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Time for ideas on TES VI


daventry

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TES VI will be about the Landfall. We know it happens. We know it's terrifying, it changes the world, and Vehk is involved. Just you wait and see.

 

It's unlikely to be Akivir, because Akavir isn't on Tamriel. If we ever see a continent, it will likely be as a TES adventure game, or in DLC.

 

 

 

**** Ok, now that i'm home and not just being silly... Things i think should be looked into... Bear in mind, these are all GAMEPLAY, not story, i've ranted extensively before about that...

 

Anyway, first, keep the Perks and lack of Classes. Classes are outdated given the way leveling works in TES games now. Allow the player to pick 4 Major skills, which start 5pts higher, at the expense of 4 Minor Skills which start 5pts lower. That gives you some control over the 'build' you want, rather than everything starting as a generic standard. But the Perks! Oh the Perks! Best idea they've had since hitting everything you swing at. The problem lies in ballance, you need to make sure all the Perks are useful, and that investing in certain trees pays off. Make it worth someones wile to focus on Daggers, for instance, rather than just having Maces be a flat better choice. Keeping a large pool of Perks, at least 20% more than there are possible points to gain, ensures replay ability and a somewhat unique experience each time.

 

No more world-shattering side quests. The main story is about saving the world. We shouldn't have to save the world in the Fighters Guild, the Theives Guild, the Mages guild and every little side quest too. It sucks the importance out of the main quest, which, frankly, kills the story driven elements of the game. Morrowind's main story was a masterpiece, because it wasn't being compared against 3 other end-of-the-world events all happening at the same freaking time.

 

The ability to refuse being promoted to the guild leader. You should be able to pass it off to someone more... How should we put it... Competant? Even if you can step up later, or only have them lead in your stead, it would be an immense improvement.

 

Analogue Combat! Dead Island showed it was possible, and it would make combat far more interesting.

 

While talking about combat, location damage. Again, Dead Island (for all its problems in storytelling, glitches and terrible, TERRIBLE characters) proved it's rather easy to do. Break someone's arm, take their legs out from under them, crush their skull with a mace, the coding is already there, we know it's possible.

 

Magical hand-gestures. We've been able to use rune-signs in Black and White for a decade, why do i still need to use a menu to trigger fireball? Even if you link it to a minimal spell-list of 'common' spells, it would still add a fun and immersive element to the game. It would work fine with the Kinect, though no clue how you'd pull it off on the PS4... Phone-touchpad maybe?

 

The Analogue Combat and hand-gestures should be something you can turn off, though. Both Dead Island and Black and White have other ways of doing these things. In the former case, you can turn off Analogue combat and simply swing wildly like in Skyrim or any other game. In Black and White you can access a spell menu if you're having trouble making the damn swirl. They add to the gameplay, but noobs should have the option of skipping them over.

Edited by Lachdonin
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  • 1 month later...

I think in Skyrim, Dragons became Extincted.

 

You are meant to Kill Paarthurnax and get kicked out of High Hrothgar.

 

You become the Next Miraak/Dragonborn for Hermeas Mora, so your Fate lies in his Hands.

 

In all, i dont think we will see any Dragons in TESVI since you are the Last Dragonborn where we will read in a Book, that you Killed all the Dragons and the Nords gave you a Heroes Burial Ground.

 

I don't think so. And becoming the next Mikaak? Then why would you get a Nord hero burial? Your looking into this in the absolute darkest outcome. If You became the next Miraak why would the Nords honor you? As the next Miraak, you'd probably enslave a bunch of people and be labeled a tyrant. But back to the dragons.

 

Why would you assume that your SUPPOSED to kill Paarthurnax? Because the blades want you too? Sounds to simplistic, they said do it so I did? Much more likely that your character will have become a greybeard or maybe even a general in the legion.

 

There is no such thing as fate.

 

More than likely that you are right there won't be dragons in the next game, BECAUSE they'll be in Skyrim, where the dragons have always been, learning from Paarthurnax. Although I think you could have an interaction with 1, 2, or even a group as quest content. I'm sorry but your idea is highly implausible as the Dragonborn IS ultimately a hero character and will most likely be a Nord (your right there), but not a tyrannical Miraak type character. BUT I do agree with pretty much all of your initial post about content.

 

Also I may have missed this but I think that the legion should fight like the legion, in a phalanx system instead of just individually charging headstrong into a fight. Have them take up the part of the defensive army that prefers to let the enemy come to them until the enemy is broken (Which reminds me I want spears to behave like spears, not swords) THEN charge in to finish off the stragglers. You know like the REAL legion did.

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Also I may have missed this but I think that the legion should fight like the legion, in a phalanx system instead of just individually charging headstrong into a fight. Have them take up the part of the defensive army that prefers to let the enemy come to them until the enemy is broken (Which reminds me I want spears to behave like spears, not swords) THEN charge in to finish off the stragglers. You know like the REAL legion did.

 

 

The Legion we see in Skyrim isn't... Well... The Legion. Tullius and Rikke both mention that they are forced to recruit from the local population, and are short on proper training, because the REAL Legion is on the borders of the Dominion preparing for round 2. If the Legion had sent an actual force to Skyrim, rather than a few token officers, i think the Stormcloaks would have been put down long before the game starts.

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The Legion we see in Skyrim isn't... Well... The Legion. Tullius and Rikke both mention that they are forced to recruit from the local population, and are short on proper training, because the REAL Legion is on the borders of the Dominion preparing for round 2. If the Legion had sent an actual force to Skyrim, rather than a few token officers, i think the Stormcloaks would have been put down long before the game starts.

 

 

Ok, that makes a lot of sense. But I would like to think that my point still stands. I'd love to see this happen.

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  • 2 months later...

· A crippling/hitbox system as seen in the Fallout series. There should be some difference to weather I hit someone in the face or on the hand. It annoys me how I can shoot an arrow in some bandit’s eye ball and then wait in the shadows until he dismisses the arrow as something out of his imagination and going about with his business.

 

· An animal skinning system as seen in Red Dead Redemption. If I take the antlers of a deer, I don’t want to see them left on the model.

 

· More varied quest outcomes. Quest should provide the option to have at least two different endings, so your actions can actually mean something.

 

· A fame system as seen in Red Dead Redemption, with certain degrees of fame and infamy. You start out neutral, but as you make different actions throughout your adventure, you either become more famous or infamous. Doing some “bad” deeds makes the guards alert to you when you enter a town and the townsfolk becomes weary. If you become a really evil and bad person, townsfolk and guards will stay out of sight when entering a city. On the other hand, if you are somewhat famous, people might greet you and buy you drinks etc while when recognized as a true hero, the might give you gifts people might want to get together with you etc etc.

 

 

· A sailing system as seen in Assassin’s Creed 4: Black Flag. If the next TES game is set in a hotter (i.e. tropical) province, such as Elsweyr, Summerset or Hammerfell, it would be awesome if we got to buy our own ships with crew and everything. While some might just settle with a tiny boat to get around and focus on other things, it could be an incredible time sink for others.

 

· Seasons. Not much more to say about that other than some goods might be harder to come by during some seasons.

 

 

· Varied mounts. I’m not saying WoW-like mounts but at least if they only give us horses again, make them unique to each other. In Skyrim, we got two special horses (and one semi-special), Shadowmere and Arvak (and Frost).There could be a nord salesman selling stout pack horses straight from Skyrim which you could use as a portable inventory, while some other guy sells fast cyrodiilian steeds. Also, lore tells us of how dunmer rather uses Guars or Silt Striders and of how khajiit have ferocious battle cats as means of transportation. It would be awesome to have at least some of this in the game.

 

· House building like Hearthfire but more fleshed out with more options on where and what to build. A castle or a cozy cottage? You decide.

 

 

· Underwater combat. If it means only using a dagger due to larger weapons being too hard to use physic-wise, I’m fine with that.

 

· Some water creatures other than small fish and crabs. Whales, sea monsters, merfolk etc.

 

 

· I have another idea, though it might not be so “elder scrolls-y”: There could be a quest (or several) where you were planning attack against your enemies using a map and markers for your army (including a marker for your own character)and the opposing forces, like those maps with flags in every jarls home in Skyrim. At first it would seem to be just moving markers, but soon they change from markers to actual soldiers and cavalry. It would be like a strategy game. You’d see the map from a bird’s perspective, selecting where to send your armies and where to build important structures such as more barracks and farms to provide food. The interesting part is that say you press a certain button, and you then you’d swoop down and control your own character/marker on the ground. From the ground you cannot build buildings or train/recruit more soldiers from barracks etc, but you can still give orders like “attack” or “retreat”. Those of you who have played “Rise and Fall: Civilizations at War” knows what I’m looking for. The places these strategic quests were to be set could either be in the open world where a battle the would be noticeable (broken trees, craters, ruins etc) but then buildings might interfere with the nature, OR they could be set as remote quests were the leader of the faction you plan/battle for could say: “Our forces in <Insert place here> is almost at their target to <Objective for quest here>. How do you think the best way to deal with the situation is?” and the strategy begin.

 

I hope didn’t lose you there, got kind of messy and a lot to keep straight.

Edited by Guest
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"Skyrim felt dumbed down, puzzles weren't hard, you didn't need to use your brain, you could just follow the marker."

Indeed. Some went as far as to call it an action-adventure fantasy game, rather than an rpg. And while the "action" part will be relatively easy to mod to be more hard, it's not the same with the "adventure" part. This is better designed so from start, rather then added as a mod.

 

I really would enjoy next TES to be more hardcore-adventure. For instance, it could have quest markers disabled by default. But there's more to this:

- more quests could rely on sleuthing

- and on well-thought puzzles

- some quests could be done in straight-forward way and also in not-so-obvious-yet-better way, like we could observe in the endings of Fallout 1 & 2.

 

How could it be realized in Skyrim, such a hardcore-adventure mod, for MQ at least...? that would be my other thread (i.e. "MQ Extravaganza").

 

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"Skyrim felt dumbed down, puzzles weren't hard, you didn't need to use your brain, you could just follow the marker."

Indeed. Some went as far as to call it an action-adventure fantasy game, rather than an rpg. And while the "action" part will be relatively easy to mod to be more hard, it's not the same with the "adventure" part. This is better designed so from start, rather then added as a mod.

 

I really would enjoy next TES to be more hardcore-adventure. For instance, it could have quest markers disabled by default. But there's more to this:

- more quests could rely on sleuthing

- and on well-thought puzzles

- some quests could be done in straight-forward way and also in not-so-obvious-yet-better way, like we could observe in the endings of Fallout 1 & 2.

 

How could it be realized in Skyrim, such a hardcore-adventure mod, for MQ at least...? that would be my other thread (i.e. "MQ Extravaganza").

 

 

I agree that Quest Markers should remain an OPTION. So that people who would prefer directions don't have to rely on a blue marker to find stuff. That being said, I think people who call Skyrim an "Action-Advneture Fantasy Game" are just trying to insult the game. Not every RPG game has to be Hardcore or Dungeons and Dragons.

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  • 2 weeks later...

Indeed they were trying, as if market labels could insult a game... But let's not bog down in discussions here, out of curiosity I've read this long thread and will add my two cents:

 

My angle for TES VI, when (or if) such a game will be produced, is that it should be the best computer approximation (under constraints of resources and technology available) of a quality fantasy rpg plot-point campaign. Plot-point campaign, meaning as found on some other internet forum, "a non-linear semi-scripted campaign that allows for a large amount of freedom without being totally sandbox". Everything follows from this one simple rule; and Skyrim is a damn fine example, so I am very confident in the company ability to make another one, even better - if they ever will decide to do so.

 

Having written the above, I see an interesting opportunity in tinkering a little with the actual kind of 'fantasy' used there. Because for us modders it is somewhat limiting that we can't put into the mod, for example, real-world art like Mona Lisa painting and possibly stay lore-friendly. I have discovered a truly remarkable way of mixing them together which this post is too public to contain :wink: Suffices to say that this novel: http://diligentmonster.wordpress.com/2013/02/13/pan-lodowego-ogrodu-before-the-translation/ contains a solution as a core concept.

Edited by simtam
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  • 1 month later...

New on the List ;)

 

Whats a Perk Point

Automatic Perk Uploading

 

Leveling Up and getting Perk Points are Boring and Frustrating in Skyrim, hence you've Finished the Gam,e where your Skills are 100% with Barely enough Perk Points to fill a tree.

 

Solution, Automatic Perks filling the Tree you Trained upon.

 

Hence all you do at Level Up, is Choose (Magicka Health Stamina) without a perk point.

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