[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/tes/ - The Elder Scrolls Discussion

Lengthy, in depth discussions and arguments on The Elder Scrolls video games, texts and lore. Related art, character and tabletop threads are also encouraged.

Catalog

See 8chan's new software in development (discuss) (help out)
Advertise on this site
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 3 per post.


Seen any elves? HAHAHAHAHAHAHAHAHA

 No.6387

Elder Scrolls 6 in Akavir lets go motherfuckers…. anyone who goes against this is gayyyyy.

 No.8363

I´m going against this

Non-European culture has no fantasy potential

u_u


 No.8364

>>6387

Well, it's going to be in Hammerfell m8. Sorry to burst your bubble fetcher.

>>8363

Damn true. We'll make an exception for the Middle East, however, as the culture of the Khajiit, Ra Gada and (to some extent) Dwemer are based upon the Persians, Saracens and the Biblical world.

Judging by ESO, Saxheelian culture is based upon ancient South America (Mayans, Aztecs, et cetera). But ESO a shit so who gives a fuck? We haven't encountered their architecture, armour or weaponry in Bethesda TES games yet, so we can't be 100% sure.


 No.8365

Yes, let's move the spotlights to Akavir while a second great war is coming up…


 No.8375

File: 1442260558929.png (405.31 KB, 463x537, 463:537, 1439017289646.png)

>>8364

Fuck me sideways. I really need for the next game to take place in a non-human land, I'm tired of this normie shit.

>inb4 Skyrim and Cyrodill were supposed to be awesome an outlandish.

I'm hoping that dealing with a totally alien race like Khajiits or Argies will force those kikes to approve the development of a game that is actually Fantastic and not just "Le Europe in teh Dank Egges"


 No.8405

>wanting Betheseda to ruin Akavir


 No.8407

>>8365

You say that like Bethesda isn't going to just write off the second Great War with an in-game book.


 No.8410

File: 1442826254922.jpg (45.84 KB, 499x599, 499:599, 499px-Mann_mit_Pelzkappe_1….jpg)

>>8407

This thought never occurred to me, and now my dreams will be haunted by the knowledge that we will never get to a fight in a terribly scripted world war with Altmer mages phasing out of world and Imperial Legionnaires running in the wrong direction while Nord Warriors crowd around single enemies in massive poorly conceived battles.


 No.8415

>gayyyyy.

underage cancer leave. i don't care if this board is half-dead.


 No.8486

It'll be Hammerfell or Shimmering Isles. I'd prefer the latter but I'll take the former, so long as it's anywhere other than fucking High Rock.

We'll probably never see Akavir in any mainline ES game, or at least not anytime soon.

But I guarantee we WILL see it in if ESO manages to eek out an expansion pack to ruin the mystique of the place before they go completely under.


 No.8487

>>8486

>Shimmering Isles

u fukin wot m8?


 No.8488

File: 1443436737956.jpg (24.64 KB, 800x600, 4:3, this is Adamantine Tower a….jpg)

>>8486

>But I guarantee we WILL see it in if ESO manages to eek out an expansion pack to ruin the mystique of the place before they go completely under

Would be far from the first time


 No.8497

File: 1443520581361.jpg (16.7 KB, 473x333, 473:333, Jay.jpg)

>>8487

Jesus fucking Christ. Summerset Isles, I mean. I should sleep more.

>>8488

I'm gonna guess that's more ESO shit. I try to stay as far away from it as possible. I really hope the lore raping that shitstain has done doesn't get taken into account by Beth when they make ES6.


 No.8498

>>8497

yeah but ES6 is a long way off considering we are still waiting on ES4


 No.8503

File: 1443541898465.jpg (77.07 KB, 1440x1080, 4:3, Todd the Liar.jpg)

>>8498

It's time to accept that it's never coming, anon.


 No.8504

File: 1443550763132.gif (1018.44 KB, 250x250, 1:1, dispondantpanda.gif)

>>8486

putting aside your foolish mistake (I presume you mean the Somerset Isles?) I'm going to have to disagree with you about high rock

Lore wise there is so, so much they can do with High Rock

> Genuine Daedric ruins (not daedric cultist ruins, DAEDRIC RUINS)

> Orsinium

> a wealth of potentially interesting native species for better enemy variety

> great potential for varied "dungeons", as well as the aformentioned Daedric Ruins you could have Direni ruins, ayleid ruins, Witch Covens, the weird crypts/graveyard stuff from daggerfall and ofc the standard mines, caves, forts, barbarian strongholds, and so on

> huge potential for numerous factions, which could have virtually infinite interations with one another based on player choices - as well as the anti-imperial city states you could have forsworn type rebels on in the eastern mountains, witch covens, orc strongholds, some of which could be the non-humanoid orcs of daggerfall era

> arguably the most diverse landscape in a single region, from mountains (which could be like skyrim 2.0) to forested valleys, to desert-like badlands (why have just deserts when you can have variety Hamerfell fans?), and even coastal islands, and potentially crazy fjord-like coastal regions

> plenty of scope for a more lore-heavy game, with masses of history in the region, the adamantine tower, direni shit, ayleid shit, ebonarm, strong links to Tiber Septim, Warp in the West, Crypt of Hearts

> after the shitty companions faction in ES5, great scope for a proper fighters guild faction with the history of the Order of Diagna (Gaiden Shinji) and stuff

> massive scope for an awesome Mages guild type faction with the masses of Magic history and lore in the region possible return of Maniamarco?

There seems to be a lot of death related stuff in High Rock, lots of crypts, graveyards and the lore generally seems to lean towards death too, could make for a really dark main quest in game or indeed a really dark tone and feel for the game as a whole

>mfw its in hammerfell and it's just deserts-instead-of-snow-skyrim with hardly any variety


 No.8506

File: 1443553867416.jpg (39.6 KB, 450x348, 75:58, myth2-1.jpg)

>>8363

>Non-European culture has no fantasy potential

You are truly a fetcher


 No.8507

>>8504

You convinced me. I'm more of a hammerfell fan but High Rock has such a history of magic that they can't make it medieval like Skyrim.

Good points amigo


 No.8508

>>8506

>High Rock has such a history of magic that they can't make it medieval like Skyrim.

Don't underestimate. Have you read anything about Skyrim before the games came out? It was anything but Le Medieval Europe we got, more like if Fallout happened in the 600 BC and there was magic too.

Skim was supposed to be incredibly alien and full of magic shit everywhere. And you saw what we got. The Jew's greed knows no bounds, and the casuals eagerly await to be despoiled by them, for the meager price of simple gameplay, shiny graphics and 1 dimensional lore.


 No.8510

>>8508

I think you're being a tad harsh, I agree that they really messed around with some stuff in ES5 that I'd rather they hadn't, most of them being magic/nord culture related, but I also think it made sense as they wanted to get away from the oblivion every-character-ends-up-being-a-battlemage and where your character's maximum magica is the be-all and end all

In Skyrim, more so than with the previous games (including Morrowind I'm sorry guys) you could legitimately play the game as either a non-magic fighter or a pure-magic fighter even at higher levels (although obviously everyone just made a tank in fully-enchanted armor)

It did annoy me a lot how they made the Nords so fucking anti-magic, and the culture so reverent/narrow-minded, when in previous games they had restoration magic perks and, particularly in oblivion, they were mostly "I don't bother with the chapels" etc.

It's almost like they've swapped bits of Nord and Redguard culture - originally it was the Redguards that were the worst at magic and had no magic skills at the start game and the nords were (not good at it obvioulsy but) better at it and in paticular had some restoration affinity

I think this could be a "the new fans probably wont fully appreciate the cultures in the game so we have to make them have super obvious real-world archetypes" so they basically turned the nords into dumb barbarians when they used to have their own interesting, admittedly less magic based than most, but some, culture that wasn't as black and white or basic as it seems in Skyrim

tldr:

I get why they did what they did changes-wise in Skyrim, but I can empathise with you when you say they're just dumbing it down

As far as the implications for ES6, it probably means that any region they pick they're going to borrow heavily from real-world cultures, so if its Hammerfell, Persia/Arabia and if its High Rock probably something like Game of Thrones (god that would suck come to think of it)


 No.8511

>>8510

You're right that I'm being harsh, Skyrim isn't an objectively bad game. I just had such high expectations of it especially in the Lore and ambiance department that its still pretty sore.

Doubly so because I don't see bethesda reversing the trend when the next game comes out. Rather, if the rumors about Fallout are true (and I think its confirmed by now) they will make their games even more casual oriented and full of Bioware-tier nonsense.

As I'm sure you are aware, if there is one thing that drives the casuals away is properly implemented and creative Lore.


 No.8512

File: 1443579681181.jpeg (460.11 KB, 1024x1024, 1:1, 1422145267793.jpeg)

>>8511

why do casuals hate the lore so much, why cant they just let us have our nice things, why?

pic related they all love Crassius Curio's work though


 No.8513

>>8512

Crassius Curiwho? I only love that book because of SKYRIM 5: The Elder Scrolls.


 No.8514

>>8513

>All this bait

That said, I've got a question for the resident lorefags.

In Skyrim, Karliah's eyes are purple, as opposed to red, which is, as I understand it, the standard, since Azura cursed them. What's the deal there? Is there an in-lore reason, or was it the devs being retarded and cribbing the Drizzt Do'urden look?


 No.8515

>>8514

>Implying a joke at the expense of Skyrimfags

Karliah isn't a Dunmer, as you already mostly realize. She is Drow to the core. And as merry as any Mary Sue before her. You will sell your soul to her dark God, one way or another. Because that game is shit.


 No.8516

>>8515

Yeah, that figures.


 No.8518

>>8504

>I assume you mean the Somerset Isles?

Yeah I already fixed that in a later post. High Rock could be interesting, yes, provided they actually put to use all of the shit you mentioned, but I doubt that.

I remember thinking how awesome it'd be to have a game take place in the Imperial homeland when it was an awesome magic jungle. They just turned it into generic fantasyland and took out everything that'd make it interesting.

If we got an ES6 in High Rock it'd be generic england land with crypts.

If Beth is going to take broad ass strokes and do the bare minimum like usual I'd rather explore sand dunes and see sword singing and shit in action over that. Just me though.

I'd still rather see Summerset out of the two.

>>8363

>u_u

Kill yourself.


 No.8519

>>8514

I just assumed that Azura really wasn't all that specific with her curse and Dunmer eyes could actually be anywhere on the red spectrum, just like their skin tones can be various shades of greys. So, pink, classic blood red, reddish browns, orange, and purple are all possible.

Kariliah still a shit character though.


 No.8520

File: 1443598741879.png (879.17 KB, 900x1062, 50:59, 1443567953554.png)

>>8510

High Rock would be ripped straight out of Game of Thrones, Skyrim already kind of is when you think about how eerily similar the plot A king gets assassinated and this sparks a civil ware and how the aesthetic of the snowy landscape coincides with Game's north of the wall setting.

I'd take generic Arabia over more of that, fuck it at this point.

>>8511

Fallout's casual as fuck. From dialogue wheels to romanceable companions, to removing skills. I pray and hope that ES6 can get out somewhat unscathed by this new approach but I'm doubtful.

>>8512

Casuals hate the lore because it's complex and they don't understand it. Skyrim babbies like to think they're 'ES experts' because they read a couple books and have been told things by the game that they love so much.

When they try to delve a little deeper and notice that shit's way more complex than their tiny thirteen year old brains can handle, they freak.

Just go and mention Michael Kirkbride's name on any Skyrim video. They fucking lose it.


 No.8521

>>8518

Summerset ain't happening till consoles are powerful enough to render a city with a building made out of crystal with sunlight shining on it… so basically never.


 No.8522

File: 1443599007225.png (156.68 KB, 378x292, 189:146, 1424101756095.png)

>>8521

>Implying Beth won't just blow up the building or something and make the Altmer build all their shit out of rocks.


 No.8523

>>8520

there is a lot that i don't like about what is being done with fallout: voiced player character, bioware tier romance( i bet it will have a Serana level wafu to) and a forced dog companion who can't die, but i think that if it is well considered and implemented which it won't be thanks Todd perks replacing skills has the potential to be a much more interesting and deeper character development system. for example instead of having a onehand skill again thanks Todd-casual alliance of 100 and being god tier with maces, axes, longswords, short swords, daggers and shit you could take a perk and have all sword like weapons made better. you would keep progressing like this becoming more and more specialised, so that by the end you will be god tier with one very specific weapon type ok with other similar weapons and shit at other things. the same would of course apply to other non combat skills. I think a better word for this would be traits rather than perks and it would function more like a hidden skill system. It is actually the only thing i find exciting about fallout at the moment other than weapon customization, which i also hope carries over to tes 4 6


 No.8524

File: 1443617321751.jpg (221.09 KB, 1680x1050, 8:5, 1341070108385.jpg)

High-Rock fan here again

fyi I totally forgot about this forum until I saw the Vivec's spear ad, so if you're wondering if the add works it did (at least on me)

What this thread has really made me appreciate is that whatever region ES6 sorry morrowind army is in it is going to move in a new direction, and the lessons of the past tell us that this will most probably be away from the lore heavy you-will-have-to-read-alot-of-in-game-books-and-stuff-to-follow-the-plot tone of the earlier games

Ultimately any changes are going to annoy fans that see the earlier games as being perfect looking at the morrowind army again here - lets face it, they are always going to have to keep changing things to keep it fresh and up to date, and viable in the modern market.

I really do think they got a hell of a lot right in Skyrim, but also a few things wrong. This would probably go better in the "things you like and dislike about skyrim" thread but I also think its useful here for the context of where ES6 will likely be going in the sense that we can see general trends and progressions in the series:

> the greater variety of landscapes and generally richer landscapes (compared with the beige/grey wastelands of Vardenfell and the green to yellowy-green to grey of Oblivion) was great, particularly the variation and personality of the main cities (ignoring Dawnstar, Morthal) HOPEFULLY this means this will continue in ES6 and we will see varied landscapes with a focus on making them as high quality as possible with the available tech

> I like that they TRIED to make different play styles more viable (even if everyone did end up being a tank in enchanted gear) I really think it is more possible to play as non-magic fighter or pure mage in a way that simply wouldn't be viable in ES3 or 4 (and not just because the game was “too easy”), the combat was also the best yet (but still plenty of room for improvement) HOPEFULLY this means in ES6 we will see more improvement in combat, and hopefully they will make different play styles more balanced and equally viable (nerf sneak-marksman, boost magic a bit, make enchanting more complicated/require unique ingredients so you can’t just make OP armor etc.)

> CONTROVERSIAL, but I think you need to have voice-acting in a modern RPG, the days of you reading sorry Morrowind fans long dialogue are over, it just wouldn't work on a modern game with realistic graphics and so on, i think ES6 should focus on having a much greater variety of voice actors, and try to have significant character be given a unique voice (as was the case a little bit in ES5)


 No.8525

>>8524

> I think we can all agree that the biggest problem in pretty much all ES games, and especially in ES5 is the lack of variety, this is why I keep saying High-Rock is a good choice as it has the potential to have massive variety in enemies, dungeons, landscape and so on. This was a definite problem in ES5, which is a bad sign for series progression as it suggests as the games develop enemy and dungeon variety decrease

> The lore was definitely dumbed down a notch in ES5, and I'd also say in ES4. BUT I would say that if you want the lore depth you can go out of your way and find it in the game by reading around, asking questions in dialogue and taking in the answers properly. What annoyed me more than this however was the changes to lore and culture compared with earlier games (see my earlier post on how Nord culture changed a lot in Skyrim). I think this is because the developers are making the cultures become effectively clones of familiar "real life" cultures (to make it easier for noobs to "get" the races and so on) and while this was always the case a bit, they've removed any deviations from this (e.g. the Nords used to be better at Magic than they are now, and the Redguards were worse at magic, and nords didn’t used to be xenophobic narrow minded barbarians). I think we can expect this to continue sadly.

What I’d like to see (but I think it a long shot)

> greater numbers of factions, with interesting interactions with one another based on player choices. I wouldn’t go as far as to say you can only join one guild per game, but I would say you would get serious penalties if you tried to be the master of every guild. Something like the guild master having to do “chore” type quests every so often to retain status would quickly make it not very viable to be the master of every guild. I also think there should be more unique rewards for the different guilds (e.g. a unique set of great armor for the fighters guild master, acess to a more powerful enchanter/spell creater/alchemy stuff for higher level mage guild members and so on). MAYBE EVEN…

> an ability to start your OWN UNIQUE FACTION, you would have to get recruits, manage finances, source headquarters, maybe take over a bandit fort, or buy a building in a town if you’re selling stuff, the possibilities here would be awesome if they implemented this well and with freedom and variety

> more interesting and more strategic combat. I’d love, love to see things like enemies fighting as a group - bandits forming shield walls, or a guy with a shield covering his archer partner from your arrows, the ability to make bandits have in-fighting by doing stuff as a stealth character. An this should apply to followers too – greater variety of followers with different skills / support roles, e.g. a guy with a shield who just blocks arrows that are going to hit you and doesn’t run into the enemies, a mage that focuses of healing you and giving you buffs, a heavy armoured tank dude that just back-back with you etc.

> I’d love to see bandits have “mini factions” like different bandit groups in different areas that fight with each other from time to time, and you can manipulate this (like the Goblin staff mechanic in Oblivion). You could even have it so if you eliminate one of the factions another one spreads to take over their dungeons, or a totally new one appears to take its place. They could all have different “personalities” like having different types of fighters, equipment, goals (stealing vs mining vs getting rare items and so on) etc.

> more random events, things like bandits surrendering and you have options on what to do with them, kill, enslave, get them to join your faction, send them to jail etc.

> the family stuff (which is going to be retained, no doubt) needs to be fleshed out, there should be penalties to having your spouse follow you around and not look after the kids, there should be different perks depending on your spouse (e.g. shopkeepers give you money or items, people in a guild help you to advance in the guild, if your spouse is a guard, other guards let you get away with stuff and so on). Kids should think you’re a dick if you don’t visit and give them shit, and you should get bonuses (Mara’s blessing or whatever) if they love you and stuff.


 No.8526

File: 1443627395742.jpg (10.02 KB, 261x257, 261:257, 8chanQuakers-_.jpg)

>>8514

Karliah is, supposedly, the daughter of Queen Barenziah with that Nightingale breton who wanted to steal the Staff of Chaos. This is, iirc, from "The Real Barenziah" (The spiky-cat-cock-books), though I can't remember the specific book.

I would imagine that perhaps having Breton blood could mess up her eyes, as well as being from a pretty distinct Dunmer bloodline. After all, Bretons are the most mixed bastards in al of nirn, having all types of elven and human blood running through them veins.

That's what I"m going with because "Bethesda wanted the pretty dunmer thief with the unique voice actress to stand out" is not a part of my c0da so it can't be a part of yours or anyone's.


 No.8527

File: 1443627635442.jpg (31.47 KB, 325x346, 325:346, 1432330468193.jpg)

>>8520

>Just go and mention Michael Kirkbride's name on any Skyrim video. They fucking lose it.

>mfw when anyone dares to call Kirkbride's glorious works "fanfiction".

The Kothringi flu didn't happen but I wish it had.


 No.8530

File: 1443631320314.jpg (78.11 KB, 469x700, 67:100, 1299883602807.jpg)

>>8520

I think saying Skyrim was designed to mirror GOT is horse-poop, the game was developed ages before GOT got popular, I think the king dying-civil war is pretty standard plot, and I don't really see the skyrim=north of the Wall point tbh

That said I do think they would go full GOT clone if the setting for ES6 is anything like medieval

>>8525

> more interesting and more strategic combat. I’d love, love to see things like enemies fighting as a group - bandits forming shield walls, or a guy with a shield covering his archer partner from your arrows, the ability to make bandits have in-fighting by doing stuff as a stealth character. An this should apply to followers too – greater variety of followers with different skills / support roles, e.g. a guy with a shield who just blocks arrows that are going to hit you and doesn’t run into the enemies, a mage that focuses of healing you and giving you buffs, a heavy armoured tank dude that just back-back with you etc.

Specialist followers that use spells to support you or a blocking machine sounds glorious, and if they had enemies forming shield walls firing arrows from behind their buddiesand fighting as a unit it would be literally incredible - are there any games where enemies actually do stuff like this? Is AI-teamwork from NPC's even doable or viable from a programming point of view?

This would be amazing, but would it take the game focus too far towards combat instead of RPG?


 No.8549

File: 1443672834928.jpg (180.36 KB, 700x394, 350:197, sadsuperior.jpg)

>>8524

I don't really disagree with you on anything there. Skyrim did a lot of things wrong and a lot of things right, I don't think anyone genuinely misses having to read dozens of books to get a full grasp on the plot anymore, and voiced NPCs is fine.

Perks replacing skills COULD be good, but we all know that it's just going to be bare bones

>+10 to damage with bows

shit.

If I'm worried about any new trend, it's the voiced PC. I've already dropped F4 because of it, if it hits the ES and winds up resulting in cutting beast races I'm dropping it as well. I can deal with or mod out anything else really, save for crap world design Which thankfully Skyrim had pretty decent of or the inability to roleplay unique characters because of a shitty speaking protagonist Voiced by Troy Baker

>>8530

>I think saying Skyrim was designed to mirror GOT is horse-poop

I didn't say it was a fact, just kind of eerily similar, and that I definitely do not want to see more of that particular style.


 No.8552

>>8530

>Is AI-teamwork from NPC's even doable or viable from a programming point of view?

It seems just as difficult as any other complex AI behavior

All it takes is a bit of time and autism

It would certainly be simpler to program than Oblivion's AI, though any bugs or oversights would be more noticeable


 No.8556

>>8549

I don't think they will ever do a speaking protagonist, nobody would like that not even casuals. So thankfully we shouldn't have to worry about it.

The perks thing could be awful, if it is just +10 per point it will suck massively - I'm hoping for a really more detailled (and it wouldn't have to be complicated/hard to get) character build/leveling system. THis would be done with the aim of making each play through genuinely different to the last (so not the Skyrim rush for full enchanting to make a tank). Things like:

> your characters height is adjustable (of course races still have average heights) but your height would impact on your stamina (bigger=tire quicker, better wither larger weapons and so on) and also makes fitting armor harder to find ((but you can pay a blacksmith to fit it to your size making which would also make the shops actually get used a bit rather than just a selling/dumping zone) so an average height imperial finds it easy to get armor and doesn't tire too fast, but would probably have trouble in a 1 on 1 with a monster 7 ft rape train Nord

> different races (as well as getting different starting stats) could have "natural affinities" to certain items (e.g. Dunmer get more benefit from Glass items, Altmer from Elven etc.), or certain situation (e.g. Khajitt heal faster in the dark, bosmer get buffs fighting near trees)

> some perks are mutually exclusive, e.g. if you pick Sword-Machine-Monster-Rapist you can pick Super-Magic-Fire-King. To stop people bitching about it shoehorning you before you understand the mechanics you could even have something like a "meditation" mechanic that allows you to swap out a perk for some sort of minor forfeit so people can change their mind if they decide they suck at destruction or whatever

> more differentiation between item types (as well as there being more types, I want to see chainmail and stuff come back) - e.g. dwemer equipment takes enchantments better, elven armor is slightly weak against magic, orcish is rubbish for enchanting but gives great protection (and obviously orcs get a massive boost from it), and there'd be guild specific armors that piss off rival factions (and ofc there should be things like unique guild-master equipment that is great and better than anything you could make yourself). This would hopefully make it so pretty much any armor/weapon type is viable even in late game depending on your character type/preferences so there would be MORE VARIETY to each playthrough!

> PLEASE PLEASE have it so you can't progress in a guild if you don't have suitable stats - e.g. you have to be at least level 50 in a combat skill to join the fighter guild (or its equivalent), the arch mage has to be level 100 at at least 3 magic skills and so on I know this is a massive long shot and there is no way they will do this

> at the start of the game there should be options like new-vegas's hardcore mode, e.g. one would be you have to eat and sleep, another could be that magic & health dont recover over time and you have to actively heal/take potions or they recover based on how well rested/hungry you are, financial realism - things cost what they really would (e.g. houses cost 50K, you can sell daedric artifacts for mega money to some collectors, guilds give you a wage rather than 10 gold per mission and so on), one for no fast travel, one for no map markers All these would be optional so noobs would not need to worry and older fans can pick which ones they want

>>8552

This would be great, and it would be so unique in a game, I think enemy AI has hardly developed in the last ten years in pretty much any game. Just imagine how much more epic it would be when you see bandits forming shield walls, or a support mage buffing and healing the bandit leader in the boss fight and slipping the occasional fire-ball at you

Also, I'd like to see guards not kill everyone, how often do you see an NPC get killed by a guard for something - all the time. The guards should have non-lethal capture routines for NPC's that are not bandits


 No.8558

>>8556

>different races (as well as getting different starting stats) could have "natural affinities" to certain items (e.g. Dunmer get more benefit from Glass items, Altmer from Elven etc.), or certain situation (e.g. Khajitt heal faster in the dark, bosmer get buffs fighting near trees)

Doesn't make much sense to me- let's look at it from this perspective:

German people don't benefit from using armor or weapons made in Germany, nor do French people benefit from items made in France. That doesn't make sense. Why would Khajiit heal faster in the dark? Are they somehow magically tied to darkness via Mephala or something? The only one that makes even slight sense is the suggestion for Bosmer, and I think the Green Pact only strictly applies in Valenwood.

>some perks are mutually exclusive, e.g. if you pick Sword-Machine-Monster-Rapist you can pick Super-Magic-Fire-King. To stop people bitching about it shoehorning you before you understand the mechanics you could even have something like a "meditation" mechanic that allows you to swap out a perk for some sort of minor forfeit so people can change their mind if they decide they suck at destruction or whatever

This seems to go against stuff we've seen in previous games, with individuals like Jagar Tharn.

>PLEASE PLEASE have it so you can't progress in a guild if you don't have suitable stats - e.g. you have to be at least level 50 in a combat skill to join the fighter guild (or its equivalent), the arch mage has to be level 100 at at least 3 magic skills and so on I know this is a massive long shot and there is no way they will do this

Even Morrowind didn't do this, not to such an extent. The guilds had stat requirements, but if your character wasn't a complete schlub, you could get in and advance.


 No.8559

File: 1443699770275.jpg (52.84 KB, 500x375, 4:3, 1293922498629.jpg)

>>8558

> Doesn't make much sense to me

I know it doesn't, nor do a lot of the mechanics in computer games, but this would make each play through more unique, and it does have at least a bit of logic to it - dunmer get more benefit from glass armor because culturally they like it so they want to use it, altmer make the elven armor and if you're making it you're going to make it to suit your race not other races, khajit already got boosts in the dark in previous games (night vision) and so on.

It makes at least as much sense as the perk in Skyrim that makes you get more benefit from dwarven armor, or how different races are better with different weapon types - same principle really.

> This seems to go against stuff we've seen in previous games, with individuals like Jagar Tharn.

I'm not saying you wouldn't be able to get all your skills maced out, I'm saying some perks would not work with others, and if you pick one branch of a tree some of the other branches cant then be picked. (e.g.you cant pick a "negotiator" perk that makes you get speech bonuses and so on as well as a "war-machine" perk that makes everyone run away from you).

> Even Morrowind didn't do this, not to such an extent. The guilds had stat requirements, but if your character wasn't a complete schlub, you could get in and advance.

Unless you're saying Morrowind is perfect and anything different to Morrowind is bad I don't see your point? From a "makes sense" point of view logic you used earlier what makes more sense that guild members having to be competent at the relevant skills to join and the guild-master actually being a master of the skills?

This would *hopefully* mean they could make the guild quests better and harder, because they dont have to worry about noobs wanting to be arch mage even though they have novice skills.

I think the risk with this is that it would be seen as an artificial filler to make the game last longer because it's making you grind before you can do more quests, but as long as they had enough in-between quests ad chores to o this wouldn't be the case


 No.8560

>>8559

>I know it doesn't, nor do a lot of the mechanics in computer games, but this would make each play through more unique, and it does have at least a bit of logic to it - dunmer get more benefit from glass armor because culturally they like it so they want to use it, altmer make the elven armor and if you're making it you're going to make it to suit your race not other races, khajit already got boosts in the dark in previous games (night vision) and so on.

It makes at least as much sense as the perk in Skyrim that makes you get more benefit from dwarven armor, or how different races are better with different weapon types - same principle really

Yes, but it feels way too metagamey, and takes you out of it. In Skyrim, that perk can at least be explained as "this is a foreign, not often used type of armor that's not fitted to you to begin with, and you've figured out how to get as much use out of it as you can". That's a really weak fucking excuse, but it's viable.

I'm not saying every game has to adhere to Morrowind's example ( Although they should ), because every new installment should offer something new, but it has to fit within the context of it's ancestry. Khajiit developing a healing factor away from bright lights is totally inconsistent with everything about Khajiits up to this point. "Well they can see in the dark so why can't they heal faster in the dark" is not a valid reason. And cultural inclination doesn't make sense either- I'm American, but I'm not any better at shooting guns because of it. I'm good at shooting guns because I've worked at it.

>I'm not saying you wouldn't be able to get all your skills maced out, I'm saying some perks would not work with others, and if you pick one branch of a tree some of the other branches cant then be picked. (e.g.you cant pick a "negotiator" perk that makes you get speech bonuses and so on as well as a "war-machine" perk that makes everyone run away from you).

So you're talking more along the lines of taking "Good-natured" doesn't let you take "Terrifying Presence" (to use an example from Fallout)? I could see that, having to choose perks from within a single skill, and those choices having actual consequence.

>Unless you're saying Morrowind is perfect and anything different to Morrowind is bad I don't see your point? From a "makes sense" point of view logic you used earlier what makes more sense that guild members having to be competent at the relevant skills to join and the guild-master actually being a master of the skills?

I'm going to get flack for this, but no, Morrowind isn't perfect- BUT, there is a reason that it's held up as the gold standard of the series. It makes absolute sense that a Guild Master should be a master of those relevant skills, but the requirements for progression should be obtainable with a REASONABLE amount of dedication.

>This would *hopefully* mean they could make the guild quests better and harder, because they dont have to worry about noobs wanting to be arch mage even though they have novice skills.

>I think the risk with this is that it would be seen as an artificial filler to make the game last longer because it's making you grind before you can do more quests, but as long as they had enough in-between quests ad chores to o this wouldn't be the case

The key to making guild quests more interesting, aside from having requirements that you have to attain, is to have an actual guild, and an actual questline.

Have a series of hubs or outposts for the guilds in each major city, each one has quests to do, one or two for each rank in the guild, and make them something other than fetch quests.

You're putting forward some good ideas, but your ideas on armor and race are more than a little wonky, and need some thought. If it's so meta you'd get laughed out of a tabletop game, there's a problem.


 No.8562

>>8560

>I'm not saying every game has to adhere to Morrowind's example ( Although they should ), because every new installment should offer something new, but it has to fit within the context of it's ancestry. Khajiit developing a healing factor away from bright lights is totally inconsistent with everything about Khajiits up to this point. "Well they can see in the dark so why can't they heal faster in the dark" is not a valid reason. And cultural inclination doesn't make sense either- I'm American, but I'm not any better at shooting guns because of it. I'm good at shooting guns because I've worked at it.

Okay I'll accept the Khajitt thing is dumb although lets be honest any healing mechanic doesn't make sense really - hence my point about all game mechanics not really making sense I was just throwing idea out and writing fast. My real point is that they need to do more to differentiate the races, a game as a Nord should not play like a game as an Altmer or Dunmer and so on.

I'm also going to have to disagree with you slightly on the being-american-use-guns-thing, let me clarify:

In all the games you begin as an adult, therefore before you even get hold of your character they will have done stuff and gained some skills, so I thinks it's perfectly reasonable to say things like "all adult Nords will have developed an affinity to nordic type equipment in a way that other races do not". And also my point about if a specific race makes the armor it makes sense for that armor to be suited to that race (e.g. elven armor) as it will have been made that way.

> So you're talking more along the lines of taking "Good-natured" doesn't let you take "Terrifying Presence" (to use an example from Fallout)? I could see that, having to choose perks from within a single skill, and those choices having actual consequence.

Spot on

> your ideas on armor and race are more than a little wonky, and need some thought. If it's so meta you'd get laughed out of a tabletop game, there's a problem.

I think you're getting too focused on specific points I'm making rather than the "theme" of the points, I'm not a game developer, so I can accept that specific ideas for implementing the key idea may not be ideal.

The main thing I am saying is that a different play-through with a different character should play, and feel different than your last one.

To do this they need to make the races play differently, and ideally make it so you try out different equipment and items of new play-throughs. How they achieve this is debatable, but I do think ramping up the racial differences is the way to go.

Lets be honest here, there are already some very tenuous racial points that are accepted in the games, would saying different races prefer and get differing benefits from different types of equipment really be that stupid?

More stupid that Altmer being immune to paralysis (older games), or Argonians being immune to diseases, or Imperials having the power to calm enemies down in the middle of a fight, or all Nords being born with the ability to have their skin act like armor (Woad in ES4)?

We already have different races having different ability levels in different skills - would saying they also have different affinity to different items really be that strange?


 No.8564

>>8560

>>8559

What i would like to see is item material be more relevant than it is. the first step is to bring back weapon condition getting rid of skyrim's god awful weight balancing system. glass weapons can be high damage lightweight low condition again. next their is no reason for two of the weapons of the same design and weight (disregarding sharpness) to do more damage but a harder metal can be made to hold a sharper edge for a greater time and could penetrate amour made of a softer metal. so now an iron and ebony sword can have the same base damage but ebony can be sharpened to a greater extent do more damage through amour of any material softer than ebony and last longer before losing its sharpness. more expensive materials should also have a greater ability to be enchanted.

Now considering the different weights of materials a sword made of steel or can be made longer than a sword of glass for the same weight. I think that this would do a better job of creating diversity in end game weapons since all weapon materials even low tier once would still be viable whilst still having progression.

Next i want to see a much better smithing system were you can create truly individual weapons. for example you can chose from a section of blade styles for each materiel, changing in length, weight, with, curved/straight, and the type of hilt, cross guard, basket hilt, swept hilt, finger rings, one or two handed grip.

on to amour i want there to be a difference between heavy and light amour. at low levels this would not be very notice able but higher level plate amours should be immune to slashing and cutting damage as well as all abut the best arrows (note arrows not bows). this would force archer characters to carry high level arrows, which will be expensive and scarce, and force all players to have a strategy for tanks, even if it is just run away. to balance heavy amours effectiveness it will be heavy and very expensive, the low tiers will also be much less effective.

light amour will be light offer adequate protection and great mobility as well as being easily affordable.


 No.8566

>>8562

>I think you're getting too focused on specific points I'm making rather than the "theme" of the points, I'm not a game developer, so I can accept that specific ideas for implementing the key idea may not be ideal.

The main thing I am saying is that a different play-through with a different character should play, and feel different than your last one.

To do this they need to make the races play differently, and ideally make it so you try out different equipment and items of new play-throughs. How they achieve this is debatable, but I do think ramping up the racial differences is the way to go.

An easy way to do that would be to re-implement attributes from the earlier games- make it more of an RPG again as opposed to an adventure game. So your Speed attribute actively affects your movement/attack speed for examples. So, some races would be faster/stronger than others, especially at first.

>Lets be honest here, there are already some very tenuous racial points that are accepted in the games, would saying different races prefer and get differing benefits from different types of equipment really be that stupid?

Yes. Bringing up this point again, I'm not inherently more accurate with a handgun than, I dunno, a Samoan.

>More stupid that Altmer being immune to paralysis (older games), or Argonians being immune to diseases

A racial trait or adaptation based on where they lived (in the Altmer's case possibly based on their inherently magical nature), and the nature of the region. A race having a natural ability or even racial magical power in a fantasy setting makes sense. What you're suggesting is, I feel, way too meta. An RPG is BUILT on immersion, and having something that utterly meta kills the immersion and rapes it's still-warm corpse.

>In all the games you begin as an adult, therefore before you even get hold of your character they will have done stuff and gained some skills, so I thinks it's perfectly reasonable to say things like "all adult Nords will have developed an affinity to nordic type equipment in a way that other races do not". And also my point about if a specific race makes the armor it makes sense for that armor to be suited to that race (e.g. elven armor) as it will have been made that way.

Here's an argument from a roleplaying perspective- what if I want to roleplay a Nord who grew up in Cyrodiil? He grew up around Cyrodiilic wares and Cyrodiilic armors and weapons. Why would he have an affinity for Nordic items?

So, trying to make sense of it in a non-metagame way, doesn't work. And like I've said, there's got to be a level of immersion.

If you want to make the races different, there are plenty of ways to do it:

Bring back attributes, and all the races start at different ratings.

Make Altmer immune to paralysis again

Bring back the Eye of Fear ability for Khajiit

Giving Bosmer bonuses while fighting outside is good.

There are PLENTY of things you can do to make them play differently that focus more on the race and not equipment.

I do agree with you on the idea behind the points- make the races different from each other, absolutely.


 No.8568

>>8564

I think this would possibly be going too far and making the balence of the game too smithing heavy, and would make playing as a non-smith character non-viable (which is bad)

I do think bringing back weapon degrade is good though

>>8566

>If you want to make the races different, there are plenty of ways to do it:

> Bring back attributes, and all the races start at different ratings.

> Make Altmer immune to paralysis again

> Bring back the Eye of Fear ability for Khajiit

> Giving Bosmer bonuses while fighting outside is good.

> There are PLENTY of things you can do to make them play differently that focus more on the race and not equipment.

> I do agree with you on the idea behind the points- make the races different from each other, absolutely.

Hang on, you're saying races SHOULD have different abilities, but not different affinities and skills?

How is saying something like "most Nords are stronger than Altmer" any different to something like "most Nords are more familiar/proficient with Steel Hammers than Bretons"?

I agree that from a role-play point of view it is better to have your start character be more of a blank canvass for your to decide on what they do, but its about finding the balance between that and having each each new game be different enough from the last.

Tough to answer, and it's probably why we've seen the balance shift from game to game as the devs are probably struggling with it too. There isn't really a right answer as everyone will want a slightly different balance.


 No.8569

>>8568

Also - I forgot to clarify another point - the reason I'm saying make the equipment have more variation/specialization is so that you hopefully use different stuff on each different play-through, ideally pretty much every armor/material for weapons would have a niche, rather than it just being a progression to daedric/glass.

e.g. different types can have stronger enchantments, or are easier to maintain in the field, or work better with poisons, or maybe the amount of protection they give could be affected by other stats (e.g. armor points from steel are calculated by the equipment rating, your armor skill AND strength or something?)

I know I sound like a broken record here but I do think you can argue a case for certain races being more proficient with certain materials - e.g. elven armour is made for elven physiques, so it seems reasonable that elves would get an advantage from it compared with humans?


 No.8570

>>8568

>How is saying something like "most Nords are stronger than Altmer" any different to something like "most Nords are more familiar/proficient with Steel Hammers than Bretons"?

Because one is saying "Nords as a race are physically strong", because they are a hale and hearty race of Men and the other is a blanket statement that claims all Nords know how to use a steel warhammer because Nords.

>Also - I forgot to clarify another point - the reason I'm saying make the equipment have more variation/specialization is so that you hopefully use different stuff on each different play-through, ideally pretty much every armor/material for weapons would have a niche, rather than it just being a progression to daedric/glass.

This is a fair enough point, but here's the flaw with the specific ideas you're putting out there-

Within this system that you're suggesting, you're essentially chaining the various races to specific sets because "insert race here". And yeah, they can use other stuff, but why would they, when they can perform so well in their "native" gear? I see what you're getting at, but here's how I'd handle it:

Organize the races according to "Small" "Median" and "Large"

The races of Men, and (maybe) Argonians would fit in this category. They could buy "conventional" sets of armor.

Small races (those currently known to be shorter than the rest, which I believe includes Dunmer, Khajiits and Bosmer) have to buy "Small" gear. They might be able to wear medium gear but it weighs them down considerably.

"Large" races include Altmer and Orcs- Altmer because they're fucking tall, and their weird lanky bodies require the special fitting. Orcs because Orcs are fucking massive. If you really want to, you could make the argument that Nords belong in this category too.

>e.g. different types can have stronger enchantments, or are easier to maintain in the field, or work better with poisons, or maybe the amount of protection they give could be affected by other stats (e.g. armor points from steel are calculated by the equipment rating, your armor skill AND strength or something?)

This is fine, giving different materials, and the items they're made from, different advantages and drawbacks. That's perfectly reasonable.


 No.8572

>>8570

> Because one is saying "Nords as a race are physically strong", because they are a hale and hearty race of Men and the other is a blanket statement that claims all Nords know how to use a steel warhammer because Nords.

I realize this is probably getting to the point of pedantic now but fuck it I can't help myself but even if you say "nords as a race are physically strong" you're putting a blanket on all Nords being strong when some (the minority admittedly) obviously wouldn't be, I see what you're saying and we're in danger of getting into a /pol/ type genes versus environment debate.

I think it is okay to say "most Nords are strong" and okay to say "most Nords are familiar with and better at using steel than say elven", and also the bit about if nords are making the equipment it will be better suited to their bodies etc. Hell, the reason elves use elven and not steel might even be that they have some sort of affinity towards it - is that unreasonable to suggest?

I think if you were to implement something like this it would all be about the fine tuning - dont make it so the racial perks/weaknesses make other equipment or skills un-playable, but also don't make it so every playthrough ends up being a race to daedric. Finding that golden point somewhere in the middle is what you'd need to do through play testing.

I think the key point with this specific issue is to decide on the balance between every-new-character is a blank canvas with the potential to do whatever you want them to, and different races play differently.

I think I just want the balance more towards differences and you want it a touch more towards the blank canvas side for more immersion/roleplay?

I agree with you one basically every other point though


 No.8574

>>8572

>I think I just want the balance more towards differences and you want it a touch more towards the blank canvas side for more immersion/roleplay?

This is where I sound a bit weird, but I want both.

I want each race to feel different- BUT, I also feel that if we're even going to pretend that TES is an RPG, and not just some fantasy adventure hack n' slash, there needs to be a heavier focus on immersion/roleplay.

I see what you're getting at, and I agree, I just disagree on the direction you're taking to get there- as an analogy, you're going northwest, when I feel you should just be going north.

I feel equipment should largely be up to the player, and you shouldn't be guided to it based on your race or "muh daedric edginess" or whatever.

Having different types of armor, I feel would be immensely helpful to- different varieties of chain, plate, bring back Medium Armor in the form of stuff like brigandines and so on.

One of the biggest reason, I feel, that everything in Skyrim (arguably Oblivion too, been very long since I played) feels/plays the same is the lack of variety. Your options are very heavily streamlined, and it ends up being that, even if the different races had more abilities to set them apart, you're still very limited.


 No.8582

>>8556

>I don't think they will ever do a speaking protagonist, nobody would like that not even casuals

The statements I've seen from said casuals seems to disprove that assertion, but we can only hope at this point I suppose.

As for more unique character builds, I'd appreciate something like that though I think such strict racial benefits/downsides don't make much sense and aren't really the best way to go about doing it.

I'd rather be able to play any sort of race without being gimped for not wearing a specific sort of armor, but a perk system that allows for more customization and specifying would be fantastic.

None of this start as a thief, get to max level in all the related skill trees, then decide to move on to two handed weapons and daedric armor like everyone else,

shit that plagues Skyrim.

>>8564

If we'll get one cool thing from Fallout 4 ported over to ES6 I bet my bottom dollar it'll be extensive weapon customization via the smithing system. F4 already lets you mix and match various weapon parts to your heart's content, so allowing us to choose different blade metals/shapes, hilts, handles, all that shit, wouldn't be too unlikely.

I'd also like to be able to dye armor different colors. Even if it doesn't necessarily make a whole lot of sense, red glass or blue elven armor would look pretty freakin' neato.


 No.8660

>>8582

I agree with the dying at the least one of the things i always hated was at the end of play your character always looked the same because only three sets of equipment were viable. it was at its worse in skyrim where clothing offers absolutely no advantage to a mage


 No.8662

>>8660

a million times this, they're always been playing around with trying to make non-armor a legitimate thing to wear, and they've never really managed it

I think the only way to really do this is to go off the point earlier about different equipment having different enchanting potentials - make it so magika based enchantments are loads stronger on robes than the armors and you're pretty much there (add in the spells don't work as well based on the weight of you armor/clothes too possibly to fine tune the balancing)

It also makes sense to do things like have Daedric armor not necessarily be the best base armor, but to make it super rare (like in Morrowind, maybe 2-3 sets in the whole game) and have it so it takes enchantments like a champ, and glass armor could be great at fire enchantments, but rubbish on other stuff, and standard armors like steel would just not be very good for enchanting

This would have the added advantage of making the in-game unique items valuable again as you couldn't just enchant something yourself that is better and has higher armor rating

I'd also like to see stuff like the faction armors in Morrowind - how certain items were "imperial" and the indoril armor gets you killed by the guards - so you get pros and cons to wearing it in different company and stuff


 No.8665

>>8662

too true. i always try an unarmored play through as a spellsword. i could do it in morrowind and oblivion but it was almost impossible in skyrim. my proudest morrowind play through is a pure unarmored melee character before i found out about the unamoured bug. i


 No.8677

>>8662

>>8662

>It also makes sense to do things like have Daedric armor not necessarily be the best base armor, but to make it super rare (like in Morrowind, maybe 2-3 sets in the whole game) and have it so it takes enchantments like a champ, and glass armor could be great at fire enchantments, but rubbish on other stuff, and standard armors like steel would just not be very good for enchanting

Oh, absolutely, i've always thought the games would be more interesting if different materials would offer different properties rather than just being stronger than other in terms of stats; sure it makes lots of sense if you made an armor out of a rare obsidian-like mineral forged in the hellish screams of tortured demonic souls and it was stronger than just plain steel; BUT at the same time it would make things SWEETER if different armors and weapons held different advantages.


 No.8679

>>8677

Definitely.

Steel armor could atleast have boosts in enchants like fortify health and fortify stamina, cause warriors you know.


 No.8680

>>8679

> Steel armor could atleast have boosts in enchants like fortify health and fortify stamina, cause warriors you know.

I'd go against this, for a couple of reasons:

1. From a pure common sense point of view it makes sense for a common "mundane" material to be of little magical value, so steel should be poop for enchanting (but vaguely magical materials - things like glass could be good for fire, stalharim for ice and things like that)

2. I want the game to make it viable for you to play as a character that doesn't bother with enchanting, so if you are playing as a standard warrior type you won't really be enchanting your armor anyway.

Going on from this I want to see the unique items you get from guilds and as rewards actually be valuable again - so if you're playing as a warrior and you get some cool enchanted armor from the Fighters Guild you're actually going to want to use it if you couldn't make something better yourself.


 No.8684

>>8679

>>8680

I think the best way to implement "basic" armor types like steel (in addition to having it be rubbish for enchanting) would be to have the armor rating go up based on your strength attribute in addition to your heavy armor skill, but have "enchanting" type armors not do this and just go off your armor skill

if you go down the ES5 no attributes route instead of it going off strength it could instead go off something like your highest combat skill (blade/blunt/one-handed/two-handed) so pure warrior types see it get a decent bonus without shoehorning you into smithing if you don't want to

I keep saying this, but it annoys me when there are skills that you are pretty much forced to use in the games (e.g. enchanting & smithing in es5 or armorer in es4) you should have the freedom to completely ignore certain skills and the game should still be playable


 No.9019

>>8508

>shiny graphics

Nigga what? TES's vanilla graphics have always been obsolete upon release


 No.9020

>>8679

>>8680

>>8684

we have a thread for this now come and join us its cozy as fuck


 No.9061

File: 1444873789372.webm (1.49 MB, 480x360, 4:3, N'wahs With Attitude.webm)

>>8523

>all that shit

No, fuck perks. What you're suggesting? May as well just be smart and bring back different skills for different weapon types.

>>8549

Well they already do give almost every race's player character either a wimpy testosterone-lacking male voice or a typical female voice. The fact that player responses in Skyrim are 100% full sentences that could be voiced easily means they're probably going to voice the player.

>>8556

>every one of those greentext points

It's not going to happen, and the sooner you accept that the sooner you can let the disappointment wash over you.

They simplified armor to the point medium tier was removed, someone (probably Todd) went on to claim it was "hard" to differentiate even between heavy and light armors BIG SLOW HEAVY AND STRONG VS SMALL FAST LIGHT AND WEAK. HOW HARD IS THAT TO DIFFERENTIATE TODD? Medium is the middle gorund., and they dropped the repair and durability mechanics. You think they're going to implement anything that makes things more complex?

>>8508

>>9019

>Morrowind: 2003

>looks like 1999 with nice water effects

>Oblivion: 2006

>looks like 2003 with

B L O O M

L

O

O

M

>Skyrim: 2011

>looks like 2007 with a sunflare effect straight out of Morrowind and no volumetric lighting

At least you can mod the shit out of Skyrim to make it mostly acceptable. Character shadows still look like shit at 8k shadow res, many textures still look awful even with a 2k texture mod, and lighting while nicely not BLOOM like Oblivion is still pre-2005 tier.


 No.9062

If I was the CEO of Bethesda and I saw this, the next game would be called:

TES6: DIY. You make the game the way you want.


 No.9070

File: 1444910214072.gif (320.01 KB, 286x200, 143:100, party hard.gif)

>>9061

I still think there is no way Beth would make ES have a voiced protagonist. It would piss off far too may people, and go against the whole idea of your character essentially being a blank canvas for you to put yourself into that world.

They would only have a pre-voiced protagonist if they also killed off character creation and just had a handful of pre-built ones.

There's no way they could be fuck up that badly - even if you say they fucked up ES4 or 5 you couldn't say they ruined it that badly.

Lets be honest, ES6 isn't going to be around until about 2020, so much could happen in that time, another RPG could come along before then and blow the genre wide open and redefine all the standards and game-play conventions.

At this point thinking about ES6 is basically thinking about what you would change from ES5.

inb4 everything

I live in hope, hope that Elder Scrolls reaches a level higher than we could think possible right now, but I expect that even if ES6 is the worst Elder Scrolls game of the series it will still be one of the best, if not the best game of the year when it comes out. Even a "bad" Elder Scrolls is better than pretty much anything else on the market.


 No.9076

File: 1444925182352-0.jpg (49.14 KB, 378x534, 63:89, HAHAHAHAHAHA.jpg)

File: 1444925182353-1.jpg (24.47 KB, 450x334, 225:167, lololololol.jpg)

File: 1444925182353-2.jpg (26.72 KB, 210x238, 15:17, WEW LAD.jpg)

>>9070

>A good RPG could come out between now and 2020


 No.9105

>>9070

Saints Row, for how shit it is, has full fledged character creation despite having voiced player characters, with three voices per sex and one "joke" voice.

If someone as shit as Volition can pull it off, even Bethesda could. not that they should


 No.9110

>>9105

I'm sure you'd agree that the ES game have a rather different fan-base to the Saints Row series, and I'm confident Bethesda is aware of that


 No.9122

>>9105

>saints row is shit

I suppose you have something against fun or something.


 No.9140

>>9122

>muh fun

>>>/v/

SR1:

>generic GTA clone nobody cares about

SR2:

>same, but slightly goofy and somehow the best of the series, meanwhile Pc port is as incompetent as you can get

SR3:

>decently enjoyable and fun, but very irritating that you can't just fistfight people and throw them without the game thinking you want to equip a pistol every time

>Steve Blum is wasted, making retarded sounds instead of talking

SR4:

>$15 DLC shoehorned into a full $60 game that reuses the world of SR3 with shitty animated "digital tron" textures that just cause strain on the eyes

>all the fucking music is in mono for some reason

>all of it

>superpower bullshit makes most of the game's copy/pasted mechanics from 3 irrelevant

>even more of the game than 3 is shitty minigames that are forcibly inserted into the main quest

>only redeeming quality is Nolan North

>>9110

Are you sure? They seemed very willing to reach out to the "lead me by the nose, I don't know what the fuck I'm doing" crowd with the "FIND X! (follow the arrow directly to where the item is)" quests and quest markers and the very existence of Clairvoyance spell.


 No.9141

>>9140

Are you implying that fun isn't THE most important driving force behind vidya?

I had my fun with sr2-3-4 and that's that, n'wah.

It's not like every game needs to be an intellectual gem that changes your perception of the world.


 No.9145

>>9141

>muh fun

>muh gamefaqs-tier argument

>same argument made to defend waifu mods


 No.9153

File: 1445048014922.jpg (54.49 KB, 416x281, 416:281, nogirls.jpg)

>>9145

I'm sorry man, I must be thick or something, are you trolling me?

I can't understand what you're trying to convey here, you're just being inflammatory for the hell of it or something? I can't figure out exactly what you have against me here, you said SR is shit, then I said you hated fun and then you LITERALLY began attacking the concept of fun in video games?

What's the big deal here? It's not like we're having an actual debate or that we're discussing something deeply meaningful, I just made a passing comment.


 No.9160

>>9140

>Are you sure? They seemed very willing to reach out to the "lead me by the nose, I don't know what the fuck I'm doing" crowd with the "FIND X! (follow the arrow directly to where the item is)" quests and quest markers and the very existence of Clairvoyance spell.

>getting this bamboozled over an optional feature

If you want to you can play without. I don't think quest markers need removal, they just need to improve quest dialogue so they can be completed without.


 No.9173

>>9153

>uses shit-tier arguments straight out of r/gaming, gamefaqs, youtube comments, and even /v/

>confused as to why he's being mocked for doing so

>>9160

>missing the point entirely

You can mod shit out, but that's only if you're on PC and willing to mod.

Not using clairvoyance is an option, but it existing at all is pathetic.

How do you avoid quest markers without modding? Deselect the quest you're using? Hardly an acceptable option.

I've got Skyrim modded to hell and back to make it better, don't you worry there. The fact of the matter is the default experience is what Bethesda intended, and what they intended was to go full IW Call of Duty with the handholding. Let's be honest here: they're not going to suddenly think "let's go back to Morrowind complexity because our long-time fans would love that, the new casual crowd brought in more money and let's try to get even more".

>quest markers

Further on this, I'm not saying they're 100% bad. Having them on the map when an NPC or quest item (i.e. note, book, map) tells you the location to go is good, and something even Morrowind should have done instead of "let me mark it on your map" [it's just the generic town symbol you might not notice if you have discovered a lot of the land]. Having no information to go off of yet the "find X" quest points you exactly where to go? Universally bad.

Quest marker on the compass? Not as bad as "lol there's an enemy here even though you have no way of knowing that outside of this compass", but still not ideal.

Quest markers on the screen, pointing to the pixel where something is even if it's an NPC you're currently following? Universally bad.


 No.9175

>>9173

What arguments im not even trying to prove a point here.


 No.9176

>>9175

He's being a bit condescending, but his assertion that Saint's Row is shit isn't negated by the "it's fun" argument - which, despite your claims, you provided it as. He even went through the trouble of outlining what he thought the series was lacking, and you just countered with, "well, I like it." Surely, you can see how that isn't that great of a contribution.


 No.9182

>>9173

Yes, deactivating the quest is what you could do, and just follow whatever directions you get.

I just want directions and hints in quests to be better so that every quest can be done without markers.

You're gonna hate me for this, but there's nothing wrong with appealing to 'casuals' if it doesn't go at the cost of the 'hardcore' crowd. If a feature that people here hate, like fast travel and quest markers, is NOT necessary because there's alternative methods of transport and you can get instructions through dialogue then there's nothing wrong with it. Fast travel and quest markers can stay as long as we get enough alternative forms of transport and hints in quests.




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]