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The Elder Scrolls® IV: Oblivion™

Started by death knowz at 06-17-2009 11:01 PM. Topic has 1750 replies.
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   06-17-2009, 11:01 PM
Re: Ideas for Elder Scrolls V2
 pretzel5539 wrote:
In game.... I would say more weapons...like a flails, glaives, and double-bladed swords!!  overall...I think It would be cool to add an online play mode...not nessessarily MMO (That would be insane!!) but at the very least so players could co-op 2-4 players to Main Storyline quests!! Can't wait for the game!!
Read the thread, man. =P

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Death knowz...you sir, are a god.
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   06-18-2009, 12:39 AM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:
idk about the whole flying dragon mount thing cause thats starting to become to much like wow.... but i would like to fight them.... like if one was frozen in ice in skyrim.... and it got loose and laid eggs and then they hatched.... then a few months later u got dragons flying around terrorizing people and snagging up livestock..... and what about elemental dragons.... like the typical fire, then ice, then lightning, and maybe a undead one that breaths a really strong poison gass.... and what about a omni dragon... one with all the elements... a fire, ice, and lightning blast all in one.... like if one of those escaped from a prison of some sort and laid eggs that would explain how all the other elemental dragons apeard.... fire makes fire, ice makes ice, lightning makes lightning, but a omni is super rare and can make any of them.... and layes a bunch of eggs.... and u can join a dragon slayer's guild and have to stop them. and to join them u have to kill one and u get a invite from them and for the item purpose thing like quils and ink and stuff why not to make a scroll u need parchmant paper, ink, and quill along with the ability to cast the spell desired... eather from ur own magic or from a already exsisting scroll..... as for the art suply stuff i dont know what that could be used for.... but ive been saying that rolls of cloth should be useable.... take them to a tailor or have a skill that gives u the ability to tailor and make robes or clothes and the better u are at making robes and clothes the higher ur armor rating is for unarmord (which they need to bring back)
Umm i think everyone would die.
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   06-18-2009, 2:28 AM
Re: Ideas for Elder Scrolls V2
 Taldarin wrote:
 Arthazal Olorin wrote:
Among the less complicated changes, ALL foes who wear armour/clothing should be able to be stripable. I should not have to find a Valkanyz to take the daedric Armour. Markynaz helmets and armour should come off as well, as should Aureal and Mazkan armour, Dremora robes, and even goblin armour. It is completely illogical that you cannot take their helms and armour, which are not affixed, as the persons of like race who DON'T wear armour make plain.

Also, agreed on the better A.I. reactions. . . and make them make sense. If I beat the hell out of someone, and fight them for several minutes, and then decide to turn invisible and spare their lives. . . they should NOT say things like, "must of been the wind" or "my eyes playing tricks". They should say, something more along the lines of, "Sweet Azura! What a dreadful foe! I'd better hide before he comes back." just a much wider range of responses, and none that don't make sense in light of the events. This goes in line with how members of the Mages Guild should never have the audacity to sass off at The Archmage! If there is one cantankerous mage who does it routinely, okay, but for EVERY mage at the university to turn to the Chief Magister and flippantly snip "Umm, I am sure you want to say something pressing, but  I've no time for you now, as these apprentices don't train themselves. " WTF?

I agree, NPCs do need better reactions. It can be borderline ridiculous sometimes.

However, I don't agree that certain armors should be lootable. Although I endorse and want immersion into the game, overpowering the character is a bad choice. A level one should not be able to kill a low level dremora and get a full suit of the best armor in the game after only 30 minutes of playtime.

If that kind of Uber armor is going to be available for grabs one of two things should be implemented, either we go the Fallout 3 route and place a special requirement on the high level armor (like how the power armor required a special perk) or we level the armor (level 1-5 characters for example, who kill dremora would find "Tarnished Daedric Armor"). And I DON"T like the idea of either of those.

Yeah, it doesn't make sense that you can't strip the dremora of his mythical armor but it's that way to prevent insanely powerful level 1 characters



If your level one character defeats a Dremora that early in the game. . . doesn't he deserve the damn armour>? Lol. And there could always be level restrictions, i.e. you lack the skill to properly equipp this armour. And not all Daedric armour is of the same level. At level one, you are unlikely to run into anything above a churl anyway. The Dremora who CAN be stripped are the Valkynaz, and they are the most powerful Dremora of all. But I think it is just weird that you cannot take the robes and clothes/armour of certain Daedra. All Daedra who actually where clothing/armour, from Churl to Valkynaz, and all levels of Aureal and Mazkan, should be as stripable as anyone else. AND you should be able to steal armour from any foe paralyzed for more than 10 seconds or so. It makes sense that trying to strip you while you are sleeping would wake you up. . . but if you have been stricken with paralysis for a lengthy strecth of time. . . what are you going to do? I should be able to fleece you down to your unmentionables. lol. Really, though, that would make much more sense. Sometimes I stole the clothes off enemies who switched to Daedric armour, just to have a laugh at them running around naked once their summon armour spell wore off. And townspeople should react to such a thing, by the way. lol.

Anyway, I really like the notion of High Rock being in the game, but I am especially pushing for some time in The SummerSet Isles, and for a heap more Daedra. The Daedra are really one of the best things about Elder Scrolls, and the complex lore surrounding them is one of the things that most seperates it from a lot of standard RPGs.

The Books coming out. . . are they game situations, or actual books you will be able to get at bookstores and libraries, like the Dragonlance and Warhammer novels? That would be cool. Elder certainly has the lore for it, and hopefully the books would explain a lot of things more fully.


This last is a side comment to Starscream concerning an old Daedra debate. . . it is of note, that on top of the lore which expressly counters any notion that pure lesser Daedra are extensions of The Princes, that The Aureal And Mazkan loyal to Sheogorath are NOT native to his realm, and actually have trouble existing there without the aid of the wellsprings. Further more, they were able to exist there even during the time when Sheogorath was wholly absent and banished by his Jyggalag transformation, even in the middle period BEFORE the player becomes the "new" Sheogorath. Just an observation.
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   06-18-2009, 2:38 AM
Re: Ideas for Elder Scrolls V2
 Ryogen wrote:
We can cry together when we see the next Elder Scrolls. So I had to go even more backwards to understand you. Now I do....that's not much of a problem to me when I played Oblivion. I'd just turn back the other way. It's hard to keep up with this topic, because I had to read everything to see your point. Swimming in Morrwind just makes your back on the other side of the map. Like almost going in a circle. There was no endless swimming forever. Also way out there I happen to find many sunken ships and treasures that wasn't attached to any quest (from my memory). Swimming that far out was just as much as an adventure to being on land (underwater that is).

I think those events you made up to say you can't go no further just takes away from the experience of actually being in the certain area or region you are in the world of the game. Having it say you can't go no further is nice and also it's not like they stoped the view of the game at that point. You could gaze and still see the beauty of the lands.




I think the first pars sounds like great fun, but as to the next paragraph, I am entirely with Elkhunrer. To me, seeing the miles of land infront of you and NOT being able to access them, via an unexplained invisible barrier is lunacy.  I can look on a map and see where Maryland ends, but if I tried to cross into Pennsylvania, Virginia or Deleware and found myself blocked by an invisible force . .. I would be highly confused, upset, and at least a little frightned. Really, considering the size of Morrowind, and the Shivering isles expansion, I don't see why they don't just expand the map and let you travel the rest of the continent. They don't have to fill the other regions with dungeions and the like. Just make them traversable.
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   06-19-2009, 3:50 AM
Re: Ideas for Elder Scrolls V2
 Arthazal Olorin wrote:
Really, considering the size of Morrowind, and the Shivering isles expansion, I don't see why they don't just expand the map and let you travel the rest of the continent. They don't have to fill the other regions with dungeions and the like. Just make them traversable.
Do you realize the amount of work it takes to simply do landscaping?

World making, regardless of the detail that is added, will take a very long time. They have to do everything by hand, from making the outdoor cells, to adding hills, grass, trees, etc.

And, while Bethesda tends to do somewhat shoddy work, it's beyond even them, to make a large empty land just to be rid of inviso-walls.

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   06-19-2009, 4:41 AM
Re: Ideas for Elder Scrolls V2
Are you saying that NONE of the trees are ever duplications. That every single lawn and lair must be completey retooled from scratch, and no previous environments are never merely altered or duplicated, as is done often with the Mods? That seems a stretch.
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   06-19-2009, 4:43 AM
Re: Ideas for Elder Scrolls V2
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape. Mass copying and pasting trees, rocks, etc will only cause clipping problems, and look like complete crap.

I shouldn't have to tell you dungeons are copy and paste jobs with minor tweaks and different enemy spawns, as that's blatantly obvious.

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   06-19-2009, 9:50 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape.


We'll leave that to you Death. Smile [:)]

A massive portion of daggerfall was randomly generated...im talking from dungeons to landscapes. There were only like 10 places in the game that were actually hand made. Because of this, it also had fast traveling...

One could say Morrowind was unlike the "good old days." Wink [;)]



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   06-20-2009, 12:41 AM
Re: Ideas for Elder Scrolls V2
 Mikedzines wrote:
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape.


We'll leave that to you Death.

A massive portion of daggerfall was randomly generated...im talking from dungeons to landscapes. There were only like 10 places in the game that were actually hand made. Because of this, it also had fast traveling...

One could say Morrowind was unlike the "good old days."


Randomly generated, eh? That won't cut it nowadays.

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   06-20-2009, 2:19 AM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
 Mikedzines wrote:
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape.


We'll leave that to you Death.

A massive portion of daggerfall was randomly generated...im talking from dungeons to landscapes. There were only like 10 places in the game that were actually hand made. Because of this, it also had fast traveling...

One could say Morrowind was unlike the "good old days."


Randomly generated, eh? That won't cut it nowadays.


It was ground breaking back then. I played a lot of games that had randomly generated maps like that. You just never knew what  you'd pull out of the hat. It was always a fresh experience. But you're right. Something like this would focus on generic random content like leveled loot rather than actually breathing life into every new game.


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   06-22-2009, 4:01 AM
Re: Ideas for Elder Scrolls V2
What really makes me laugh is just about every idea on this forum except from the online play is already in the game on the PC version with mods.
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   06-22-2009, 7:02 AM
Re: Ideas for Elder Scrolls V2
You know what makes ME laugh?

The fact that this is a xbox forum...

not a PC forum...

Where is November?
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   06-22-2009, 12:00 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape. Mass copying and pasting trees, rocks, etc will only cause clipping problems, and look like complete crap.

I shouldn't have to tell you dungeons are copy and paste jobs with minor tweaks and different enemy spawns, as that's blatantly obvious.


Yes Death, it is blatantly obvious. . . which is why your initial theorum confounded me. Clearly it is within the ability of the designers to do massive copy and paste jobs, with slight alterations and tweaks. And what more is needed for the outerboundaries? Once there, you have already run off the reservation, so anything more complicated than the demon wall of non passage would be something of an improvement. If you get beyond the primary map borders and start giving trees the once over to see if they are too similar to groves you saw when you were on the beaten path. . . well then you're just being a jerky deconstructicon lol.  I just think, with occassional tweaking and different spawns, the outer limits and boundaries of the Game could become a place of great fascination for players who have already hit all the main paths. . . and of greatly fascinating distraction for those who haven't. If Oblivion is our primary example, consider if repetative mountain and forest scapes had greeted you on crossing the Morrowind Border, and spawnings primarily of Dark Elves, the occassional shallow building etc. Never anything really complex, but something. Snow in Skyrim and a Nord Settlement here or there, not enough to really require a seperate load, settlements like the outer territory of Drad's Estate rather than the castles of the Counts and Countesses. Ditto Elswyyr with Kajhitt, Valenwood with Wood Elves. I am sure  an excessively hostilre response is being prepared, but, ya know. . . just a thought.
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   06-22-2009, 9:09 PM
Re: Ideas for Elder Scrolls V2
more fluidity to movment. so i dont always look like i was a pole shoved up my quantum singularity when ever i move
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   06-22-2009, 9:48 PM
Re: Ideas for Elder Scrolls V2
I wouldn't mind being able to learn new moves for weapons, kinda like how Altair does in Assassins Creed.
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   06-23-2009, 1:47 AM
Re: Ideas for Elder Scrolls V2
More life-like cities and towns would satisfy me.

And for us sneaky marksmen, how about the ability to enchant arrows!

No...I'm not fat.
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   06-23-2009, 6:33 AM
Re: Ideas for Elder Scrolls V2
 Arthazal Olorin wrote:
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape. Mass copying and pasting trees, rocks, etc will only cause clipping problems, and look like complete crap.

I shouldn't have to tell you dungeons are copy and paste jobs with minor tweaks and different enemy spawns, as that's blatantly obvious.


Yes Death, it is blatantly obvious. . . which is why your initial theorum confounded me. Clearly it is within the ability of the designers to do massive copy and paste jobs, with slight alterations and tweaks. And what more is needed for the outerboundaries? Once there, you have already run off the reservation, so anything more complicated than the demon wall of non passage would be something of an improvement. If you get beyond the primary map borders and start giving trees the once over to see if they are too similar to groves you saw when you were on the beaten path. . . well then you're just being a jerky deconstructicon lol.  I just think, with occassional tweaking and different spawns, the outer limits and boundaries of the Game could become a place of great fascination for players who have already hit all the main paths. . . and of greatly fascinating distraction for those who haven't. If Oblivion is our primary example, consider if repetative mountain and forest scapes had greeted you on crossing the Morrowind Border, and spawnings primarily of Dark Elves, the occassional shallow building etc. Never anything really complex, but something. Snow in Skyrim and a Nord Settlement here or there, not enough to really require a seperate load, settlements like the outer territory of Drad's Estate rather than the castles of the Counts and Countesses. Ditto Elswyyr with Kajhitt, Valenwood with Wood Elves. I am sure  an excessively hostilre response is being prepared, but, ya know. . . just a thought.
Go download the Construction Set, make a new world cell and see exactly how easy it would be to do the bull you're going on about.

Acid Bath - Jezebel

Death knowz...you sir, are a god.
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   06-23-2009, 9:01 AM
Re: Ideas for Elder Scrolls V2
Do you remember how you felt at the end of oblivion when all the quests were done? Thats right you wanted more, obviously thats a lot to ask for but it's just somthing id like to see.
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   06-23-2009, 8:55 PM
Re: Ideas for Elder Scrolls V2
 ELKHUNTER wrote:
You know what makes ME laugh?

The fact that this is a xbox forum...

not a PC forum...


lulz.
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   06-24-2009, 4:17 AM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
 Arthazal Olorin wrote:
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape. Mass copying and pasting trees, rocks, etc will only cause clipping problems, and look like complete crap.

I shouldn't have to tell you dungeons are copy and paste jobs with minor tweaks and different enemy spawns, as that's blatantly obvious.


Yes Death, it is blatantly obvious. . . which is why your initial theorum confounded me. Clearly it is within the ability of the designers to do massive copy and paste jobs, with slight alterations and tweaks. And what more is needed for the outerboundaries? Once there, you have already run off the reservation, so anything more complicated than the demon wall of non passage would be something of an improvement. If you get beyond the primary map borders and start giving trees the once over to see if they are too similar to groves you saw when you were on the beaten path. . . well then you're just being a jerky deconstructicon lol.  I just think, with occassional tweaking and different spawns, the outer limits and boundaries of the Game could become a place of great fascination for players who have already hit all the main paths. . . and of greatly fascinating distraction for those who haven't. If Oblivion is our primary example, consider if repetative mountain and forest scapes had greeted you on crossing the Morrowind Border, and spawnings primarily of Dark Elves, the occassional shallow building etc. Never anything really complex, but something. Snow in Skyrim and a Nord Settlement here or there, not enough to really require a seperate load, settlements like the outer territory of Drad's Estate rather than the castles of the Counts and Countesses. Ditto Elswyyr with Kajhitt, Valenwood with Wood Elves. I am sure  an excessively hostilre response is being prepared, but, ya know. . . just a thought.
Go download the Construction Set, make a new world cell and see exactly how easy it would be to do the bull you're going on about.


For God's sake, death, can you ever just say, "that would still be difficult because" without reverting to a$$hole talk? I was just saying it would add to depth and verisimilitude if the map allowed you to keep out into other regions. No need to throw things at me on account of it.

More importantly, can you or anyone else answer another question I asked. Namely, are The Elder books due in fall actual novels that can be purchased, in the mold of say Warhammer and Forgotten Realms, or is it merely some sort of xbox live feature?
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   06-24-2009, 8:35 AM
Re: Ideas for Elder Scrolls V2
 Arthazal Olorin wrote:
 death knowz wrote:
 Arthazal Olorin wrote:
 death knowz wrote:
The trees can be copy and pasted, yes, but still have to be hand placed in the first place, and moved to fit the landscape. Mass copying and pasting trees, rocks, etc will only cause clipping problems, and look like complete crap.

I shouldn't have to tell you dungeons are copy and paste jobs with minor tweaks and different enemy spawns, as that's blatantly obvious.


Yes Death, it is blatantly obvious. . . which is why your initial theorum confounded me. Clearly it is within the ability of the designers to do massive copy and paste jobs, with slight alterations and tweaks. And what more is needed for the outerboundaries? Once there, you have already run off the reservation, so anything more complicated than the demon wall of non passage would be something of an improvement. If you get beyond the primary map borders and start giving trees the once over to see if they are too similar to groves you saw when you were on the beaten path. . . well then you're just being a jerky deconstructicon lol.  I just think, with occassional tweaking and different spawns, the outer limits and boundaries of the Game could become a place of great fascination for players who have already hit all the main paths. . . and of greatly fascinating distraction for those who haven't. If Oblivion is our primary example, consider if repetative mountain and forest scapes had greeted you on crossing the Morrowind Border, and spawnings primarily of Dark Elves, the occassional shallow building etc. Never anything really complex, but something. Snow in Skyrim and a Nord Settlement here or there, not enough to really require a seperate load, settlements like the outer territory of Drad's Estate rather than the castles of the Counts and Countesses. Ditto Elswyyr with Kajhitt, Valenwood with Wood Elves. I am sure  an excessively hostilre response is being prepared, but, ya know. . . just a thought.
Go download the Construction Set, make a new world cell and see exactly how easy it would be to do the bull you're going on about.


For God's sake, death, can you ever just say, "that would still be difficult because" without reverting to a$$hole talk? I was just saying it would add to depth and verisimilitude if the map allowed you to keep out into other regions. No need to throw things at me on account of it.

More importantly, can you or anyone else answer another question I asked. Namely, are The Elder books due in fall actual novels that can be purchased, in the mold of say Warhammer and Forgotten Realms, or is it merely some sort of xbox live feature?


They ARE real novels.

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   06-24-2009, 8:06 PM
Re: Ideas for Elder Scrolls V2
 Arthazal Olorin wrote:
For God's sake, death, can you ever just say, "that would still be difficult because" without reverting to a$$hole talk? I was just saying it would add to depth and verisimilitude if the map allowed you to keep out into other regions. No need to throw things at me on account of it.
No.
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Death knowz...you sir, are a god.
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   06-24-2009, 10:15 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
 Arthazal Olorin wrote:
For God's sake, death, can you ever just say, "that would still be difficult because" without reverting to a$$hole talk? I was just saying it would add to depth and verisimilitude if the map allowed you to keep out into other regions. No need to throw things at me on account of it.
No.

I have I ever told you that you really do deserve that CUL of 7?

Because you really do.


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   06-24-2009, 11:37 PM
Re: Ideas for Elder Scrolls V2
I hope the main quest has more variety in TESV, Oblivion's main quest is a daedra/dremora overload, just like the mages guild quests are devoted to killing necromancers. It's not too much to ask for a little variety, is it?
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   06-25-2009, 4:18 AM
Re: Ideas for Elder Scrolls V2
more random quest would be nice, you know like the ones you just stumble apuon when wandering around the land. like when i was out and about i stumbled across a small..camp they were having trouble with a goblin war. then once i found a small house out in the middle of no were and he was having goblin trouble to. i havnt been able to find theese places again.   
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   06-25-2009, 4:41 AM
Chernaboggieeee
 Lady Maleficent wrote:
more random quest would be nice, you know like the ones you just stumble apuon when wandering around the land. like when i was out and about i stumbled across a small..camp they were having trouble with a goblin war. then once i found a small house out in the middle of no were and he was having goblin trouble to. i havnt been able to find theese places again.   


zomg you changed your name! I thought we had a little copy cat going around...
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   06-25-2009, 12:49 PM
Re: Chernaboggieeee
I would like to see an evolution of the AI from Oblivion. It would be cool if the NPC's behavior was complex enough to make the world more dynamic. Merchants could trade with each other, affecting the price and availability of items. The Fighter's Guild could send out parties to try to clear the bandits out of certain areas. The Mage's Guild might send people out to try to recover artifacts from ruins. The Orc Adventurer could evolve into a friendly rival for the player; somebody who has their own house and raids dungeons to acquire more treasure, while the player tries to "keep up with the Jones's." Goblin tribes could go to war if their numbers aren't controlled and they get big enough. The Imperial Legion might have to fight off the goblins or mass against some other threat. Maybe a place like Hackdirt becomes a problem if left to fester long enough. A Daedra cult needs ten Welkynd Stones to perform a ritual, and becomes a real threat if they succedd in acquiring them. Vampires that will slowly spread the infection to other NPC's as the game progresses. There are a lot of possibilities to make the world seem more alive, instead of having everything scripted.
"Please, meet your end with dignity. I despise whiners." - Galvatron
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   06-25-2009, 5:30 PM
Re: Chernaboggieeee
I'd like to see more types of buissness u can perform. Like buying whole shops, renting out homes ect. also If u were to have a lot of stuff you should hav the ability to use horse and carts to carry items, this way you can travel town to town with more stuff. This could also be used in buissness and leave you open for being raided
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   06-25-2009, 10:42 PM
Re: Chernaboggieeee
 Mikedzines wrote:
 Lady Maleficent wrote:
more random quest would be nice, you know like the ones you just stumble apuon when wandering around the land. like when i was out and about i stumbled across a small..camp they were having trouble with a goblin war. then once i found a small house out in the middle of no were and he was having goblin trouble to. i havnt been able to find theese places again.   


zomg you changed your name! I thought we had a little copy cat going around...


Ha Ha Ha!! yea im trying to avoid somone, so i changed it. lol Beer [B]

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   06-26-2009, 8:40 AM
Re: Chernaboggieeee
 Wastelander08 wrote:
I'd like to see more types of buissness u can perform. Like buying whole shops, renting out homes ect. also If u were to have a lot of stuff you should hav the ability to use horse and carts to carry items, this way you can travel town to town with more stuff. This could also be used in buissness and leave you open for being raided


i absolutlry love this idea, it reminds me abit of that pirates of the caribbean game bethesada did a few years back
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