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TroloWiseEared

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Posts posted by TroloWiseEared

  1. I love easter eggs :laugh: Cant remember seeing any in vanilla Oblivion though, but tons from various mods. Always appreciated!

     

     

    But yea, we could probably expect to see some fun references to characters or stories from the old games :P Will be interesting!

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    http://www.uesp.net/wiki/Oblivion:Easter_Eggs

     

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    Bethesda.....LOVES..........EASTER EGGS O.O

  2. Because werewolf/dlc/Character types and dragon talk has long since gone stale for regular comers.

    so i though a nice reminiscient thread would be nice before everyone departs for skyrim and forgets the emotional impact of Oblivion.

    feel free to post any videos you know of.

    p.s.Tone down the hostilities a bit mate

  3. well the idea still needs to be simplified quite a bit.

    right now it is way too complicated to be considered.

    They want SIMPLE systems working together to create complexity

    I.E.:if Bethesda wanted to code wolves to drag creatures off, they wouldnt recode an entire system just for that.

    Instead they would Re-apply the PC drag mechanic and create a small animation for the wolf holding onto the object with its teeth.

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    Any ideas?

  4. ANOTHER BATCH OF SMALL FAVORS! :tongue:

    *Code npc's to travel slower in Inclement weather (to simulate delays)

    *When INSIDE a building(cell) allow us to hear muffled versions of actions outside the cell <Thunder,Dragon roar,Combat>

    (this MAY be confirmed as in Demo pt 2 when entering Bleak Falls you hear a dragon roar, whether this was scripted or coincidental is unknown)

    -

    *Upon engaging a sleeping npc in conversation, apply the same concept when we engage npcs performing a job. Dont have him shift all of his attention towards us. So when you try talking to someone sleeping, code him to ask us "why are you disturbing me" and if you continue with talking to him he will stand up. if you leave him, or tell him somethin that isnt urgent, he will go back to sleep, or tell you to go away.

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    *Swinging a torch should ward off certain creatures.<Small Spiders, Rodents>

    -Perhaps we can expand on this idea..Remember the quest were you have to go into an underground temple, with the sun fearing people?

    Using your torch to sway them from attacking? what about Applying Light as a combat mechanic.

    Such as tricking inexperienced vampires with light spells?

    what do you think? :teehee:

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    Certain creatures in your presence should effectively deter others from attacking you.(priority filter)

    EX:a frost troll will not try to ambush you if you are currently walking with giants.

    Goblins will stay back if you are in comat with a dragon.

    a small pack of wolves will hold of on attacking you if you are in a large group.

     

    -

    Thats all for now

  5. Still though...THIS IS PRETTY ADVANCED. and this was 2006 =O

     

    I remember seeing that a while ago. I wonder what happened to it, it looked like it was going to be really good. Even now it still surpasses a lot of stuff.

     

    Isnt the OP video just a Crysis 1 map with an optimisation mod and a texture upgrade? I had those on my version of crysis. I dont think it looked quite that good but it wasnt far off, bearing in mind that Crysis had bigger maps, AI and more physical objects to deal with in the actual game. So its something that PCs can handle now never mind later.

    Project Offset was a first person shooter set in a fantasy world, rendered in entirely cinematic quality.

    Unfortunately The plug was pulled on it for unknown reasons and the technology was re-applied to future games.

    Most likely we will see a reamergence of it during next Gen colsoles (2012-2013)

    keep in mind....this was from 2006, and when the video was released everyone was CONVINCED that this was the elder scrolls 5....or is it 4....im such a nub :rolleyes:

  6. OTHER~~Allow our summoned creatures...to summon other creatures.

    (Much like When one skeleton Champion in oblivion

    summoned a Skeleton Hero

    Which summoned a Skeleton warrior,

    Which then summoned a skeleton)

    <But they can turn on you>

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  7. TODD HOWARDS 3 RULES OF GAME DESIGN

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    Odai, do you think you can edit this in somewere in the guidelines.

    -

    Great games are played not made. – "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game."

    Keep it simple. – Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate.

    Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."

    You stole that from my signature didn't you. :wink:

    Ye...........yes :whistling:

  8. TODD HOWARDS 3 RULES OF GAME DESIGN

    -

    Odai, do you think you can edit this in somewere in the guidelines.

    -

    Great games are played not made. – "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game."

    Keep it simple. – Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate.

    Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."

  9. ~SMALL FAVORS~~

    *Flavor Spices- to be added to cooked meals

    (i assume giving someone a cooked meal increases disposition towards you,so Rareflavorful spices couldincrease this. Just a small but fun touch :sweat: )

    -

    *High Intensity Light spells should have a chance to blind opponents. Especially if you stick it to their person. 8)

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    *A way to raise someones disposition. very high or low quickly is to choose one of the options "TELL SECRET" or "IMPRESS"

    -Tell Secret:you have a choice to tell them about an event (quest) such as:I was once a prisoner

    -Impress:You choose the option and then you have to performa feat of skill.

    this can range from a magic spell, to an acrobatic feat, A combat/archery maneuver or even a dragon shout.

    (the way they react to this is contingent on their Personality,current Disp.)

    (Children and weak minded are easier to impress, but may be less trusting to tell your secret to)

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    *Dropping meat when confronted by aggresive wolves should deter them from attacking

  10.  

    *The Command option for companions to:Distract

     

    This could sorta work in a round about way because the leaked manual says that you can order companions to attack, also if you have a certain sneak skill going into sneak can sometimes cause them to look for other targets. I'm sure this would mean breaking LOS first because it would be really dumb if you could just crouch and they lose you lol. So theoretically you could get you companion to attack them and then just break LOS, and who knows maybe causeing your companion to attack could be enough to distract them as long as you let your companion do most of the damage. (aggro)

    well what im concerned about is that there WONT be an option to set your companions to accomplish tasks in a Nonlethal form

    :Go attack that guard

    VS

    :Go talk to that guard/Go punch that guard and run

    Its confirmed that YOU ARE RESPONSIBLE FOR ANY CRIMES YOUR COMPANIONS COMMIT. so this brings up many, many questions....

  11. There should be a Skyrim version of the Power Rangers, where they act ridiculous and run around in a pack fighting off evil bunnies and trying to take on dragons.

    i WAS going to reply with a Monty Python skit.... but this is more original

  12. ~SMALL FAVORS~~

    *Better identifications of rank

    (Helment plumes,Braided Beards,Shield Designs, and Quality equipment.)

    *The Command option for companions to:Distract

    (This can mean to get the targets attention and then flee, or to engage them in conversation while the player sneaks by)

    *We have Bards, so how about Jesters? Jugglers? acrobats? Magicians? or just fold them all into one Entertainer.

    *The ability to 'Teach' spells to companions.

  13. Yeah..i like this idea...But the thing is: Either you have a complete sandbox game where EVERYTHING is based on such a system which consists of lots of smaller systems that work all together and form a massive, living world which changes dynamically based on ai actions and your actions but WITHOUT a scripted story or you have such a system but it does only work in a way that it does only affect things that are not really relevant for the main quest (or it does not change them dramatically).

    Since it will be decided in Skyrim´s MQ who wins the war you can´t let one side capture a lot of forts (or even cities) and hold them through such an dynamic system as this should happen in the scripted MQ.

    For future TES games it might be an possibility that such a system works without restritions (since it would actually expand what TES is all about)would essentially govern everything that happens in the world (radiant story already sounds like a step in this direction) but for Skyrim it needs restrictions in what it actually is able to change in the world since there are fixed quests that would be broken if they were affected by a dynamic system.

    hmmm so how about a balancing act.

    The stormcloaks cant control every fort in the world even with your help, because as they capture sayyy 40% of them, Radiant tech counteracts with random events like bandit Attacks on the forts,Dragons perching ontop of one, Conurors slaying the guards and reanimating them and other undead to attack the next SC fort, and so on.

    But you CAN hold cities, but as you move closer in questlines which will take place in the city, Radiant tech counteracts with 'reinforcements which retake the city' restoring it to a state which will be acceptable to the quest taking place in it.

    What do you think?

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