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/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.

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Seen any elves? HAHAHAHAHAHAHAHAHA

File: 1411963320905.jpg (918.69 KB, 2500x1406, 1250:703, 1411454930236-2.jpg)

 No.755

Next TES game, what do you want?

I want Elswyr and a bordering province with a massive war between the two that you have to work around>

I'd also like frontier forts/towns being taken to and fro from side to side.

I'd like a more robust class system, probably a more polished Oblivion class system.

 No.758

>>755
Also I'd like massive cities.

 No.760

>>755
I want valenwood.
I want retarded complex stats system akin to daggerfall
I want a main quest that is subtle and has the undertone of "go play the side quests as your cover story" sort of plot reason to actually play the game instead of anally raping you into the mainquest
id like RNG dungeons akin to daggerfall or nethack and with a "dig" type skill to burrow through walls ala red faction or nethack

Also: khajiit racial variants. I want to be a goddamn ohmes raht and be able to play the thief master race without being an ugly furfetcher.

 No.762

>>760
I'd love a subtle main quest. I'd go ahead and say that something like the Thalmor or some crazy ass province wide god-dictator like an evil mad Talos being the main quest.

I'd enjoy having to hide from patrols and using clothing and uniforms to hide yourself from patrols, kind of a resistance feel in a game.

 No.766

>>758
How about they…
>reintroduce a real, restrictive, class system
>bring back mysticism school
>scrap the regenerating health shit
>add food/water/sleep stats
>have combat based on timing and patience, like that of Dark Souls (in skyrim half of it is just who walks into battle with the most potions/highest stats)
>make you get actual punishment for crime, not just little fees
>labyrinth like dungeons that are hard to navigate
>stop dumping tons of high level loot everywhere

Basically I want them to regress to the more RP intensive, challenging styles of Daggerfall or Morrowind.

Of course Bethesda will do exactly none of those things, because they know they can make more money dishing out easy games to casual cancer

Fucking casuals are killing this franchise, I really hope somebody writes a console-bricking virus just to ruin these fetcher peasants

 No.768

>>766
I wish there could be a hardcore intensive mod that makes a randomly generated world like a roguelike. I understand I'm asking for too much but it's be just too cool, exploring Skyrim is the best part I just wish you could do it forever.

 No.769

>>768
Requiem definitely adds some difficulty.

IMO Requiem "fixes" skyrim

 No.771

>>769
Eh I'm a bit of a fetcher. Mages kick my ass constantly in Skyrim.

 No.774

>>758
This

Give me cities that feel like cities and outpost towns that aren't a single tavern and I can tolerate whatever else.

 No.775

>>774
I would love to see Single Inn towns and Massive towns like op pic and everything inbetween. Maybe even a game set up as you building a city in a province after the province has been assfucked.

 No.776

>>775
it'd be neat, but inevitably implemented poorly and in a shallow manner.

 No.777

>>776
Why is everything sad when it comes to hope for TES? Is there any game like TES but randomly generated?

 No.780

>>777

Daggerfall you n'wah

 No.781

>>780
Isn't Daggerfall bad? I mean not like Bad as in OH GOD THIS IS HORRIBLE but more like Compared to modern games this is very unintuitive bad

 No.784

>>781
There's a fair few hoops to jump through to get it to work, and even still there are some pretty big bugs, but if you want a randomly generated dungeon crawler game that at the same time is a TES game, then Daggerfall is your best option

 No.785

>>784
huh. Well I might be able to make my own with tesseract.

 No.786

>>781
>bad as in unintuitive

The only thing that, to me, makes it unintuitive is that if you try to play it like morroblivirim, youll get frustrated with the real-time 20 hour walk through the empty overworld.
Think of it as a roguelike with a semblance of an overworld, towns, and multiple dungeons, and then it starts feeling much more intuitive.
The only major issue with it for me is that if you dont grind until at least level 10 or so, you might break the game due to a dialogue glitch if you start the main quest…so play it as a multi-dungeon roguelike until then.
Other than that, its very playable. Even with all of the hubub about it being "hard to run on modern systems" – bullshit, look under daggerfall:files on uesp. They have a pre-configured, well-patched DL that runs fine.

 No.787

>>785
>tesseract
>using a cube engine variant ever

I want to smash my balls into peanut butter just thinking about it

 No.790

>>786
Any cool mods? Graphic mods maybe?

 No.791

>>787
What should I use?

 No.802

>>790
not that I know of…

Daggerfall came out in an era before shit like construction sets. All of its mods are raw EXE hacks.

Check UESP's page Daggerfall:files for more.

Biggest things I can think of in terms of graphics are eye of argonia (hacks viewdistance to be 2x farther).

There's also DaggerXL…its a replacement engine that has more modern rendering, but it's 100% buggy shit and broken.

>>791
dunno…depends on what you're looking for, but from what I can remember, Cube 2 engine is tedious at best to map with.

 No.1647

I want some in depth smithing. If you have ever played the flash game Jacksmithh, like that, but a more advanced obviously.

 No.1648

I want some in depth smithing. If you have ever played the flash game Jacksmithh, like that, but a more advanced obviously.

 No.1671

I want a good game.

I want more spells, spell creation, more alchemy ingredients, the return of mysticism, and while they're at it, Necromancy as a separate learnable school.

I want factions that are exclusive to each other and I want the world to acknowledge my faction status. I fucking hate winning the Civil War and rising in the ranks of the legion and having random s'wit guards acting like I'm just some nobody. Likewise I want factions that might be barred to me because of my race or my sets of skills.

But I don't want completely unplayable factions.

I want smithing, enchanting, and alchemy to be more in depth, and also much much more difficult. I should not be able to outcraft the entirety of Skyrim.

etc etc. I could go on for a while.

 No.1697

>>1671
I agree with pretty much all of this. Especially the factions. While it may make sense that in Cyrodill or maybe even Skyrim, your reputation in factions doesn't effect the reputation of other factions, I think that Hamerfell would be a good place to reintroduce this mechanic (i.e. hardline traditionalist Redguards wouldn't like you if you became top of the mage's guild and they would probably call you a necromancer). Also, I like the guild quests from Oblivion the best (sue me) so if they could make them more like that as compared to the disappointing shit in Skyrim it would make me happy.

Honestly, it's probably gonna be as casual as Skyrim but Todd Howard knows I'm his bitch and I'm gonna buy it anyway.

 No.1698

i wholeheartedly enjoyed radiant quests because of daggerfall nostalgia feels

 No.1699

File: 1413762762014.jpg (297.58 KB, 1024x717, 1024:717, 1411284459752.jpg)

i just want an alien world

why is that so hard

 No.1701

>>1699
I think Argonians have the potential to be almost as alien feeling as the Dunmer, basically being servants of a conscious immortal trees

 No.1703

File: 1413763796790.jpg (351.34 KB, 1920x1080, 16:9, TESV 2014-04-25 04-21-25-6….jpg)

>>755
Hammerfell

A story arc that actually resolves the Thalmor plot

Actual fucking sword magic

Dedicated buttons for blocking and spellcasting

Some way to increase jump height and run speed again

Spellcrafting

Longer Guild quest lines

Use some Khajiit breed besides Suthay or Suthay-raht.

Hand to Hand as a fully functioning skill again

Spears and melee staves.

Make the 'you're the super special chosen one, Harry!' shit optional instead of the primary focus of the main quest line.

 No.1707

Main thing I think would help is a decent combat system. Magic boils down to slinging one destruction spell over and over again because that's basically the most efficient solution. There are some utility spells and the shields and defensive buffs are somewhat useful but overall magic feels really mundane and combat focused. Would be nice if the magic system in the future required a bit more creativity.

Melee is of course shit. We need some kind of active dodging mechanic that awards skill and enemies reacting meaningfully to your strikes. Dark Souls did this right with poise. You could play a lightly armored character that darted in and out of combat with light weapons or be a tank that staggered large enemies with massive weapons and crushed smaller ones whole. Currently it's more about how many potions you have because there's zero depth to melee beyond power attacks.

Bows are actually pretty fun to use since they have an arc and travel speed. It actually encourages you to develop your aim.

 No.1710

>>1707
Skyrim archery felt like shit though. The auto aim you can never quite remove no matter how you fuck with the settings, arrow pathing/gravity that feels really unnatural compared to Oblivion's, and that total fucking bullshit where arrows just pass right through people if they're too far away

 No.1712

>>1707
If they put a Two Worlds II esque magic system in TES VI, I would be extremely happy

 No.1713

>>1710
Is the auto aim in the console version? I never noticed it, maybe it was a mod I installed.

Pathing felt fine, arrows fly a little straighter and a little longer than in a game like mount and blade but I can forgive that. Not every game can be as sublime as mount and blade.

Didn't notice any range limitations although maybe my view distance is just too low because mid range computer.

 No.1714

>>1713
Auto aim is in both console and pc versions. It's a bunch of settings in the ini about how 'magnetic' arrows and spell bolts are.

 No.1715

>>1714
Holy shit so this is why leading shots felt wonky. Thought I just had bad aim, probably still do but whatever.

Well even with that glaring flaw I think it's above the other two.

 No.1731

File: 1413779310078.jpg (1.75 MB, 1372x1592, 343:398, Crystal_Tower_Artwork.jpg)

I would love to go to Hammerfall to discover what brought General Tullius back, and how it will effect the cold war with the Thalmor.
Maybe also Summerset Isle to see what the Thalmor are up to in Alinor.
I wouldn't mind if we only got to explore half of each continent.

Battle system could be like Morrowind, but with something resembling a tactics design. Something reminiscent of the first Dragon Age.
Companions would be awesome. More than one, and each with relevant back stories.

Bring back mysticism for sure, especially if we go to Alinor. We can't not have it in the home of the Altmer.

I'd also like to see cities like what were in Assassin's Creed. Large cities that reflect the attitudes and behaviors of the culture, and not vanilla outposts that look like dirt and don't really have any flavor.
Morrowind tried to do this, but obviously they didn't have the capacity to pull it off to grand scale back then.
If we were to use modern technology one could easily implement something like Balmora as we see in OPs pic.

>>769
Mucho agreeo.

 No.1733

>>1731
>Large cities that reflect the attitudes and behaviors of the culture, and not vanilla outposts that look like dirt and don't really have any flavor.

Yeah, as much fun as it is to have nearly every building be enter-able, I think that design philosophy is really holding the series back as far as city design goes.

 No.1735

>>1733
I concur, I would prefer larger and more active cities with some building that you couldn't enter than small samey cities with all buildings enterable. If nothing else, at least Oblivion had a unique style for each city instead of half the cities being the same boring vaguely vikingish style.

 No.1740

>>1735

Half of Skyrim's cities were underdone. Just get ETaC and suddenly cities look more unique. For example Falkreath has a more colovian architecture style, has more inhabitants, new quest.

 No.1927

>>766
>reintroduce a real, restrictive, class system
What for?
>scrap the regenerating health shit
Easiest mod ever.
>add food/water/sleep stats
No thank you.
>have combat based on timing and patience, like that of Dark Souls (in skyrim half of it is just who walks into battle with the most potions/highest stats)
So it's not enough to scrap attribute,s you want skills scrapped? Because that's what skills and attributes represents, among other things. I'd much rather see all those hours invested in environments and quests. Saying that casuals are killing the franchise when the franchise never had what you want is, well, I'm not sure what to say about that.

Bethesda, please give us back greaves and pauldrons. Levitation. Attributes. Less LotR and GoT, please.

 No.1928

>>1927
Yes and why don't we get rid of the RPG elements completely it will streamline gameplay, for that matter why don't we get rid of the open world, there will be so fewer bugs that way, and why don't we replace the lock-picking with a QTE, the old system was just too frustrating, etc.

What's the point of trying to make it an RPG, if you don't even have classes or attributes. Then it's just a hack and slash or magic/bow shooter with a couple RPG elements attached, which could work ok, but I'd much prefer to have a real RPG.

 No.2704

>Staff of chaos, If that staff still exists.
>Black marsh or Hammerfell, They are complaining and requesting a harder game, These are good ideas for hard regions, i vote for black marsh or valenwood because of the fantasy.
>More RPG without boring it like morrowind. (Yes kids, i've already gaven it days, and it's still boring)
>Like you said, massive cities.
>Real time wars, like in mount & blade, if you get later, you're fucked.
>A not so fucked up starting dungeon.
>The entire province instead of just part like daggerfall (illiac bay) or morrowind (vvardenfell)
>Those "Any pc can run it" Requeriments like the skyrim ones.
>Keep the action without fucking it up like "The TES/Dark Souls Hybrid" called "Skyrim"
>Better villain, like jagar tharn, with an original story unlike "The big black dragon that wants to destroy the world"

 No.2705

>>2704

If we're going to talk easy and hard regions, Cyrodiil should have been an "easy region" but it had no occupied forts or mines(most of Oblivion was a glorified dungeon crawler) and Skyrim should have been a "hard region" but the vanilla game is too easy.

 No.2707

>Option of becoming a Lich
>Guild questlines that are big and sprawling instead of 7 major quests and a bunch of shitty radiant quests
>Bring back the massive variety of weapon types from Morrowind
>Bring back a stats system while keeping perks
>Have less of a reliance on level scaling.
>Go for quality over quantity with companions. 6 or so fleshed out companions with personalities and associated sidequests are superior to 30 generic ones.
>Have a main plot with a slower pace like Morrowinds. Make it feel like you have plenty of time to fuck around and get stronger.

 No.2722

> More weapon variety, and actually put in the work and come up with a different "feel" for fighting with each weapon type

I don't want to get spears only to feel like fighting with them is exactly like fighting with any other 2h weapon. In fact I'd like more detailed melee fighting in general (more moves, etc)

> Acrobatics


Instead of just saying "Oh well it only really affected jump distance and fall damage SO LET'S JUST GET RID OF IT LOL" (Fucking seriously Skyrim) bring it back and actually ADD some shit to it. It can even be little things, like higher acrobatics levels giving you the ability to jump and make attacks at the same time, or being able to wall jump or something.

> More spell effects


Thinking something like Morrowind, they have really been hard at work removing spell diversity

> Bring back spellcrafting


Hell even ESO says they're going to try to add in spellcrafting, if they can do it you better believe the main fucking series should do it

> Bigger cities in general


A village is not "two houses and a tavern", a city is not "eight houses, two shops and a tavern"

What they could do, I think, is like…..with the current size of the cities, keep that as the "core". Like have between 8-20 buildings in a city that are pre-designed, and maybe around 50 characters/NPCs that are fleshed out and have expansive dialogue trees and pre-set interactions and everything.

Then, for the rest, they should add in a bunch of buildings that have randomly generated interiors once you enter them. (You could even make them pretty lively by making a random encounter list for random buildings, for example, you break into a house that happens to have a necromantic cult currently performing sacrifices)

And they could bring back some form of AI for the random civilians in the cities that are just added for flavor, that way they wouldn't have to do the work of pre-coding behavior

> Some form of environmental damage


It doesn't have to be anything big, but I'd like to see something like trees actually catching on fire if you blast them with a fire spell.

 No.2723

>>2707
>>Option of becoming a Lich
wouldn't that have more dire consequences than becoming a vampire in morrowind? i mean, some places have more lenient attitude towards vampirism, but lichdom is pretty much sacrificing humanity for eternal life.
literaly no one would talk to you and you'd have to face non stop crusades by namira worshippers, nine worshippers, eight worshippers, stendarr worshippers in particular and everybody else with at least a silver sword and a plan to get rich

 No.2725

>>2723
>Set up soul net

>No one ever fucks with you again.


But yeah, the order of the worm is hated by Everyone, but lichdom is maintainable given in most cases if it were implemented a PC could diuguise themselves.

TES necromancy and Lichdom is however, evil, through and through.

And if it's modern bethesda quest based, it'd be shit.

Shit should be non quest logged and you actually have to discover it by reading or something, shit'd be bonkers.

 No.2727

>>769
Except mudcrabs taking 100 arrows to kill and then 1 hit killing you isn't what I would call immersive.

 No.2777

>>2707
>Option of becoming a Lich
I would love that, but it's not gonna happen
First, bethesda fucking hates the idea and fucking hates all the people that want it, considering all the cockteasing they do for necromancy
Second, they would never actually implement necromancy to an acceptable degree, gotta make sure soccer moms stay appeased
Third, pretty much every in-game appearance of liches in TES amounts to nothing more than mage skeletons that sometimes can talk

 No.2779

>>2777
>Skeletons
Not really.

It vairies.

But yes, Bethesda would NEVER do necromancy correctly.

Namely because automatic necromancy requirements involve baby-killing and kids killing.

Like, you need to get your skellingtons to kidnap kids so you can become a Lich, they'd never do it right.

 No.2783

>>2779
>you need to get your skellingtons to kidnap kids so you can become a Lich
I haven't read anything regarding liches in TES recently so correct me if I'm wrong, but it sounds like you're just taking lich lore from something else and applying it to all fiction

 No.2784

>>2783
He is wrong
in TES there is no lore regarding liches other than
>they need to make a phylactery so that they can recreate their bodies like Daedra do when their body is destroyed
that is it
Necromancy has more lore though

 No.2785

>>2784
>they need to make a phylactery so that they can recreate their bodies like Daedra do when their body is destroyed

Didn't that Dark Brotherhood quest say they only needed a phylactery when they are transitioning between mortality and Lichdom?

I like to think of it as working by enchanting your corpse with your own soul.

 No.2789

File: 1415809944326-0.png (138.75 KB, 1626x992, 813:496, A look into the cases of L….png)

File: 1415809944326-1.png (281.73 KB, 500x431, 500:431, tumblr_mfrac14eZ01rlysmgo1….png)

>>2785

>>2785

>>2784

>>2783

Sorry I didn't detail this further:

Please see this thread for Lich stuff:

>>1702

In TES Lichdom is free-for-all, but you really do have to do evil shit to pull it off, none of that baelnorm pussy footing about, like in D&D.

But yeah, the only detailed rituals/Transformations I can recall are the Hourglass Lich, The metnion of that dragon preist who sucked out all his blood, The Underking, though that was an accident (I think?) and some of the Lich of the Lost boy cavern.

But effectively speaking Lichdom in TES terms is literally the biggest spiritual Bluepill you can take.


 No.2792

>>2779
>Namely because automatic necromancy requirements involve baby-killing and kids killing.

Why the fuck not? Because Kotaku and Fox news would simultaneously shit their pants if Bethesda released that?

Holy fuck there's nothing wrong with violence in games. I swear they need to make a Sandy Hook fps just to wrench some tears out of these sensitive fetchers

 No.2820

>>2792
This.

I'm just waiting for the industry to monopolize on the (Hopefully) success of hatred to grow a spin again.

Nothing would please me more than for devs to abuse the DLC loophole in which DLC isn't rated and use it to add extra gory content to their games, I.E a child ritual killing DLC, shit'd be bonkers, everyone would jump in on it.

 No.2829

>>2792
IIRC in Britain its illegal to release games where you can kill children. I think it may be true in other places.

 No.2830

>>2829

Really?

What game has killed children, though, really?

I guess there was Fallout 3 the Pitt, where you could even EAT the baby if you had the cannibal perk (not that it showed anything.) In Dragon Age, there was a quest option where you might end up putting down a possessed kid.

If I remember correctly, in BG2 you could gib children just like anything else.

Are all these things banned in Britain?

 No.2831

>>2830
I remember hearing somewhere that's why they removed the ability to kill kids from Fable. I could be wrong. Wasn't the kill in Dragon Age off-screen, though?

I do know that in Germany or somewhere they changed it so the kids in Fallout were invisible and un-interactable so you can't kill them, meaning they pickpocketed you and you couldn't do anything about it.

 No.2832

>>2831

Yeah, the DA kill was off-screen, for the most part, I think it showed some blood splatter from it.

Still it seems kind of odd. It's not like videogames were just constantly releasing games where you could kill kids. Is there a ban like that on any other medium?

 No.2833

File: 1415895638679.png (96.91 KB, 596x585, 596:585, mj4jro.png)

>>2830
>MFW I have fallout 3 and can still do that

We pass laws like that all the time and rarely ever enforce them.

 No.2840

I remember Warcraft 3 let you kill kids to absolutely no controversy.

I don't really get the hand wringing that surrounds it.

 No.2843

>Location
Hammerfell
Larger Cities
>Magic
Spell crafting from Morrowind
Custom staves
>Weapons
More types- Spears (also from Morrowind), halberds, flails maybe
Craftable arrows
>Storyline
Something other than "you are the chosen one", maybe you could still be the chosen one but this prisoner bullshit has to stop
Longer guild questlines
Special actions upon leading said guild (Thieves guildmaster could organize robberies, warrior guildmaster could provide protection, etc.)
More random occurances (Skyrim actually did this quite well)
>Combat
Something other than running in mashing buttons and chugging potions
Introduce parrying

 No.2844

>>2843

MK implied that the hero is a prisoner because by his release/escape from captivity, he escapes the metaphorical tower and therefore increases his ability to use mantling and chim.

 No.2846

>>2843
The "Prisoner bullshit" is highly symbolic and I'd be very disappointed if they did away with it

As for "You are the chosen one" Oblivion didn't really play that up that much, and being the "Chosen One" usually serves as an excuse to get really deep into some obscure as fuck metaphysical lore, which is the number one thing I want

 No.2863

File: 1415983669494.jpg (64.13 KB, 960x720, 4:3, 1409627699010.jpg)

>>2829
Well yeah, Britistan doesn't have free speech at this point

I really don't get how you guys haven't overthrown your corrupt Thalmor government yet.

Anyway, I think games that kill kids are fucking hilarious and it should be human right to offend anyone, even just for fun. I also think its reasonable to use violent force to protect your rights to free speech.

Like really, why haven't Brits lynched their entire parliament yet?

 No.2864

>>2863

Truth is, things aren't much better in the USA. Most people are just so caught of up in the status quo of Labour vs Tory/Democrat vs Republican. In the comfort of their lives as they still ride the post-WW2 economic boom, they forget the fact that their governmental systems are corrupt to the core and are constantly introducing new abuses in the name of leftist causes.

 No.2866

>>2864
Pick your poison

In the states the police will shoot your dog if they come raid your house, and the prison sentences are insane (and the prisons are violent)

In the UK the NSFW sites are blocked by the government and there's sharia neighborhoods that the police won't go, and it's illegal to criticize islam

>tfw you will never be able to break through the barriers of mundus and to escape to tamriel

 No.2868

>>2866
Well to be fair, going to Tamriel (circa 4th era)would just mean living under an oppressive regime based upon the racial superiority of elves, living in the ineptly run remnants of an empire in it's death throes, living in an ashy wasteland, or being a servant to the Hist I guess living in Hammerfell would be ok .

 No.2879

>>2868
Hammerfell is kinda a shithole if you don't stay on the coast. Before the Redguards lived there, they called it Hegathe, which is elven for Deathlands.

 No.2880

>>2868
I'm assuming that when I go there I'd step into my character's shoes

(and respawn if I die)

 No.2886

Combat
>ability to dodge
>parry
>body dismemberment
>AI that isn't shit
>actual weight to the swings of melee weapons
>allow spells to "clash" when mages duel

Atmosphere
>get rid of the generic tolkien-esque setting

Technical
>get rid of gamebryo

 No.2904

>>2846
Those are all valid points, but I feel like Bethesda could tell the same story and use the same symbolism from another point of view

 No.2905

>>2904

Perhaps they could. I always saw the "prisoner" thing as a sort of turning-point in the life of the protagonist. Before you were largely nameless in your life: breaking free of a prison attunes you to metaphysical elements of the ES universe that explains why, shortly after you break free, you go on to become so much more important. There is other symbolism they could play with though. I guess I just don't consider starting as a prisoner each time such a big deal.

 No.2909

File: 1416091176361.jpg (119.45 KB, 700x577, 700:577, 11191.jpg)

>>2886
>get rid of the generic tolkien-esque setting

It's really more forgotten Realms/Blizzard inspired than Tolkienesque. Tolkienesque settings magic would be relatively uncommon and inaccessible to most folks. And non-humans probably wouldn't even be playable

IMO, most RPGs are like a "dumbed" down version of Tolkien, with much of the mystery removed and lots of Frank Frazetta shit thrown in


If you do want western medieval, Mount & Blade does it well

 No.2957

>>2909
How is it in any way Blizzard-inspired?

 No.2958

>>2957
Orcs aren't truly evil. Elves have colorfull skin. Magic is common and everyday

(contrast to Tolkien where visible magic is rarely encountered by mortals)

 No.2959

>>2957
Or to phrase it a little better, I think that Forgotten Realms/Warcraft/TES all have more in common with one another than any of them do with Tolkien

 No.2963

>>2957
Weren't Orcs only symapthetic in Warcraft 3 and beyond, which was 2002? Daggerfall came out in 1996 and I think it had the Orcs portrayed as being victimized.

 No.2968

>>2963

Yeah pretty much, in every other game they had released they were pretty much marauding demons from another dimension

Although they had planned on releasing a game where they were sympathetic earlier than that, too

 No.2979

>>2958
That's not blizzard inspired at all, that's inspired by a variety of DnD settings and maybe some other PnP games or fantasy books.

For reference, Morrowind & Warcraft 3 came out within months of each other.

>>2959
This is better.

Watch your tongue, you're speaking to fantasy autists.

 No.3010

File: 1416336546426.png (973.24 KB, 640x388, 160:97, Alik'r_Desert_Concept_Art.png)

>>2879

No. 29730874 reason why Redguards are badass. they thrive in the fucking deathlands.

 No.3011

I want something this badass:

https://www.youtube.com/watch?v=XH9fCA3dmGc

Except without the lore rape.

 No.3017

>>2979
>Watch your tongue, you're speaking to fantasy autists.
It's worse than that, he's speaking to people whose communication doesn't involve saying completely different things than what they mean.

 No.3053

>>3017
>he's speaking to people whose communication doesn't involve saying completely different things than what they mean.

So autists> You'd have to be pretty autistic to get mad at people for using figures of speech

>Whaddya mean it isn't literal? That's illogical! It doens't compute! *tantrums*

 No.3058

>>3010
Isn't there some line in a pocket guide that said the reason they took so well to inhabiting Hammerfell was that Yokuda was even worse?

 No.3077

>>3053
No-one's mad and what he said wasn't a figure of speech. Not that it matters, since he clarified. Not sure what you're trying to do though, bringing it up like it's of any consequence.

 No.3185

>>758
>>775
you guys just don't know what you want

 No.3204

I want bethesda to retcon necromancy(especially lichdom) into something that doesn't suck
Or at the very least make the gameplay match up with the lore
Every single book on necromancy should not feel like in-universe fiction

 No.3206

>>3077
>>3058
pocket guide to the empire: third edition. basicially it says that Yokuda was pretty much Hammerfell-like (with frequent earthquakes, mind you-which led some to believe that there were just a series of natural quakes that destroyed Yokuda, and not the Hiradirge.) before it was destroyed, so yes, redguards were well prepared for the terrain beforehand.

 No.3208

>>3206
Is there even any tectonic activity of that kind in TES? Didn't their sword-singing unbalance some fabric of reality which in turn caused the earthquakes?

 No.3222

>>3185
I agree.

Massive cities, though sounding cool in your own mind, would be a pain and you'd soon get bored.

Actually think about the implementation of it: You'd have dozens/hundreds of houses full of stuff to steal so your game economy is broken from the start. Not only that, it'd be replete with do-nothing NPCs. You then have to traverse all this space to get anywhere, this space that doesn't actually add anything to the game beyond "OMFG BIG CITIES!".

Basically, all you're doing is adding more walking. It adds nothing without content to warrant cities that big.

>Expecting Beth to create content that warrants cities that big


Even GTA, based in cities, strips back on the cities because gameplay comes first.

 No.3248

>>3222
>>3185
Trying not to make cities annoyingly and unnecessary large is one thing

Designing the capital of Skyrim to have a dozen houses is just lazy and boring

 No.3252

>>3248
People were looking at OP's Balmora, not at Skyrim cities (seriouly, those were tiny)

 No.3256

>>3222

I think you can find a balance between "Massive city with tons of non-interactive citizens" and "City (lol I mean 8 houses)" that Bethesda seems to like

 No.3258

>>3256
MW's Balmora had a proper size

 No.3260

>>3258
Yeah I'll agree with that, Balmora's a good size.

 No.3262

File: 1416761379031-0.jpg (189.73 KB, 1024x768, 4:3, Morrowind 2014-11-17 21.19….jpg)

File: 1416761379031-1.jpg (138.36 KB, 1024x768, 4:3, Morrowind 2014-11-17 21.21….jpg)

>>3260
Balmora and Ald'run >>> Skyrim's Towns & Cities

hell Vivec shits on all of them x5 and I hate that city.

 No.3265

>>3262
I think it may be possible they made towns smaller in Oblivion and Skyrim because of voice acting and the decision to make every citizen have some unique lines. No longer could you just generate some dude and give him the standard dialogue topics everyone else has, but you had to give him a few lines of unique voiced dialogue. That would've made creating NPCs more expensive, and therefore towns had to have less population (and by extension, less buildings).

 No.3268

>>3265
Except all the generic townsfolk in Oblivion ended up having like maybe five voice actors in between them anyways, so it's not like it would have mattered much anyways. Though I guess the VA for the minor NPCs in Skyrim was actually ok, silly accents aside

 No.3272

>>3268

There were multiple VA's for minor NPCs in Skyrim. Going by the male Nord ones:

MaleNord is an actual scandinavian accent
MaleGuard sounds kinda dim-witted
MaleEvenTonedAccented is "hoshtilities" guy
MaleNordCommander is AHNOLD

Some are good, some not so much.

 No.3313

>>3262
Man, Morrowind has aged better than Oblivion.

 No.3319

>>3313
True but so has milk.

 No.3321

ive actually thought of this many times
imagine this

>you find yourself blinded by sunlight after you wake.

>you examine your surroundings and find yourself in a desert
>you look down and see shackles around your arms and legs and a cage around you
>an imperial guard turns to look at you from his horse
>"Looks like the prisoner is awake"
>"you're going to have alot of fun where we're going"
>more riding in the desert
>suddenly, the caravan is attacked by raiders
>one of the raider's horses knocks the jail wagon that you were in over and you pass out because you hit your head on something
>you wake again to find yourself in the raider camp
>you hear laughing and cheering
>you see a guard that patrols in front of your jail wagon
>you hear a grunt and the guard's body slumps forward
>an imperial in dark rags comes out of the shadows
>he notices you
>he whistles over to the shadows and 4 more imperials come out
>they start talking to you
"whats your story"
*character creation*
>he says something about your race
"ill let you out if you agree to help us. if you can handle a sword, you would be a great help to us. We've been dealing with these raider for some time and i think its the day they should be taught a lesson. Or if you're more into subterfuge then you could sneak out of here and get us some more men from out village"
>he breaks the lock with magic and you now have 3 choices
a. Fight with the imperials
b. Sneak out and get reinforcements from their village
c. completely ignore their requests, sneak out, and have to deal with raiders in the region for the rest of the game
>if you choose a or b the imperials bring you back to their village and pay you for your help and give you a little chest and rag so you dont have to wait half the game to store your stuff
>from here you have some different story lines that you can pursue
a. imperial grip in the region and the corruptions of the politicians due to the rich, trader class
b. The Elsweyr civil war because of 2 Manes being born at the same time
3. the amassing of argonian forces on the border (yes, Black marsh will be in the game)

what do you think?

 No.3322

>>3321
I doubt such a mainstream game as Skyrim 2 would punish you for such an early decision

 No.3324

>>3321
If only Beth's writer's were as good as you

 No.3325

Ok, time for the truth, it's going to be Valenwood+Elsweyr, fighting the Aldmeri with the smaller Summerset isle as an expansion

 No.3328

>>3325
I don't think the next game will feature Elsweyr, simply because it would be a hassle for Bethesda to have to implement over twenty different sub-species of Khajiit.

 No.3334

2/3
>Starting: Black Marsh (Renamed to argonia)
>Others: Morrowind and Alinor
>War: Second Ebonheart Pact (Skyrim, Morrowind, and Argonia) VS Third Aldmeri Dominion (Alinor, Valenwood, and Cyrodiil)
>Play as a guard (Requires a lifetime bounty under 1000 and can't be joined if the player sides with dark brotherhood or Thieves guild)
Joinable Factions:
>Fighters Guild, Mages Guild, Thieves Guild (Can't be joined if you're a guard)
>Dark brotherhood (Neither if you're a guard)
>Hist Knights
>Aldmeri Dominion
>Undaunted

Pitiful Story(4E 202):
The king of argonia is worried about the past slavery, the king even had nightmares, mostly nights he wasn't even able to sleep, even after the slavery was outlawed, the king creates a new force to protect and serve him and the argonians of black marsh, the hist knights, the strongest army in black marsh, Guard black marsh against slavery threats, they often searched for slavery in morrowind, since the king don't trusts in dunmer, however, another powerful argonian warrior, corrupted by the past slavery, wanted a extreme revenge, Slavering all the other races of tamriel, he learned about the knahaten flu, a disease that would kill any non-argonian races, This would pull up an advantage for the slavement plans, but afortunatedly the king discovers it's plans and the hist knights sentence him forever at a jail, but he figures the way to escape, now that the king is in danger, the hist knights and the argonians are worried, but the king mentions a hero, which destiny it's to prevent the knahaten flu and the slavement of tamriel.

 No.3337

>>1928

Because some things are fun and some things are retarded. Class restriction for the sake of class restriction is a shit way to go in an RPG, as /tg/ will happily tell you.

The ES leveling system is ass backwards, which doesn't help anything. You level up skills which gives you character levels instead of the reverse. Frankly the perk based Skyrim system is a lot better than the level scaling Oblivion one.

 No.3350

>>3328
because they sure would implement them, like they did with the jungle.

 No.3580

>>766
>Skyrim was bait
>TESIV will start out similarly, reminding casuals of Skyrim and putting them at ease
>Oddly, the class system is brought back, as are signs, though casuals don't really understand
>Start playing
>It's everything you want it to be
>No regenrating health, combat is complex and difficult, rewarding skill and stats alike
>Quests are open ended and end very differently depending on how you complete them
>Each questline has dozens of different 'endings' as you can choose how you deal with many different elements of the story
>The questlines tie in together, completing one guild's questline affects what the other's can do.
>You can't be the leader of everything
>There's a real economy, affected by the actions of high-end traders, which you can become. Be careful, blood money runs in Tamriel
>NPCs have lives, and can be affected by the world events
>NPCs have individual meters of how much they like you, based on dialogue options, quest status, associated factions, past crimes/deeds, public persona, home ownership, devoutness….
>You can gather NPC's to create your own faction, the goals of which vary based on who you recruit
>The Dungeons are labyrinthine and full of secrets and hidden stories
>There are five thousand readable books
>you have to eat, drink, and sleep, making Inns a necessity as much as a decoration.
>You can get drunk too
>If you take interest in different deadric quests, it may trigger a conflict between the princes that you will have to resolve by siding with one of the princes and rooting out the other's presence in the province
>you can become clergy of the divine temples, though if you're caught fraternizing with the daedra, or committing foul, sinful acts you will be excommunicated
>magic is nuanced and fabulous, touching on dozens of natural forces, not just fire shock and ice, and you're able to do so many great things through spellbooks, spell tutoring, and spell crafting
>the game is the most rich, deep experience an RPG has seen in decades, perhaps ever
>the game requires multiple playthroughs to see everything

>Bethesda bit the bullet and made Skyrim so that they would have the money and faith to make the game they always wanted to.


There's still no Mysticism school because it was always redundant and taking it out and splitting it up was a good decision to streamline the fundamentals of magic

 No.3582

>>3580
I wouldn't be surprised if this was actually the case
I mean, minecraft got big just before skyrim came out, and even Todd was interested enough to flutter his eyes at notch and make him spill his spaghetti on camera
Now, minecraft is fucking huge, every 8 year old casual and their mother plays it, it's been that way for years, and has a huge ass modding community
Minecraft is also autistic as fuck, especially with mods
Bethesda would be retarded not to notice that and take advantage of it by returning to their more autistic roots, they have no reason at this point to think casuals wouldn't like it

 No.3629

I'd start with something "smaller" in scope. A game that takes place entirely on the Imperial Isle, but actually makes the Imperial City the proper size of a capital city. Basically a map slightly smaller than Skyrim, but it is all one city. This would be very work-intensive to create but would probably be the only way to do an ES game that has a full-sized city with currently available technology.

It (kinda) worked for Assassin's Creed Brotherhood. It could (probably) work here.

 No.3630

>>3629
That could work (though probably not with gamebryo) if they do it significantly different from Ass Creed. Still, you know everybody would be saying "Omg why is the Imperial City like 100 times bigger"

 No.3631

HAMMERFELL FOR THE NEXT GAME

 No.3632

>>3631
It's probably what it's gonna be, considering that they fleshed out the Redguards quite a bit in V and it would give them an excuse to add another super power for the MC (i.e. sword singing)

 No.3653

>>3632
>they fleshed out the Redguards quite a bit in V
haha what

 No.3656

>>3653
More than the other games, and they gave them more of an identity (even if it's a bit generic)

 No.3658

>>3656
>More than the other games

Certainly less than fucking Redguard.

 No.3659

>>3658
Well, duh, I meant the main games. Is Redguard any good btw?

 No.3662

>>3659
Redguard has shit gameplay but the best plot of any Elder Scrolls game.

 No.3663

>>3662
I'll have to check it out I guess, Redguards struck me as a culture that could be pretty interesting if done right, though I'm not completely happy with the direction they took it in Skyrim

 No.3679

>>3662
Looks like I may never get the chance, all torrents I found are dead, all the direct downloads I found were behind pay walls, except for one which had an auto-installer (nope.jpg)

 No.3684

>>3629
I really, really hope you're wrong.

 No.3712

>>3684
>Implying you wouldn't play the shit out of GTA: Imperial City edition.

Fetcher.

 No.3716

>>3712
You'd have to lock houses and reduce the monsters to skeevers and dogs. It would be a crappy assasin's creed, it would be boring as hell.
No, I don't think I'd play it for 200 hours, not even 20.

 No.3729

>>3716
There's still the expansive multi-leveled sewer system (fucking Akaviri civil engineers) where tons of monsters can be, plus I said "with current technology" because it is within our grasp to simulate a city where every building is enterable, it would just be a lot of work and probably rely on shortcuts or possibly even farming out work to people who would do it for free with construction kits and just build houses with NPCs all day.

Also the parts of the Imperial Isle outside of the walls would be bigger, too. So you could fight shit there or explore a limited wilderness.

 No.3737

>>3729
>simulate a city where every building is enterable
you have no idea how generic and boring that would end up being

 No.3742

>>3737
Maybe if you insisted on entering every goddamn house.

 No.3749

>>3742
Then why would you want fuckhueg city, just for the sights?
Thank God no game developer thinks like you.

 No.3804

>>3749
Quite a lot of them do, actually.

 No.3807

>>3804
Yeah, and they make flash games on newgrounds

 No.3809

>>3807
Or GTA.

 No.3964

>>762
I want a game where we see the Thalmor in a positive light. It'll be pretty boring if we get get another province and the same imperial/stormcloak mantra proves to be true.

We don't know much about them, and what little we do know is from the few sent to stamp out dissent. I want the Justicars to still be seen as harsh, but the overall Thalmor organization to have something other than "we're evil and want to destroy existence. xDDD"

 No.3965

>>3334
>Kill any non-argonian race
Too bad we can't aide this hero. Anything that's not an argonian is scum.

 No.3966

>>3653
Curved. Swords.

 No.3978

>>3964
But there is nothing good about the Thalmor. It's not that they want to destroy existence either, they just want to undo the Earthbones in order to revert to an earlier spiritual stage. I wouldn't call that evil, but it's not the solution to their or anyone else's problem. They're ignorant, not evil.

 No.3983

>>3978
Still, the only side we hear are Imperials and Stormcloaks, which obviously have their reservations. I want to hear the positives. There has to be something, or insurrection would obviously happen in Ailnor.

 No.3986

>>3983
They're Thalmors. Forget about TES and its world for a moment and consider the IRL Thalmors. Part of their eventual goals, which probably wouldn't have worked but whatever, was to make the parts of the world they controlled, and eventually the whole Earth to be uniracial and unicultural. They planned for a Thousand Year Reich, they thought they had time. Once they had total cultural power in a region they would edit recorded history to make it seem like the people they genocide never existed at all. The capstone on their "final solution" was to write the jews out of history entirely, then the gypsies, then probably whoever else was next down on their shit-list.

They want to do this because they are based off of the Thalmors. All in-world justifications are secondary to the thematic inspiration in this instance.

 No.3987

>>3986
National Socialist becomes "Thalmor" but "jew" doesn't become "Fargoth" or "Wood Elf."

Fetcher, I am disappoint.

 No.3989

>>3983
Nope, can't think of anything. Maybe that they're particularly satisfying to kill?

 No.4184

>return to Arena/Daggerfall Tamriel scaling (or something rather a lot better than the last 3 games)
>redo of acrobatics so decent climbing and actual acrobatics is in fact possible
>get rid of non-rest regen
>some big dungeons, willing to have some of them procedural if not MQ related
>some weird ass environment, if I want European stuff I'll go to High Rock
>actual cities
>stop fucking up magic
>choice of Kaji' breed
>good stealth

Is that too much to ask?

 No.4191

File: 1419505993491.jpg (733.68 KB, 1095x795, 73:53, 1317650951395.jpg)

#1. A better starting option. Let's not have the same over-played 'you're a prisoner and your escape throws you into the biggest quest line right off the bat' thing. How about something more akin to Alternate Start, customize your character, pick a start. Classes should basically denote what you start with, not really what all you can do. I think a mix of the Morrowind/Oblivion and Skyrim levelling system would be great. You'll have attributes like Strength, Vitality, Dexterity; and skills like Athletics, Destruction, Security.

#2. Consequences for doing certain things, and maybe some recognition. No more "I'VE NEVER EVEN HEARD OF THIS OUTSIDER" when you are a Thane in the very hold this is being said in. Can't join a city guard if you're a known associate of the Thieves Guild. And you can kill everyone/everyone can die. This shouldn't pose much of a problem for important characters to large quest lines, because like Jarl's have guards, housecarls, and should be pretty high level to begin with.

#3. Areas with specific levels, no more of this world tries to be the same level as you nonsense. If you're a low level chump some parts of the world should outright kill you. And when you're a badass much of the world should fall like so much fodder at your feet. Would be part of the fun of adventuring to, seeing if areas are going to be possible to do or deathtraps (particularly on higher difficulties). And I don't think you should be allowed to change difficulty mid-game; it should be set from the start.

#4. No more instant map icons and cheesy fast travel. Bring back Mark/Recall, and have some sensible geography. Holds/provinces/whatever should not be 1 city, 1-2 small villages and 100 bandit camps, it doesn't make any damn sense. Map-reading should be a skill that has to be improved as well, I think, every random hero is not a cartographer.

#5. Just a general balance of things. Take a look at what popular mods do, maybe consider some of those things.

 No.4200

File: 1419559319110.jpg (672.28 KB, 732x4044, 61:337, TheTrialOfVivec.jpg)

1) There should be dialogue options that appear when you meet certain criteria. If I have 100 ranks in conjuration, when I meet a Daedric Prince for the first time, my first words should not always be "Are you a…Daedra or something?" If the character has a reason to know what they are, it should be a reasonable greeting or an excerpt from the Daedra's invocation or something. This should go for speech as well. If you meet a noble, you should have to ask them to excuse your poor "royalese".

2) Conjuration needs more summons. Make every enemy model summonable. If it doesn't make sense, give it the astral skin and call it a familiar like in Skyrim.

3) Bring back charm, command, etc. Heck, bring back most of the spells dropped from Morrowind and Oblivion. I get that teleportation and levitation are "illegal" now, but even if they want to have super lazy level design, bring back everything but those.

4) Bring back spell-making and enchantment from Morrowind, minus the percent chance based on rank. Keep the rank in the skill and the soul affecting the power of the enchantment.

5) Bring back polearms. I want that lucy.

6) Have more weapon and armour materials and types. Getting medium armour back is probably asking too much.

7) Have lots of factions; some of which are mutually exclusive. As you gain ranks in your factions, other faction members and people around will notice and actually fucking mention it.

Some examples: Multiple magic guilds who are rivals, multiple forms of fighters guild of varying levels of legality, multiple different thieves guilds, multiple dark brotherhoods. Or have one guild with different houses or factions within and a power struggle the player must pick a side on.

 No.4206

>>4200
Medium armor was useless

 No.4208

A few things that are mostly interconnected.

A fatigue system that actually matters. This way, the melee combat might not be terrible this time and people won't build nothing but stealth archers.

A hardcore mode like in NV, where the penalty for not eating is a penalty to fatigue.

A better stat system, Skyrim was too much of a casualisation, they should just do it so it works like the mods which fix the older tes attribute system.

A better level scaling system so that loot you find isn't worthless and you don't end up with mammoths killing dragons or something equally stupid.

Also I'd like Bethesda to try not to overdo themselves, it was clear they couldn't code dragons correctly at all. A game really should not be famous for it's glitchyness if it's not called Ride to Hell Retribution.

 No.4209

Limit voice acting to story, quest, introductions and npc's conversing with each other. Let the meat of the dialog be text only, allowing for more meat without breaking immersion.

 No.4213

>>1703
But the protagonist is always foretold in the Elder Scrolls

 No.4217

>>4191
>#5. Just a general balance of things. Take a look at what popular mods do, maybe consider some of those things.
Popular mods: Bigger asses and boobs, anime-like hairstyles, sex, two thousand player houses hidden here and there, whore armor, and craftable arrows. Be careful with what you wish for.

 No.4220

I trust them with everything except for HP values. Generally, in TES games, the over-reaching problem is that combat feels like doing math instead of swinging around a deadly sword.

When the player and the enemies have 20+ sword-swings worth of HP, that might make the barrier of entry thinner for newbies, but it makes combat feel like shit. This type of 'everyone can get beaten on for an hour and live' gameplay should be reserved for easy-setting.

 No.4222

Whatever they do, I hope they structure the story to have some natural "break" points where you can go off and do other quests. That's something that Morrowind did beautifully, and it's been lost in Oblivion and Skyrim for the sake of keeping up a brisk pace for the narrative. You literally have no-where in the main quests where you are told to fuck off and do other quests for a while, then get back to us when you're ready.

 No.4231

>>4222
I liked in Morrowind when Caius would tell you to go work on developing your cover story by advancing in some of the guilds or to just practice your skills. It's something I don't feel they did in Oblivion or Skyrim. It felt like the player character and the NPCs you work with were keeping cool heads despite the impending apocalypse when Caius handed you a few hundred gold and told you to rest up, buy supplies, and train for the next mission.

 No.4470

>>4209 Why would you want to have most of the conversations text based?

 No.4471

>>4470
>more meat
Guessing he means he wants more dialogue from NPC's.

 No.4475

Add acrobatics, give it perks to let you do Mirrors Edge shit.
Tell me that this wouldn't be one of the best additions ignoring the fact that Bethesda would make it buggy as hell

 No.4495

>>4470 You can still have more diolauge with voice acting

 No.4551

>>4495
>You can still have more diolauge with voice acting
Sayonara budget.

 No.4560

>>755
this thread covers a HUGE amount on this topic as well.

https://8ch.net/tes/res/4498.html

 No.4562

>>755
hey everyone! IF WE EVER WANT BETHESDA TO IMPROVE THE NEXT GAME WE NEED TO EMAIL ALL OF THESE IDEAS TO THEM! TELL THEM WHY WE ARE UPSET AND HOW TO MAKE IT BETTER!

(not me because I have diarrhea right now)

 No.4686

bumpen

 No.4711

bump… nobody has tried yet?

 No.4717

>>4711
That has to be some monstrous diarrhea.
Do it yourself.

 No.4722

I want Optional drop in co-op with each person able to keep their original character/items. I want to be able to be on one corner of the map, and a friend on the other, and play as if they weren't there.

I want to be able send them things via a courier.

 No.4727

Is it too much to ask for a game engine that can manage its memory properly and preferably be 64-bit?

Hell for the best results, develop two parallel versions of the game: one for consoles and one for PCs.

 No.4746

>>4722
I'd kill for TES coop

 No.4750

>>2704
I dunno, I think they'll fuck up the Black Marsh. Isn't it supposed to have moving cities and shit? I feel like the team would just ruin it. Valenwood would be interesting though. I would love to see a big town built high in the treeline, all platforms surrounding huge fucking oaks and redwoods and shit with trees connecting them with the fucking bone charms everywhere. Would be cool.

 No.4751

>>2846
You really weren't the chosen one in Oblivion anyways. You were an errand boy Patrick Stewart dreamed about, Martin was the real chosen one. He offed bitch slapped Mehrunes Dagon by becoming the fucking full on avatar of a god. In comparison you were just the idiot stupid enough to go to the ends of the earth for the real protagonist.

 No.4784

Ability to join Morang Tong or Dark Brotherhood
Better Faction questions
Ability to earn favor (or lose favor) with ALL factions in game
Joinable bandit (or pirate) factions
Bring back Fighters, Mage Guilds and the Arena
Vampire Hunters and Vampire Clans

 No.4785

>>4784
quests not questions

 No.4820

Some ideas I had.

Elusive roaming NPC's that make for chance encounters in taverns and guild halls.

An Elweyr city resembling Shibam in Yemen. It would feature: haphazard construction with lots of rooftops and secret paths for the skilled climber and acrobat. Dark, winding alleys where thieves and gangsters prowl at night. Lots of squalid residences and pawnshops.

Cast on block enchantment for shields.

 No.4823

For Toddmas I want
A crash log
Actual optimization
Textures that aren't worse than the previous game's
And proper build up to the story, if that gets any more short we're going to be facing the final boss outside the tutorial

 No.4828

>>4823
I would also like it if the default size for the majority of textures was 1k. Having to download two dozen mods just to get the textures to a better quality isnt fun


Some new ideas
>Racial armor
If you've ever seen that Bosmer Armor mod on Nexus thats the kind of shit I'm talking about.
>Racial weapons
Akavari like katanas (or so it seems), I'd like to see specific weapons from other races/cultures. Different versions of Scimitars etc…
>clothing or items that can go over armor
Belts, bandaliers, Mage robes on top of armor (for that battlemage feel) etc.
>backpacks
>spell fusions
Using two different spells at the same time to create an interesting effect

 No.4839

get rid of vehicle free fast travel and objective markers. one of the things I enjoyed about Morrowind was actually having to talk to NPCs to figure out where things are, instead of just teleporting at will and following the map marker

 No.4855

>>4839
as long as the marker stays for those mother fucking little quest items that they love to leave out in the open so they can be thrown around god knows where during fights, I'm fine with that.

 No.4915

YouTube embed. Click thumbnail to play.
>a how to unfuck the elder scrolls thread
>no MrBtongue

fetchers. Listen and learn

 No.4988

>>766
casuals are ruining everything.

see: the Summerset Isles, TES, the fucking whole internet

 No.5715

>>755

A PC game that take advantage of its superior hardware. But that's too much to ask for isn't it?

Since teso bombed this hard, i expect them to literally shit a game (with fuckton of DLC$$) to reduce their monetary loss: What i want is irrelevant, i expect less and i expect not buying.

 No.5717

I want Elsweyr or Black Marsh, maybe even Valenwood. They could do Valenwood and Elsweyr together if consoles can handle it. With cities the same size of Morrowind's and full of n'wahs.

For gameplay, just give me back the shit they took out like the class/birthsign system, making your own magic, attributes, and make the progression/pacing better. Before you even get to level 20 in Skyrim you're loaded with money and good gear. I don't care so much about Mysticism spells being moved to other schools or removed completely. Add some good hand-to-hand stuff since all the games have been lacking on that and let me be a Khajiit Monk. Make shit hard again too, Skyrim was fairly easy (unless you were an unbalanced mage that's also a stage 4 vampire without Dawnguard installed).

Why Skyrim didn't have a lot of this missing shit I don't know, but the next one better have it. Maybe they were trying to get the core gameplay right for casuals, but mother fucker with all that marketing they did it would've sold a shit ton anyway.

TES VI is the game that will make or break TES for me. If it's shit and more casual Skyrim nonsense then I have to give up on future games.

 No.5718

>>5715
Oh, and an actual PC version would be great. Not some back asswards port with a shitty menu system.

 No.5719

>>755

one of the worst things about Skyrim was the itty-bitty fucking cities.

I loved Skyrim's story but the cities sucked ass, they were more like villages.

So, definitely bigger cities.

Ranking system needs to be less open-ended, instead based on actual roles.

If there's another underground walking-dead army in the thousands, at least make it seem like people are actually aware of the fact.

Keep the story style of Skyrim the same but make it seem like a conflict is actually going on, like in FO New Vegas where you actually made friends and enemies, just not so blatantly black-and-white. In New Vegas you could accidentally kill a Legionaire in the middle of nowhere or make a certain dialogue decision with no one in sight and then suddenly everyone in the world knows what just happened. That was retarded.

Make magic more detailed, like in Oblivion where you could create kickass spells. Magic in Skyrim was really boring.

More voice actors. Worst thing about ES is the same voice actor doing over 1000 people.

Make you status in guilds actually matter.

mix up the way the story happens, like instead of some random douchebag coming out of nowhere to save the day, put you into a ready-made perspective. Like in Skyrim, you could start out as an Imperial dude who is a Stormcloak sympathizer who goes over to the nords, or not.

Delete some skills, as they're basically useless and no one cares about them. No one cares about unarmed, its just taking up disc space. Delete the garbage to make room for the new. Acrobatics was a moronic skill. Scrap 'Speech' and 'lockpicking' too, retard skills.

way more weapon types, maybe even get rid of the uniform weapon classes and just have random shit. The worst thing about Skyrim besides cities was spreading out 5 weapons classes over 200+ hours.

Let combat finally involve body parts flying when you actually crater someone with a longsword. That really killed it for me, that and the obligatory finishing moves that were as deadbeat as FO3 head explosions.

 No.5721

>>5719
>make your status in guilds actually matter

I was playing Skyrim again recently and there's two things that stood out to me.

1) You just become the Arch-Mage for no real reason. Tolfdir seemed like a better fit. Skyrim is really bad about wanting to give the player too much, and some of the other games have done this too, but in Skyrim it feels really weird and not appropriate cause it's just "do this, now here's all this power!". Keep me from doing shit. In Oblivion, I had to gain favor back with the Thieves Guild if, for instance, I started to fuck around with the Dark Brotherhood. In Morrowind some guilds where just locked from me, or were really not fit for the kind of character I wanted to be at the time. As in, there's no need for me to join the Fighters Guild if I'm a mage and honestly it felt pretty discouraged. This also brings me to my second point.

2) Don't force me, or even let me, do everything under the sun. You want to do the Gauldur's Amulet quest? Gotta join up with the College even if you're not interested or it doesn't feel right for your character. That shit really pissed me off. Why would you make me do that? Let me do it on another playthrough, I usually don't intend to see or do everything my first run. Fuck, don't even let me join the Mages Guild if I'm in no way oriented towards magic. I'll do it when I make a magic character.

Can't do the face sculptor as a vampire because you're undead, but you can do the College just because you're a Dragonborn and have to join them anyway as part of simply talking to the Orc for the elder scroll part of the main quest or to get into the dungeon for the Gauldur's Amulet quest.

What the fuck, Bethesda? And for fuck's sake just don't hand people shit on a platter, there were books for every spell I needed right in front of my damn face for doing the College related stuff like Labyrinthian. What's the goddamn point?

 No.5917

File: 1426128484070.jpg (50.67 KB, 444x366, 74:61, i love this thread.jpg)

I would love to see Elsweyr, Third Era during the 5 year war with the Bosmer- "Following the tumultuous history of the Numidium, which only touches on Elsweyr briefly, surviving literature records no event in Elsweyr until 3E 394, when the Five Year War began. The war began following an event the Khajiit call the "Slaughter of Torval." The Khajiit claim that over a thousand Khajiti citizens were killed by an invading Bosmeri force from Valenwood without provocation, while the Bosmer claim that the attack was in retaliation for the disruption in trade resultant from Khajiti raids on Valenwood's wood caravans. The war ended in 3E399, with a Khajiti victory, following tactical and strategic moves by Khajiit tribesmen that were seen as impressive both by foreign commentators and the tribesmen themselves."

video response on what I want to see in TES6 https://www.youtube.com/watch?v=-aTY9gImop4&list=PLGUFGAYoI2K7zCBgmlgjh5K3GR_L0IIsr

 No.5918

I…don't want Elsweyr.

I love the whole idea of the Khajiit and think it would make an amazing game province. But it would just drown the internet in a new wave of obnoxious furshit.

 No.5919

>>766
>reintroduce a real, restrictive, class system
Nothing more immersive than playing a high-functioning retard who can only learn and apply certain things!

>bring back mysticism school

>scrap the regenerating health shit
>add food/water/sleep stats
All good.

>have combat based on timing and patience, like that of Dark Souls (in skyrim half of it is just who walks into battle with the most potions/highest stats)

Having the most potions and best stats SHOULD have a big effect on the combat outcome, Dark Souls' "deep combat system" consists mainly of rolling around and running in circles, and only works at all because every enemy is a generic hitsponge so encounters can be dull AND predictable.

>make you get actual punishment for crime, not just little fees

Yes, but only if they remove the magical ability of guards to always be everywhere.

>labyrinth like dungeons that are hard to navigate

If done well. If they're hard to navigate because of shitty quest instructions (meaning poorly done, not realistically vague or cryptic) and copypaste structures/rooms, no thanks.

>stop dumping tons of high level loot everywhere

I, for one, see no purpose in everything being low level shit I would never use, and since you support restrictive classes you can't even "muh realism" or "muh suspension of disbelief" on me.

>>762
>Bethesda
>Ever making a MQ that isn't just some tacked-together bullshit to railroad you through most of the major areas and some of the more shitty minor areas
There will never be a Bethesda main questline that isn't complete shit.

>>769
But Requiem is just making the balance even worse + hitsponges, it's dull as fuck.

>>2722
Agree on all points.

>>2886
>>2909
>>2957
>>2958
>>2959
>>2963
>>2968
>>2979
ES, WoW, D&D, and FR lore are all HEAVILY derived from Tolkien…with some appearance, alignment, and naming details switched around.

Wishing to "get rid of generic Tolkien fantasy" is wishing to get rid of basically all standard fantasy elements since Tolkien started publishing. It's pretentious, it's delusional, and it's not going to happen.

>>3749
>Why would you make something not every single player will come across in every playthrough?
Can you please get the fuck out of /tes/ since you've clearly never played any of the games?

>>4217
But let's be honest, cumulatively the waifu community has made a few decent model customization tools (which are invariably used to pump out shitty NPCs and PCs).

Would an optional body-molding thing be so bad, really? People could have their fetishtastic bullshit natively and other people could make freakshows for fun, and autists could have their customization.

Two thousand player houses (or more specifically, options to create them like Hearthfire) wouldn't be bad at all.

Customizable wearable items in-game could lead to unlimited muh immersion as well as whore armor for whoever wanted it.

Craftable arrows is bad how?

>>4222
>>4231
What's the problem with ignoring the "IMMINENT DOOM" main quest and fucking around like in literally every other RPG? The main quests are always shit in TES anyways.

>>4722
>>4727
>>4820
Yes please.

>>2846
Symbolic, yes. "From humility, greatness". "Fuck the man". Okay, okay, it's been how many games? We get it. The same symbolism over and over is no longer required.

 No.5929

>>5918
not to mention, they'd find some damn excuse to not make any of the breeds beside the god damn Suthay-raht playable.

 No.5930

File: 1426203541621.jpg (439.76 KB, 979x551, 979:551, witcher3-cityscape.jpg)

>>3749
>Thank God no game developer thinks like you.
Except for half the game developers who have ever made a open world game or MMO that involved a large enough civilization to have cities?

 No.5943

Let us free roam the whole of southern Tamriel! Valenwood, Elswyer, Black Marsh and maybe Summerset Isle are all the places that with haven't, apart from in TESO, which we do not acknowledge as a true Elder Scrolls game…

 No.5958

>>5919
>Nothing more immersive than playing a high-functioning retard who can only learn and apply certain things!
Because being able to master every single skill, from archery, to blades, to heavy armor, to every school of magic is so realistic

>What's the problem with ignoring the "IMMINENT DOOM" main quest and fucking around like in literally every other RPG?

Some people actually like to roleplay, and when you have people telling you "OMG this evil thing will come to destroy us all any day" it makes it a little weird to go collect flowers for somebody, or whatever else. Even ignoring that, in Skyrim or Oblivion the main quest is always pushing you forward, and most of the time makes it seem like you have to do the next quest right then, which really makes for terrible pacing.

>The main quests are always shit in TES anyways.

ayy lmao

 No.6041

>>5919

>make combat like Dark Souls


for the love of god, please do not fucking do this Bethesda.

 No.6064

>>5958
>Because being able to master every single skill, from archery, to blades, to heavy armor, to every school of magic is so realistic
You could pretty much do this before Skyrim too, especially if you did efficient leveling. And while it makes sense that you shouldn't be able to do this in Oblivion, because you're more or less just a regular guy (until SI, anyway), it kind of stands to reason that Nerevar incarnate or the Dragonborn should be demigod-tier badasses.

I'd like it if they put a Skyrim-esque perk tree system with more skills in the next game, but brought attributes back.

 No.6085

>>4915
MrBtongue is my new cult leader.

 No.6093

>>5919
This so much

Also a better engine, a better inventory system as well as some form of dodging



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