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What do you want in a new DLC? and how many DLC's do you think is


Dweedle

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Lets just say they couldn't make new DLC's fast enough.

 

 

I mean that seriously, make more DLC's!

 

Though Hearthfire was silly. It was like just a couple of mods thrown together.

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I would like to see a DLC focus around the whole Thalmor thing. There is so going on there I think seems to get ignored. I also would like to see something Oblivion/Daedra related. Both of these could really add quite a bit of content with some side questing involved in it. They could make an item pack that adds a few special dungeons and maybe some special items/side quests for us to explore. I like the small random questions they have around. I just wished some of the legendary items we found were stronger without having to beef them up with mods.
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For a game like skyrim, they can make whatever DLC they want, I'll buy it.

 

I do hope they make more though, I was disappointed with Oblivion's DLC where it only had the Shivering Isles (I was on PS3, now I have PC version with the pc-exclusive dlc's) because back then, I was rolling 400+ hours on vanilla oblivion.

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Either...:

 

1/ Dealing with the Forsworn situation...being able to side with or against them....or...

2/ Finding out what happened to Winterhold....WITHOUT having to join the College....or....

3/ Dealing with the Thalmor.

 

For small DLC's....:

 

1/ Equalize the Werewolves with the Vamps...Werewolves really caught the short end of the stick there.

2/ Find out more about what happened to the Falmer and possibly finding more Snow Elves.

3/ Being able to destroy the TG as we can finally destroy the DB.

 

 

The big one for a small DLC....If you refuse to kill Paarthrunax...let there be consequences...having to choose between Paarthurnax/Grey Beards and the Blades leading to faction choice and repercussions.

Edited by StayFrosty05
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1/ Dealing with the Forsworn situation...being able to side with or against them....or...

That was the point of the Forsworn Conspiracy/No one Escapes Chidna Mine quest.

 

2/ Finding out what happened to Winterhold....WITHOUT having to join the College....or....

You already can, asking the Jarl of Winterhold what happened will get you the story, even without joining the College.

 

3/ Dealing with the Thalmor.

The Thalmor situation is to large to be dealt with in a DLC. that is Elder Scrolls 6 material.

 

1/ Equalize the Werewolves with the Vamps...Werewolves really caught the short end of the stick there.

How did werewovles get the short end of the stick?

-Questline: Companions

-Improvement: perk tree

-Bonuses: Werewolf rings in Dragonborn

 

Vampires have

-Questline: Dawnguard

-Improvement: perk tree

-Bonuses: vampire rings

 

2/ Find out more about what happened to the Falmer and possibly finding more Snow Elves.

So...... the second half of Dawnguard again? We already know what happened to the Falmer, Gelebor tells us.

 

3/ Being able to destroy the TG as we can finally destroy the DB.

There is no Thieves guild before you join it and bring it back, that is the entire point of the thieves guild questline. You cant destroy something that doesn't exist.

 

The big one for a small DLC....If you refuse to kill Paarthrunax...let there be consequences...having to choose between Paarthurnax/Grey Beards and the Blades leading to faction choice and repercussions.

They already did that in the base game.

 

Refusing to kill Parth makes

-The Blades refuse to deal with you

-You unable to do the "recruit the blades" sidequest

-You unable to use Baldes recruits as followers

-You unable to get Esbern's Dragon slayer blessing, and Dragon potion.

-You unable to get the "Dragon hunter" side quest

 

Where as killing Parth makes

-The Greybeards refuse to talk to you

-You unable to ask Arigeir world wall locations

-You unable to get shout meditation bonuses from Parth

Edited by sajuukkhar9000
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I've got an odd feeling that the DLC's were all, essentially, planned from the beginning.

 

I mean, think about it: Vampires were IN the vanilla game, but there really wasn't much exposition about them. Every time I got Sanguinare Vampiris, I just went WHOOPS and drank a cure disease potion. In so doing, I never heard anything about vampire stuff... and boom, the first DLC expanded it. Then, next DLC, two things: Morrowind is on the map, and remember that vanilla load screen that says, "In his rare dealings with mortals, Hermaeus Mora appears as a mass of tentacles"? Well, he didn't appear as a mass of tentacles in Discerning the Transmundane; he was just a "wretched abyss." So, hey now, what's up with that... and boom, Dragonborn DLC. Hermaeus Mora, Morrowind.

 

So here are some unexplained things I've thought about for the next DLC:

- The Blackreach... several empty rooms down there. Hmm?

- The smaller Dwarven ruins like Rkand and Mzark... they created a whole new one for Arkngthamz in DG. Why not tie it to those? I think it's because they plan to use them for something else.

- The White-Gold tower being on the map, I'd say it's not unreasonable to guess that one could go down into Cyrodiil (just a little ways, as I don't think they'll focus on Cyrodiil again).

- The Alik'r are in there, so Hammerfell's always a possibility too.

 

I don't think they'll expand on existing faction stories, but I don't think dealing with the Thalmor is out of the question the way many have said. Yes, there's enough material there to make a whole game, but I don't think they will; look at the jump from Oblivion to Skyrim. They're not connected very closely, and when I say that, please don't come back and tell me, "Well, actually, if you read the book _____..." because I know there is lore there to connect them. However, if you look at it from a development standpoint, it's fairly obvious that Skyrim was conceived from square one, and the lore was filled in after the conception of the main quest. In real-life terms, they're not closely connected, and carrying the Thalmor storyline over into another game is certainly possible, but I just don't think they're planning that far ahead. It could easily be compressed into a DLC. I mean, all the existing storylines are preeeeetty heavily compressed (go there and get this thing, come back and something big has happened, go there and get this other thing, come back and something even bigger has happened, and so on).

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That was the point of the Forsworn Conspiracy/No one Escapes Chidna Mine quest.

 

Incorrect....it changes absolutely nothing....The Forsworn are still fighting for their land and the Silver Bloods are still in control....nothing changes at all.....not even a sniff of a beginning of resolution or solution, no shift in powers, absolutely nada....And 'no' the Civil War has no effect....who ever's on the throne still has the Silver Bloods in charge.

 

You already can, asking the Jarl of Winterhold what happened will get you the story, even without joining the College.

 

No, he simply tells you what he believes....there is no answer....it's a bias opinion, no actual facts are ever presented.

 

The Thalmor situation is to large to be dealt with in a DLC. that is Elder Scrolls 6 material.

 

This we can agree on...though I would love to see more rumblings in Skyrim and effect....like the Thalmor Embassy closed down if Ulfric is ruling.

 

How did werewovles get the short end of the stick?

-Questline: Companions

-Improvement: perk tree

-Bonuses: Werewolf rings in Dragonborn

 

Vampires have

-Questline: Dawnguard

-Improvement: perk tree

-Bonuses: vampire rings

 

Note I do not wish for a large DLC....as Dawnguard already deals with Beasts...Vamp and WW....and I know absolutely nothing about 'Dragonborn' DLC as my game is on PC....Vanilla Vamps became something of a force to be reckoned with with Dawnguard...an effectual power and relatively decent combatant choice....The Werewolf remains on higher levels, throw a few arrows in it's general direction and game over for Werewolf....Werewolves have been left under powered in relation to Vamp Lords.

 

So...... the second half of Dawnguard again? We already know what happened to the Falmer, Gelebor tells us.

 

Sigh...note again, this came under my small DLC wish list....where did asking for second half of Dawnguard come from?....There are many blank spaces in his story....would be nice to see them filled in.

 

There is no Thieves guild before you join it and bring it back, that is the entire point of the thieves guild questline. You cant destroy something that doesn't exist.

 

They are a Guild...granted a Guild in very poor condition...but still a Guild with powerful connections and obvious influence on the population around them...or do you not speak with the NPC's living above the Rat Way?...The TG still exists...As far as I'm aware, the DB isn't in great shape either...what's the difference between them and their condition and the TG?...Not much, both need 'saving' to become as effective as they once were.

 

They already did that in the base game.

 

Refusing to kill Parth makes

-The Blades refuse to deal with you

-You unable to do the "recruit the blades" sidequest

-You unable to use Baldes recruits as followers

-You unable to get Esbern's Dragon slayer blessing, and Dragon potion.

-You unable to get the "Dragon hunter" side quest

 

Where as killing Parth makes

-The Greybeards refuse to talk to you

-You unable to ask Arigeir world wall locations

-You unable to get shout meditation bonuses from Parth

 

Your kidding me...really?....That's a conclusion?.....Do you often tear the last chapter out of the books you read?.....No decision is made, it just comes down to ignoring a quest in the Journal...no actual choice is made, just an apparently eternally uncompleted quest.....You don't have the option to say...."No!"...Complete the quest with either kill the Dragon (a definitive choice) and side with the Blades....Or tell the Blades that's never going to happen and make it as definitive as the other.....Add to that REAL repercussions and interesting consequence....Bethesda got that nicely right in Dawnguard...definitive choice and repercussion from choice.....and it would be a very cool DLC.

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snip

The Forsowrn conspiracy actually changes everything. Either

1. The King of the Forsworn gets released from jail, allowing him to re-connect with the Forsworn themselves, leading to more organized raids against the Nords, and given that the forsworn already control all entry/exit points to the Reach, this is a very bad situation for the Nords.

2. The King of the Forsowrn gets killed, causing the forsworn in the Reach to lose morale, now that their king is dead, and severely disrupts what little organization they had to begin with, making them weaker, and giving the Nords an easier time at getting rid of them.

 

As for the Silver bloods, Thonar Silver Blood is the head of the families mining operation, his brother, while a political figure, it not well versed in handling the families business. With Thonar dead, as well as his aids like Nepos the Nose, the family simply wont last over the years because the man behind all of their power is dead.

 

 

And there really is no fact to be given, not everything in the game is some giant conspiracy caused by a uber-magical artifact or something. Winterhold simply fell into the ocean because of what happened in Morrowind. You dont need an answer beyond that. Also, I was originally refering to Jarl Kraldar, not Jarl Korir, for getting information, I admit I should have been more clear on that.

 

 

At level 81, my werewolf character, with all perks, has taken on packs of 10 bandits at once, and lived, easily. Werewolves are only underpowered if you dont know how to use them, their howls, and their knockdowns. Furthermore, werewolves are supposed to go down fairly easy, they are glass tanks.

 

 

There are no blank stories in the Flamer story, the Nords came, the Falmer got pissed at them and attacked, the Nords came back and raped face, the Falmer made a deal with the Dwemer, the Dwemer blinded them, and after 4,000+ years of living underground, the Falmer evolved into monsters, with some, like Gelebor, and Vyrthur, surviving.

 

 

The Thieves guild only has ONE connection, and that is Maven, and even she is getting pissed at them because of their failures. Without you to come along, no one helps out with Goldenglow, and Honningbrew, Maven's mead business, the one thing she hired the guild to help her take care of, starts to become less profitable, the thieves guild not doing their job is to blame, she drops them because they are useless, and without Maven's help, the guards finally go down there and kill them all, as she was the only reason they weren't doing so in the first place.

 

Also, yes, I did talk to the NPCs in Riften proper, and before you start the thieves guild, all of them say the guild USE to be a big deal, but now they are all normal thugs who can't get anything done. No one in Riften is afraid of them anyone, that's the ENTIRE point of the first real Thieves Guild quest, were you have to go get protection money from people, and they all tell you to F off because your guild isn't powerful anymore. No ne is afraid of the Thieves guild anymore, and it's only after you do the Honningbrew job, and strike fear back into Riften, do the NPCs in Riften start treating the guild seriously again.

 

And the difference between the Thieves Guild, and the DB, is that the DB isn't hanging on by ONE contact, while business is slower due to not hearing about the Black Sacrament through the Night Mother, the DB is still doing somewhat well for itself, and isn't in the immediate danger of getting curb stomped because of one failed job.

 

 

Choosing not to do the quest is a choice, and a valid one, the quest remains open in your log because it logically should, because you are always able to go kill Parth, and potentially switch side , whenever you want.

 

Also, there is no definitive choice in Dawnguard, if you join the Vamps, you can still get crossbows, and if you join the Dawnguard, you can get Serana to change you into a vampire lord after the quest is over. Both sides get both rewards, so what exactly was the choice again? at least in the Blades/Greybeards decision you actually DON'T get both rewards on both sides.

Edited by sajuukkhar9000
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I've got an odd feeling that the DLC's were all, essentially, planned from the beginning. [...]

I think you're reading too much into things. Vampires were in vanilla Oblivion as well, they didn't really get much attention beyond a handful of "go kill them" quests (which you also get in Skyrim) either, but there weren't any DLCs or expansions for them; they're just another common monster type in recent Elder Scrolls games (can't remember if they were in Arena and Daggerfall), their presence no more hinted at the Dawnguard expansion than, say, the presence of giants and mammoths would hint at a possible Haunted Mammoth Ranch of the Giants expansion. Same goes for Hermaeus Mora's appearance, it's just a change in art assets, likely because the art team decided it would be a waste of resources to model and animate a mass of wriggling tentacles that you will see all of twice (can't say Bethesda isn't known for cutting corners).

 

If we had to stop and go "hey, what's up with that" for every item that is visually different from previous games or new (or even old) monster types that are unexplained, that would mean there are hundreds of DLCs planned from the beginning: ranging from a DLC on bunnies (because of the "Bunnies Slaughtered" counter in your stats) to a DLC on becoming Talos (since you're the Dragonborn and the whole unresolved religious issue).

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