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What would you like to see in TES VI?


Kernel39

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Posted

Above all else, even more moddability. Actually having a good game underneath is also crucial, but i also know that modding will pick up the slack, just as long as there's actually, you know, capability for it :P.

 

I'd also appreciate if they toned down the unrealistic stuff, like right the hell down. No, i'm not talking about magic and dragons and the like, that all makes sense in the TES universe, all fits in with the metaphysics and the like. I'm talking about the blatant stupid stuff like boobplates, swords making that horrendous SCCCCHIIING unsheathing sound, being able to cut into plate armor with anything other than a warhammer or armor-piercing arrows, hell the whole combat system in general needs to be fixed. Melee combat is a martial art, not just flailing around like imbeciles. Rule of cool doesn't really work when what it's exaggerating is already stupidly unrealistic in the first place, and there's the argument to be made that it's just perpetuating ignorance.

 

Finally, bring MK on fully, give him full reign akin to TES3. I know he's worked with them on TES4 and 5, but his absence otherwise is most definitely noticeable.

Posted

Off the top of my head...

 

64-bit executable

DirectX 12

Ditch Papyrus and replace it with a real scripting language and virtual machine (Java?, or allow direct addition of C++ dlls).

Reduce the amount of hard-coding in the game, such as animations, physics or even the map markers and crafting categories.

 

Not too worried about the game itself, I can rely on the modding community to make it great.

Posted

64bit's a given since the current gen's now 64bit, so the console bottleneck is no longer much of a bottleneck. Would have to be anyway since 32bit Skyrim was pushing things as it was, no excuse whatsoever not to do 64bit now.

Posted

 

Perhaps a voiced character

A million times no. Voiced characters beyond the vaguest of grunts is the death of roleplaying. You don't get to decide who a character is when the voice chooses your accent and inflection for you. No amount of options changes that.

 

 

I feel I must add my own voice to this. :)

 

As pitiful as I might sound. I would much rather imagine myself (or someone else of my choosing) saying those lines of dialogue. Any thing else would ruin the immersion for me. It works in some games. But not in my Elder Scrolls damn it!

Posted

I really hope the game is 64-bit. There is no reason for it not to be.

 

I want a better game engine too.

 

I just want the game to have less limitations while retaining its ability to be modded like crazy.

 

A big part of the reason I play TES games are because of the mods combined with the open world gameplay.

 

I play these games for years because of this. Other games I play through once and don't touch again.

Posted

I'd personally prefer a somewhat more intense battle system. (intense, mainly meaning somewhat faster and more relying on the users own skill in avoiding and acting fast)

Something that got hugely improved from morrowind>oblivion>skyrim, but in my opinion still not far enough.

This. I'd like a dark souls 2 esc fighting system which would be epic in first person xD

Posted

LAN!!!

And it should be as easy as "player A hosts server" and "player B joins server"

 

Just LAN though, not full blown online, we alreeady have TES:O >.>

Posted

Technically speaking if you're using ten replacers then you're doing it wrong, only one can be used at a time. :P

 

nooo :)

 

I meant CBBE, UNP, UNPB, Ladybody, Dream Girl, etc. Too many different ones and all the outfits being shared between them. I've often found a nice outfit mod while browsing only to find it's for a different body than the one I'm using. Plus I suck at converting with OutfitStudio.

Guest Comrade DR. MAHUJ DIK
Posted

More acords of madness, I love those sheogorath books, I want to see him tricking hermaeus mora

Posted

LAN!!!

 

And it should be as easy as "player A hosts server" and "player B joins server"

 

Just LAN though, not full blown online, we alreeady have TES:O >.>

 

Borderlands style, drop in drop out.

 

With an ability to play a custom maps/adventures made in the Editor.

Posted

Things I want

 

Deserts (Elsweyr) or Rainforest (Valenwood) or both, just needs to be tropical.

Spears

Crossbows

Posted

Things I'd like?

 

A New game engine - with just as much or more room for modders to expand upon without having to result to really weird work-arounds for basic "necessities" like physics applications, entirely new skeletons for more equip slots, etc.  GameBrio has had its time I think.  It's too animation-heavy (I.E., barely any physics).  With Unreal 4 going free-to-use,  if Bethesda made TESVI using UR4, this would allow for modders to have basically no limits on what they could create and modify if my understanding of this is correct.  Even a dumbed-down version with restricted use that works kind of like the CK for basic modding would be cool if an available, powerful engine is used beneath it.

 

With the above, better handling on making the base game more immersive.  Not with pretty landscapes or big castles and scary dungeons so much as issues like only wielding one sheath/one weapon draw animation for multiple setups, hair and sheathed weapon physics, possibly proper clothing physics, etc.  Looking at games that really utilize this properly feels so much more immersive even if the graphics aren't as good or the landscapes as serene.

 

Combat having a better flow to it, and with more creative monsters.  For the majority of TESV (excluding DLC's), you're in similar-feeling crypts fighting draugr.  It works, but doing it a million times is boring.  Lots of new enemy types that catch you off guard is always good.  Consider the ceiling ooze in Blighttown in DS2.  Monsters and traps in one with a very different and creative way of ambushing the player far from the norm.  I'd like to also see combat be a little less clunky throughout the game, where sneaking through a dungeon taking it slow even in heavy armor or just holding block all day while using a shield is the best way to go.  More interesting offensive tactics and magics to augment physical attack styles would be great, rather than just sitting back and plinking arrows at unaware enemies over and over, brute-force tanking with a shield, or going in with a huge magika bar and free spells to AOE everything crispy.

 

More interesting/more traps, better puzzles, and less linear level design.  The golden claw was really cool the first time.  Having to look in the inventory for the item and actually inspect it for the clue to the solution was a really neat feature.  Adding more content like this (even if optional) to explain lore/open up solutions to puzzles, reveal secrets, etc., would make the game's lore feel a lot tighter.  Same deal with the oil spill traps and floor-buttons; really cool (okay, aggravating) to have happen the first time, but the re-use of the same traps throughout the entire game got old and very easy very fast.

Posted

I would like a more fluid combat system.  I really liked how Dragon's Dogma pulled it off.  Especially the battles with large monsters like dragons and ogres.

 

I would like to have a character generating system that was a lot more flexible.  Different shaped bodies from lean and muscular to flabby.  Different shaped body parts too, wide shoulders versus rounded softer shoulders, breast shapes and different skin textures are a few examples.

 

I would like to have a world that goes on regardless of your character.  A major event could change with your involvement or not.  I don't care for the game waiting for me to make something happen.  Then have consequences of the actions or inactions.  Those could be npc's attitude towards player or other npc's, the prosperity of a city or town, or even changes to the towns and cities themselves.  I found the Fable games to be a grind but some of the concepts were excellent.

 

I would like some dynamic environments/objects.  Like the little blockades in Skyrim that you can bash down if you repeatedly hit them.

 

I would like time and distance to matter more.  It's always kind of goofy what you can accomplish in a week playing Skyrim (or any Beth game).  Then have the character age.  Maybe your in jail for ten years instead of a single day.  Maybe training takes a week or two at a guild before you can advance a level.

 

I would like your character to be able to climb up vertical surfaces.  Again, Dragon's Dogma does this quite well.

 

I would like followers to have real personalities or quirks, not just robots waiting for orders.  As an example, say your follower is fond of swords then after a battle he/she loots one of the bodies of the fallen who happened to have a nice sword.  They want to go to the pub when they get to town or the temple.  Maybe they get in trouble and wind up in jail.  When you're wandering the open world they may get distracted or bored.  Maybe they bail on you and leave you stranded.

Posted

Time for the creators to actually get it right the first time.

And quests with actual story lines rather than finding a map marker.

And no hardcoded shit

Posted

I'd like to see the second Great War with the Thalmor, and maybe the player has to go to different regions (Hammerfell, Skyrim, Black Marsh, Elsweyr etc) to secure alliances. That would be pretty cool I think.

 

In terms of gameplay, I would like to see more realistic sounds, like from Skyrim Audio Overhaul. I think that was mentioned earlier by someone. Also, better stealth and better use for stealing and pickpocketing. I mean, what is the point of breaking into a house to steal 50 gold worth of plates and goblets, which sells for a grand total of... 20 gold. Or pickpocketing a torch and clothes.

Posted

What I'd like and what would make a good game may or may not overlap, but my wants for TES VI are as follows:

 

  • More in-depth character creation, particularly the return of class and birthsign choice.
    • Class would simply dictate the starting stat spread, and would not provide faster leveling in certain skills as before.  This function would be handled by a Standing Stones system as present in Skyrim
    • Birthsigns and Standing Stones would coexist, with corresponding signs and stones bestowing abilities or bonuses to the player.  When the chosen Stone and Birthsign would provide the same bonus, however, the provided bonus is upgraded.
      • Some birthsigns and stones would offer different bonuses.  For instance, the Warrior birthsign might offer a power that increases weapon speed slightly for a long duration, and the Warrior stone would provide an increase in combat-based skill gain.  Meanwhile, the Tower birthsign and stone would both provide the Unlock power.  If you had both the Warrior birthsign and stone active, both affects would apply at their base power. But if you had both Tower sign and stone active, the Unlock power would be upgraded for more uses per day and able to unlock more difficult locks.
      • Birthsign selection would be permanent.  It can be opted out of at chargen and chosen at a later time if the player chooses to pick one.
    • Triangle-based weight slider with an entirely different implementation from current armors.  Making armors work with the weight slider is a pain in the ass, and a triangle-based weight selection (fat-thin-muscular) would improve character creation by an order of magnitude just by itself.
      • More in-depth sliders for chargen in general would be appreciated.  Nobody actually misses the awful Oblivion setup, but Skyrim's shape selections with a bunch of sliders for small tweaks ala RaceMenu would be perfect. Perhaps not as powerful as Oblivion's could be when gone at with titanic effort, but still plenty powerful in its own right and plenty enough for most players.
  • Take cues from New Vegas for implementing Speech.  For the love of God, please.  Please.
  • Detach carry weight from Stamina, or any other stat for that matter.
    • Character starts with very low carry weight.
    • Implement "Bag" as its own item.  Better bags carry more stuff.  Can you say "Bag of Holding"?  Preferably without bag visuals, but to satisfy more hardcore roleplayers, visuals could be included with a user toggle.
  • Fewer generic NPCs.  Cannon fodder is a necessity, surely, but that cabal of Necromancers or gang of bandits must have some kind of power structure.  Killing a real bandit leader may see hits put out on the player or groups of remnants targeting the player for revenge - things the present encounter system in Skyrim can already do.
  • Return of "Fortify X" spells, largely to go with the next bullet point.
  • Spellcrafting.  It doesn't have to be as expansive as in, say, Morrowind, but it needs to exist.  There are two ways I would like to see it done, either would be fine:
    • Traditional spellcrafting.  Pick the parts, choose self/touch/target, choose duration, done.
    • Spell combinations.  Using the two-handed system we have now, implement a means of combining spells via dual casting.  Maybe your Frenzy spell also sets the target on fire when cast with Firebolt.  Maybe your healing spell also reduces incoming damage while being cast if cast with an armor spell.  Or perhaps a Fortify spell cast with a Shock spell grants you extra shock damage for the duration, or increased health regen if cast with a healing spell.  This would fit better with the more action-oriented direction the gameplay as taken, and enchanting fills a part of the role of spellmaking in and of itself.
  • Scaleable quest marker accuracy.  Do you prefer to be led right to your goal, given a general area and looking around for yourself, or just getting the name and general region of the place from dialog and hoofing it?
  • Larger cities.  Oblivion had this about right - small enough to be managable to navigate but not so small as to feel like a village rather than a city.
  • Break up armor a bit.  Leave full body pieces (*dodges tomatoes*) but split gauntlets into left and right and re-implement pauldrons.
  • Bring back Mysticism.
  • Break up weapon skills from One and Two-handed to Blade, Axe, and Blunt. Perk selection would determine preference between 1 and 2-handed.
  • Make perk selection mean something.  Simply leveling in Skyrim grants perks, and acquiring all of them is just a matter of leveling enough.  Perk choices should determine the kind of character a player is building second only to what skills they're leveling - simply collecting all of them is silly.
    • A means of clearing and reselecting perks should be included so as not to punish poor choice.  This doesn't mean that said means should be cheap or easy, simply that it exist.  A quest for an item of some sort would be ideal, though this function could also be handled through NPCs.
      • My method would be an NPC who takes a special item in exchange for letting the player reselect perks.  There would be a limited, fixed number of this item - around 50 or so.  A finite number encourages thought in choosing perks, but the relatively large number of items provides wiggle room for experimentation.  Rolling multiple characters to experiment is also a valid means of experimentation with this method, though admittedly not ideal.  Finally, the vast repository of human knowledge that is the internet would undoubtedly be a source of perk builds others could base their own choices on, further reducing the number of items that need to be consumed.
  • Earn that M rating.  Jack up the nudity a little - Azura should be topless, Dibella's priestesses tend to be topless, Lamia and Spriggans are generally naked, and witches (should they exist in whatever province we go to next) are traditionally naked.  Full nudity would obviously be unlikely to fly but topless should be easy.  Likewise, increase the gore a bit with limb removal.  Bonus points if the severed arm contains the pauldron and corresponding gauntlet it was lopped off with but the main body lacks those.
  • Survival Mode.  Include a simple survival system requiring food, drink, and sleep.  Vanilla won't be expected to satisfy the truly hardcore, but its mere inclusion would pacify the "lol tes is dumbed down" detractors a little.
  • Less arbitrary restrictions for modders.  Putting in animations shouldn't have required the tools it does now.  Good work on all those slots though, definitely do more of that.

 

 

~fin

 

Pretty much all of this, except for keeping pants and chest in the same armor slot.

 

And I'd like to see an improvement in the animation department too. No more baseball bat greatsword, fucked up arm movement when turning while wielding two weapons and no more Hunchback of Notre Dame while wielding magic.

 

And definitely more characters with actual personalities, not those pointless "4 lines on dialogue" idiots.

 

  • 1 month later...
Posted

If they make at least 3 things on my list I would be happy.Sorry for the wall of text and the bad english.

  • Free mods.
  • Toggle for helmet visibility.More armor customization (like in Last Story on Wii).
  • Spears! Upgradable "boxing gloves" or something.
  • Better jumping with jumping attacks.
  • Soul-like battle system with real third peson view.
  • Support for gamepad and mouse and keyboard at the same time.
  • Better skills stats and perks.Leveling a skill should give you stats points to spend and perks would unlock automaticaly when the requirement are met. For example: A perk that make you able able to do sneak attack with other weapons than the dagger would require 40 sneak(skill) and 25 dexterity(stat)
  • Far better magic. Starting spells should be usefull all the game. More advanced one should have different effects not more powefull ones. Illusion should be able to disable opponents by reducing their sanity below 0. Restauration should be able able to kill with diseases and give you a bonus to all critical attacks because you know anatomy better than a barbarian. And alteration could have damage spells based on telekinesis. Nothing is better than shooting arrows without a bow. And a nice idea for Conjuration. If you manage  to summon something when behind an enemy you could summon it inside him.
  • A real use for speechcraft ( make summoning and illusion easier, makes advanced spellcasting faster and can even make some spells silent).
  • Hardcoded caps on smithing enchant and alchemy.Npcs that can enchant and sharpen your stuff if you don't want to make iron daggers for 20 hours. Magic cost reduction should be a stat.(Max at 50%)
  • Vampire that does not make you so ugly that you have to wear a helmet forever.And you should be able to drink enemy's blood if they surrender or you paralyse them. Vampire should look normal and suffer almost no penalty when well fed.Big bonus in speechcraft for them. Dawnguards should hunt vampires if they don't destroy evidence and leave witnesses alive. Burn the bandits!
  • Werewolf should be extremely powerful but short duration and leave you with reduced stats until you sleep.
  • Followers that are not in the way every 3 seconds and usefull. Best followers mechanics I saw that was in Dragon Dogma. And you can customize your follower in that game. Is it so hard to make a racemenu for followers ingame ?
  • Side effects to potions to limit healing. And you should have a high alchemy level to know the side effects. Wich mean that the potion you found on a bandit could kill you or worse.
  • Horse armors dlc day one at $250.

 

Posted

If there's only one thing that i can wish to be brought to the VI, it would be being able to create a young character in the vanilla, Skyrim males are all in their 40's +, unlike oblivion when you were able to create a very young character very easily !

Posted

No disrespectful children or npc's.

 

When I look to real folk lore before it got raped by the modern world, stupid disrespectful characters just outright died if not suffered fates worse than death.

 

Little Red Riding hood back then died.

Hansel and Grittle Dead

Most characters just died, they died to serve as examples of how not to behave in public.  They died so our own children didn't fuck up in real life.

Now everything is so censored and watered down.

 

May as well not put them into the game.

 

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