> code them to alter there attack path rather than try to take the brunto of it.

    (This was in the demo pt.3 when the dragon breathed fire on you and the Whiterun guard stood and took the brunt of it.)

  9. I too, really like the idea of having very different combat AI for opponents other than just scaled damage and health. I want giant spiders to fight completely differently than skeletons. One aspect Oblivion was really lacking in was opponents who used stealth to sneak up on you in the dark and poison you. This would be an excellent opening attack move for Giant Spiders for instance. Frost Trolls could rush you and pummel away aggressively, etc. I imagine the modders will be able to further flesh out the dynamics of combat behavior if Bethesda fall short.

     

    Another option I was thinking of for other things to do with one's money would be if you could somehow use it to improve the towns and cities in various ways, like commissioning the construction of new windmills, farms and other structures around the cities to further give your character the feel that they can influence the world in ways other than just killing things.

    EXACTLY!

    Well what i listed above were the major unique fighting styles seen in most endlevel bosses.

    My perspective is a little different though,

    I WANT a creature like a wolf to have something unique, something that can make it deadly in certain situations. a combat mechanic.Its great that theyve included flanking and whatnot, but i want something that can make a wolf a deadly enemy in certain situations.

    Like say your fighting in a battle as a healer, A wolf normally would just stand in front of you and attack, WHAT I WANT TO SEE is a Drag mechanic applied to wolves.

    -

    your in the midst of battle, healing your comrades and using destruction on your foes.

    from behind a wolf sneak atacks and grabs hold of your leg, dragging you away from the battlefield and into a comprosmising position.

    You kick it and it doesnt let go. your companion rushes over and kicks the wolf away freeing you.

    -

    Your exploring a dark cave, and all of a sudden you hear a wet clicking noise,

    and you take damage aND Your vision becomes blurry.

    A giant frsotbite spider had jumped down behind you and injected you with poison.

    Now it strafes the walls spitting webs at you, slowly entangling you as you succumb to the poison..

    You use your fire spell to burn away the wall webbings, restricting its movement and forcing it to come down.

    -

    A horde of zombies is closing in on all angles, they have little health but the second one of them gets behind you or staggers you they will grab you.

    -

    A frost troll is battling you on a high peak, the troll constantly rushes up and grabs you and attempts to throw you over the side.

    -

  10. you know,,,i noticed something about the skyrim map,

    the red doted lines signifying Hold border edges end before they get too far up north. yet i assume the areas beyond are still rechable.

    THATS were id expect to see wereCreatures and deadly things of all sorts.

    no mans land

  11. I think if an RPG's gameplay provided more approaches/strategies to overcoming enemies, and different enemies were more/less susceptible to different strategies, the line between too easy and too hard would dissolve some.

     

    But as for your question... yeah I do that sort of thing. I indulge in chasing after the amenities, maybe train a little in my house, blow off steam, buy some stuff, and do a little light questing before I apply myself to getting over another obstacle to my progress in the game. Hey, it's exactly like taking a vacation in real life. Damn, I love TES.

    You know...i really like that. its a very good idea.

    So instead of making enemies more difficult by giving them More Health & more damaging attacks,

    you Improve there A.I. or atleast apply it in a clever manner as to force the player to resort to specific strategies to defeat them?

    -----

    The Drone

    -A weak foe which confuses the player with it's extreme disregard for its own well being. This adversary simply wishes to close the distance and surround the player with its many allys.

    It values teamwork, and self sacrifice. has little regard for defense or cleverness, simplicity is the deadly key, and numbers are its ally. The 'Meatshield' This foe will inevitably surround and destroy. In most cases it is better to avoid these foes when in large numbers.

    <Skeletons>

    -----

    The Acrobat

    -A range attacking foe who attack the player with short ranged attacks from many positions,

    Not neccesarily quick while moving, but it utilises a series of acrobatic jumps and can attach to walls.

    Its primary asset is that it relocates before the player can get a fix on its position.

    <Willo-The-Wisps>

    -----

    The Juggernaut

    -An unstoppable force. A bull. This foe challenges the player with its audacity and boldness. It Is not nessecarily adept at offense but its strategy implys otherwise. The Juggernaut charges the player and builds momentum. Upon reaching the player it will plow through him, knocking him over. The juggernaut is extremely defended from the front(while moving) But his back is his weak spot, the key to defeating this creature is By dodging and countering.

    The Strategy of this creature is to ovverun your perimiter or 'safe zone'

    <Wild Boars>

    -------

    The Hugger

    -This foe challenges the player with its method of immobilising the player. Either through Stealth or magic this foe will try to slow the player or render them completely still, which is to say, very vulnerable to those who rely on speed.

    One breed may strike from the shadows and grab hold of the player while others close in for the kill.

    Thes creatures are the banes of archers and most mages, both of which rely on maintaining mobility and distance until ready to strike.

    Never approach these creatures head on, or atleast in close range, keep your distance and keep a companion close.

    The way to counter these creatures is through Detering them with fire & light and keeping a companion close who will free you.

    <Zombies/Trolls>

    ----------

    The Imposter

    -This foe applys radiant Story to its attack method in some cases.Its ability is to change its shape and assume the role of other creatures (in appearance only) is its deadly method. It may come in the shape of a child you met long ago in riverwood, claiming they are here to help you. You let him tag along and you seal your fate. The second it gets the chance it will attack and drag you off.

    There is very few ways to battle a foe like this, but the best is having a keen observation to notice anomolies or strange actions in others.

    <Mythic Dawn Agents>

    ------------

  12. Tjis seems to fit the theme of creepy creatures.

    I am not too alured of the thought of becomeing a werewolf in skyrim....But i am shitpants terrified of the thought of fighting one.

  13. I voted for Improvised Weaponry, but it was a hard choice over the Guard Horn. I would like both of them to be honest. ;) The Town Bell idea doesn't seem all that practical to me; maybe in case of a dragon attack, but I don't want it going off every time a wolf wanders too close to the town.

    Well the same rule applies for The Town Bell as it does for the Guard Horn.

    The person who spots the incoming aggressors will only run to ring the bell IF HE THINKS HE CANT HANDLE IT HIMSELF.

    -

    1<so a Lone Wolf... Villager A will Stand his Ground with a torch and beat at is if it comes to close.

    2<A Small Pack of wolves(3-4)...Villager A will 'scream' for help but will still hold his ground beating the wolves off from dragging him away.The "Scream" will act MUCH like the Guard Horn

    Anyone in a small area around the Scream will 'Hear' it and rush in to help.

    3<A Large Horde of wolves(5-11) and Villager A will sprint to the town bell. An the town will fight them off together Rather than each villager running in one at a time and having all of Riverwood Slaughtered due to A.I. incompetence.

  14. I really would like to see creatures that really revamp your style of play upon encountering them.

    Creatures that dont just swing at you or poison you. I want creativity & new or re-applied mechanics.

    --------------------

    Sea Naids

    After a lenghty dive to the bottom of Dranruse lake you realise you need to re-submerge for air.The sword at the bottom will have to wait for your next dive.

    You head up to the surface when an eerie alluring song echos through the murk, you look in to the void to see dark phantomish beauties heading toward you. Your Oxygen is very low.

    You continue swimming to the top and must make your way out of the lake.

    The gouls are right below you, something tuggs on you and you sink slightly back into the water. you swim faster now. must reach the surface. the edges of your screen are turning black.

    faster now.Another tug! as they pass by you each time the Naids drag you slightly back into the deep, inviting you to spend all eternity with them. You run out of air. and die.

    (a lot like the Lord of the rings scene "Dont Follow The Lights!" in the dead marshes...)

    -------------------------

    Curious giants

    These creatures roam around The low mountains, upon finding a creature of some sort, they chase it with all there might in a childish curioisity to play with it. Very gentle creatures they are not out to harm,eat, or destroy but they are extremely powerful and considered much more a nuisance then a threat. if they catch up to you (or any other) they will grab you by the legs and bring you back to there lair imprisoned.They are very gentle creatures and will not try to harm you, but accidents do happen. They will never fight to the death and upon being hurt will flee.

    (Think 'Lenny' from Of Mice And men. He will divert you off course and imprison you, rather than kill you and make you respawn 15 min. prior. so technically....a fate worse than death LOL)

    ---------------------------

    Gorgons & Hydras

    Yes i know that The Elder Scrolls is not themed for Greek mythology, but greek mosters are SO CLEVERLY CREATED. how can you kill a creature you cant look at? How do you slay a beast wich always rebirths with an extra head?

    OR IN INVERSE

    Weeping Angels. Stone Statues that only move when you take your eyes off of them. they get closer and closer with every blink.

    -------------------------

    Preying Eagles

    Will pick you up and fly you off to its nest for its young

    (same concept as the Curious Giants,<divert you off course and imprison you>)

    ------------------------

    Lords of chance

    These dread consumers live in the deepest parts of the world and all those who come by the unfortunate nature of entering there lair are invited to a game of chance. They are kings in there own realm and feel no threat from intruders, but the only thing staying there fangs is your wit in succeding in games of chance. Riddles, dice & chess. Lose, and they consume you. Win, and they free you.

    (Think Gollum from The Hobbbit as well as The Sewer King in Hey Arnold)

    ------------------------

    Shadow people

    These demons live in all dark places, and will suck you into there realm if you linger in the dark too long. ignoring the whisperings of the demons which are plotting to drag you away is quite foolish.

    -------------------------

    Snow Souls

    Literally they are just snowmen.Horrid and deformed. creations of a demented mind, these daedra exist in blizzards and that is how they take there prey. They wont kill you directly, but they will drain your fatiigue with ice spells and may pop out behind you for a critical hit from there icey claws. Once they believe they can take you(30 or less fatigue), they will charge you shrieking and wailing, and upon grabbing you, will drag you heels first into the deep snow.

    Think of the Guardians from Laura Croft and Pandoras Box.

    <The Snow Souls only appear in blizzards. They are much like Wraiths.They scream a horrible scream, and they shriek upon charging. They rely on the low visibility. They are fast! faster than you can imagine. all you will see of them is blurs if you not looking head on. They pass through people sometimes, leaving ice shards in the victims body.

    skip to 1:58 for a brief glimpse of the Shadow Guardians. Remember them? they came out off trees, swift as the wind and dragged people back into the Cracks of the Underworld.
×
×
  • Create New...