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Elder scrolls 6, 5 things you want to see.


captainhalfajob

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5. New engine PLEASE! Ancient visuals and wooden, totally retarded animations hurt my feelings too much already.

-Unreal is almost 20 years old, it just gets updated like the Beth game engine.

-You can still have good animations with Skyrim, but it doesn't matter, Beth just sucks at it.

-There is no game engine out there that can do what Beth's engine can. So we stick with it.

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My wishlist

 

1. No Hand-held Dungeons - I really dislike the handholding thing with dungeons. Only one direction. No side-trekking. Daggerfall dungeons were notorious for getting lost. I loved it.

 

2. More Natural Caves - Seems like a no-brainer to some. But it terms of realism, it's a major pet peeve. The only caves I have seem with flat grounds were man-made ones. Real caves are not flat grounded. They slant, curve, ridge like crazy. Navigation in them is dangerous.

 

3. Climbing, Crawling - Whatever happened to Daggerfall's Climbing? I always wanted to explore on top of rooftops, castle walls, climb mountains, and cliffsides. Exploration made climbing fun (and dangerous). Same with crawling. It would be more realistic to crawl through waterways, ventilations, cave cracks (even for miles with only a dagger for defense). And crawling isn't always perfectly horizontal either.

 

4. Camping and Venturing Gear - Some of the camping mods are straight out fun, though it can become tedious to menu surfing out your stuff. Needs a one button solution of some sort; then a way to customize. Plus climbing gear. Grapple and rope! Can be used as weaponry also.

 

5. Mud and Weeds - Now if you want realism, know that weedy areas have a lot of mud in them and slows travel quite a bit. That's black earth that is wet, or clay mixed in. Marshes can soak up boots and slow walking to a crawl. You might even sink up to your chest getting across, like quick sand.

 

6. Bush, Brushels, and Small Trees - What makes forest ventures irritating (and real) is the endless amount of bush and brushels along the edges of forests. It's a pain to walk through because you have to move every branch away from your face and step around the small trees. Can barely see anything and makes ambushes easier.

 

7. Proper Khajiits / Argonians - I was never a fan of Skyrim Khajiits and Argonians. I liked the Morrowind versions because of their unique forms. The walking animations are atrocious, and can be improved. Google: "D20 Rakshasa" and "D20 Lizardmen" and you'll see what I'm talking about. So much more cooler than TES's version.

 

8. Khajiit / Dwemer Storyline - I always had a fascination with Khajiits and Dwemers. They seem like polar opposites in terms of worlds and would be so interesting to see in the same story. A sudden remergence of Dwemers with all their tech into the Khajiit Tribal Deserts right in the midst of war. Now that would be like blasted by culture shock. Thrown into a new world.

Edited by garland81
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5. New engine PLEASE! Ancient visuals and wooden, totally retarded animations hurt my feelings too much already.

-Unreal is almost 20 years old, it just gets updated like the Beth game engine.

-You can still have good animations with Skyrim, but it doesn't matter, Beth just sucks at it.

-There is no game engine out there that can do what Beth's engine can. So we stick with it.

 

- UE evolution is REAL, Gamebryo's isn't, Beth basically only changes name, but I still see and feel Morrowing when I play Skyrim or FO4 =/

- Animation mods are good, but somehow execution is still "plastic". I dunno, but interactions between models feels very sticky, not flexible and soft like in games on UE or Frostbite.

- I really don't wanna post here giant list of openworld games which do it waaay better than Beth (mind destructions and etc). There's really nothing too unique in TES games aside from being one of few sandbox fantasy games with huge and glorious lore (which gets overlooked in story narration too many times)...

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-There is no game engine out there that can do what Beth's engine can. So we stick with it.

 

 

Yeah... even Source has trouble tracking as many free objects as Gamebryo/Creation does. I've yet to see any engine which handles the sheer quantity of fully interactive things on-screen at one time. Static objects is one thing, but 500 cabbages at once? The only other engine i've seen TRY is Source, and it chokes far too easily in the attempt.

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That right.

 

The bugs and problems coming from it are stuff to be expected sadly since the things it can do are huge and mainly hand made. It not perfect, but it the perfect fit. Replacing is risky, time and money sinking and may case even more problems than we have right now.

 

At least it improves with every version. Fo4 updated CK has some kind of light hair and clothing physics, seamless skin textures, rain detection so you can sit in a building and and hear the rain on metal roofs (not with player made buildings.) and what seems to be in a very basics game path finding generation from what I can see from the building system. So we are going somewhere with the CK.

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What objects? Majority of those are static, not affected by any interactions. Flying apples or stone-hard leather objects with awkward physics looks awesome, yeah... We have Red Faction Guerilla, it's rather old game with neat destruction model and visuals still fine even for this day. There are also games like GTA, Mafia or Saints Row which are open-world and though it's mostly has static world too, but scales and details are quite huge. Who needs hair and clothing physics when on outside visuals and model behaviour still looks ancient?...

 

One day Beth will have to either create new engine from scratch or migrate to something else, it's a matter of time if they wanna keep up with AAA-product public demands.

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What objects? Majority of those are static, not affected by any interactions

What about actors, gear, flora, water, buildings and so many more? Objects are not only non statics, but all those and more.

 

 

There are also games like GTA, Mafia or Saints Row which are open-world and though it's mostly has static world too, but scales and details are quite hug

GTA and Mafia has random, unnamed npcs and cars that are path fixed and respawned when the player enters the world space, it also has non loot-able bodies that de-spawn faster, all buildings can't be entered expect very few, un pick-able items and many other limitations.

 

The worlds are huge, not as detailed or touch-able as beth's worlds.

 

 

We have Red Faction Guerilla, it's rather old game with neat destruction model and visuals still fine even for this day

I don't see the flowing hair of Geralt of Rivia! 10/10 will not buy!

 

Fo4 has that, some armors, buildings and animals shells can be broken.

 

 

Who needs hair and clothing physics when on outside visuals and model behaviour still looks ancient?...

Everyone.

And the games look better with every release.

 

 

 

One day Beth will have to either create new engine from scratch or migrate to something else, it's a matter of time if they wanna keep up with AAA-product public demands

Good gameplay aI, great writing and deep RPG features has nothing to with the game engine :wink:

Also, as I have said:

 

It not perfect, but it the perfect fit. Replacing is risky, time and money sinking and may case even more problems than we have right now.

That why they will never do it.

Edited by Boombro
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1: It will have to look better than Kingdom Come - Deliverance.

2: Occulus Rift support for the ultimate RPG sandbox experience,

3: For the Daedras sake, improve NPCs: different animations based on body weight(similar to GTA V, I liked that), add essential acts like jumping, sneak attacks... and an immersive natural behavior, not just static routine - I mean, people will take a moment to eat and to sleep at least once every one or two days, including that rude homicidal bandit boss or that reclusive almighty vampire duke, residents will travel to other cities, get into trouble once in a while, randomly die of some illness or violent encounters... and other NPC will come to live in their house, or replace them in their jobs.

4: Being able to be anyone you want, and have a main quest not dependant on you being the hero of a prophecy.

5: Options in everything, many different choices and relevant consequences - never a single line to choose from, never a "join given faction or just forget about it", many ways to change the course of a quest in the middle of it, and finish it the way you would like(have at least a standard mage-thief-warrior | good guy-bad guy option framework for EVERY single side quest and the main quest).

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