sarantine Posted December 20, 2008 Share Posted December 20, 2008 I have to say that we will not be able to utilize Oblivion mods in TES V. As far as I know this is impossible. Secondly, they have already done the planes of Oblivion, so I doubt they will feature prominently. Maybe visiting one briefly in a dream or as part of a quest. Also the set of races in the Elder Scrolls world is very well established so I doubt we will see any new additions let alone a whole new set, the same can be said for birth signs. The classes are all pretty standard RPG fare, if you want a different type the custom class feature will no doubt be there. Fallout is Beth's futuristic RPG. Elder Scrolls is its fantasy one. I highly doubt there will be any crossover between the two genres. New guilds would be nice, however we need to consider existing TES lore. Link to comment Share on other sites More sharing options...
hbzliln1ck Posted February 22, 2009 Share Posted February 22, 2009 Wagrid said: I have to say that we will not be able to utilize Oblivion mods in TES V. As far as I know this is impossible. Secondly, they have already done the planes of Oblivion, so I doubt they will feature prominently. Maybe visiting one briefly in a dream or as part of a quest. Also the set of races in the Elder Scrolls world is very well established so I doubt we will see any new additions let alone a whole new set, the same can be said for birth signs. The classes are all pretty standard RPG fare, if you want a different type the custom class feature will no doubt be there. Fallout is Beth's futuristic RPG. Elder Scrolls is its fantasy one. I highly doubt there will be any crossover between the two genres. New guilds would be nice, however we need to consider existing TES lore. idk where you get your sources from considering the fact that the game was announced a couple months ago and were yet to have pics or info (im not complaining about this) so sorry but i really doubt there gonna get rid of the modding all the tes beth games had modding and why get rid of it now . basically its a risk they can take where demand on the game is low and after the great sucess of oblivion? getting rid of modding is the last thing they will now if its in a new place then yes i can imagine there will be new guilds ill agree with no crossover because thats never gonna happen and if it does no one will buy it Link to comment Share on other sites More sharing options...
LoginToDownload Posted February 22, 2009 Share Posted February 22, 2009 I'd like it if Alchemy was expanded and alchemical ingredients, or their specific effects, had built-in magnitude modifiers. For example, Damage Health poisons made with Daedra Venin and Ectoplasm would be significantly more potent than those made with Redwort Flower and Wisp Stalk Caps. This could also make ultra-rare ingredients very interesting. Perhaps also a slider that lets you choose between total magnitude and speed (maybe as a perk once skilled enough), so you could choose to make an instant healing potion or a more effective regeneration potion. Player-made potions should also be able to keep up value-wise with storebought potions of the same effect/potency. Link to comment Share on other sites More sharing options...
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