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The Elder Scrolls® IV: Oblivion™

Started by M2KCxUNLEASH3Dx at 02-22-2009 6:54 PM. Topic has 1750 replies.
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   02-22-2009, 6:54 PM
Re: Ideas for Elder Scrolls V2
1. They need to bring back levitation
2. They could add children to the game.
3. Being able to get married would be a cool feature.
4. Like someone else said in this post(i forgot who) it would be cool to do quests an evil way instead of saving everyone. Or at least have a variety of ways to complete the quests.
5. Have a pirate ship that can actually go somewhere. -i love the pirate hideout in anvil(DLC) but i whish it could move.
6. I loved in morrowind game of the year how in soltheseim(sp?) u had to create a village. i hope they have that in the new game.
7. I think the best series of quests came from morrowind in soltheseim doing all the crazy rituals for the nords and stuff. That was phenominal.
8. The npc's need to do more. they usually just hang out in the same area all day long. i whish that they would do more.
9. In morrowind there was more random stuff and random quests. For example creeper and the talking mudcrab were random and cool.
10. i want to be able to forge my own weapon and make it extrememly powerful.
11. More spell variations

Theres plenty more but i cant think of them right now

Elder scrolls 5 is supposed to come out in 2010 and i hear its in skyrim 
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   02-22-2009, 6:57 PM
Re: Ideas for Elder Scrolls V2
"i sneak up and get into my ambush position and ice the torch..... the torch should melt the ice before it hits it (if its a small magnitude cast)"

How hot is the fire for that torch? Small magnitude cast or not, it can't be hot enough to melt ice before it touches it.

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   02-22-2009, 7:37 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
"i sneak up and get into my ambush position and ice the torch..... the torch should melt the ice before it hits it (if its a small magnitude cast)"

How hot is the fire for that torch? Small magnitude cast or not, it can't be hot enough to melt ice before it touches it.


i know but that was just an example.... but i'm shure they could come up with something that would work.... but i dont think they should do something like water arrows like in "thief" but they could come up with something..... that could be used to do that

but wait isnt the form of the magic ice spells nothing more than a liquid ice or mist that freezes an object on contact?? if it was a liquid substance.... like liquid nitrogen.... then it could put it out just by being liquid.... like sub-zero's ice blasts in MK
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   02-22-2009, 8:02 PM
Re: Ideas for Elder Scrolls V2
How advanced are we assuming the next xbox to be?
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   02-22-2009, 8:10 PM
Re: Ideas for Elder Scrolls V2
well to not get to over sighted i think we're all keeping in mind that TES V is coming out next year in 2010, so the next gen xbox probably wont be out by then.... my guess is it will be out by 2011 or 2012.... so alot of things we talk about should be doable for the 360 but others.... not so much.... like the ice putting out the fire thing... they were doing that on PS2 so the 360 should be able to do it no problem.
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   02-22-2009, 8:14 PM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:
 death knowz wrote:
"i sneak up and get into my ambush position and ice the torch..... the torch should melt the ice before it hits it (if its a small magnitude cast)"

How hot is the fire for that torch? Small magnitude cast or not, it can't be hot enough to melt ice before it touches it.


i know but that was just an example.... but i'm shure they could come up with something that would work.... but i dont think they should do something like water arrows like in "thief" but they could come up with something..... that could be used to do that

What's wrong with water arrows? Glass tip filled with water seems just as plausible as shooting ice blasts out of your hand. =P

but wait isnt the form of the magic ice spells nothing more than a liquid ice or mist that freezes an object on contact?? if it was a liquid substance.... like liquid nitrogen.... then it could put it out just by being liquid.... like sub-zero's ice blasts in MK

I don't know what the spells are made of. 0_0


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   02-22-2009, 8:16 PM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:
well to not get to over sighted i think we're all keeping in mind that TES V is coming out next year in 2010, so the next gen xbox probably wont be out by then....


Oh.  I thought that they were going to release a game per generation.  In that case, I would rather them have made more expantions for Oblivion first.  But no crap like horse armor or spell tomes.

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   02-22-2009, 8:19 PM
Re: Ideas for Elder Scrolls V2
 Drewzy Dog wrote:
How advanced are we assuming the next xbox to be?
The real question is, "how much are people overestimating the xbox?".

Besides, you can expect delays for TES V. I'd imagine it being early or late 2011 instead of 2010.

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   02-22-2009, 8:28 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
 Charon 711 wrote:
 death knowz wrote:
"i sneak up and get into my ambush position and ice the torch..... the torch should melt the ice before it hits it (if its a small magnitude cast)"

How hot is the fire for that torch? Small magnitude cast or not, it can't be hot enough to melt ice before it touches it.


i know but that was just an example.... but i'm shure they could come up with something that would work.... but i dont think they should do something like water arrows like in "thief" but they could come up with something..... that could be used to do that

What's wrong with water arrows? Glass tip filled with water seems just as plausible as shooting ice blasts out of your hand. =P

I supose so.... but then where would u get them??? how hard would it be to get them... and what lvl if they do the lvl thing again could u get them at???

but wait isnt the form of the magic ice spells nothing more than a liquid ice or mist that freezes an object on contact?? if it was a liquid substance.... like liquid nitrogen.... then it could put it out just by being liquid.... like sub-zero's ice blasts in MK

I don't know what the spells are made of. 0_0

my point exactly.... most explanations of magic that i'v ran across explain elemental magic as a liquid type substance that flows from the spirit of the caster.... like a living chi or what ever u want to call it... the manifested magic is a living extension of a persons soul.... so ice would be like a liquid nitrogen substance that remains liquid untill it reaches a object then the substance freezes it... fire is more or less like flaming napolm that sticks to what ever it touches and burns itself out... the amount of time it lasts depend on how strong the caster made it.... and ligtning is more or less plasma.... the substance that stars are made up... its a liquid but moves so fast that it only apears in a flash of exsistance then strikes the target with a charge of energy that passes as a form of electricity


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   02-22-2009, 8:28 PM
Re: Ideas for Elder Scrolls V2
 death knowz wrote:
 Drewzy Dog wrote:
How advanced are we assuming the next xbox to be?
The real question is, "how much are people overestimating the xbox?".


They're thinking more 'magic box' than xbox.

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   02-22-2009, 8:33 PM
Re: Ideas for Elder Scrolls V2
 Drewzy Dog wrote:
 Charon 711 wrote:
well to not get to over sighted i think we're all keeping in mind that TES V is coming out next year in 2010, so the next gen xbox probably wont be out by then....


Oh.  I thought that they were going to release a game per generation.  In that case, I would rather them have made more expantions for Oblivion first.  But no crap like horse armor or spell tomes.


thats only counting towards the last 2 out of 4 games they've made.... so theres not really enought to say thats there plan... they've only recently invested in the consule market so we dont know for sure if thats what the truly intend.. plus they never straight out said thats what they wanted to do

and that may be a posibility death that they may delay it untill 2011 but only time will tell
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   02-22-2009, 8:37 PM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:
 Drewzy Dog wrote:
 Charon 711 wrote:
well to not get to over sighted i think we're all keeping in mind that TES V is coming out next year in 2010, so the next gen xbox probably wont be out by then....


Oh.  I thought that they were going to release a game per generation.  In that case, I would rather them have made more expantions for Oblivion first.  But no crap like horse armor or spell tomes.


thats only counting towards the last 2 out of 4 games they've made....


Did anyone care much for the first two?
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   02-22-2009, 8:41 PM
Re: Ideas for Elder Scrolls V2

enough people had to of to get them the money to make 3 and 4.... but i've never played them so i dont know much about them.... i remember back in the day when toonami on cartoon network was still the best thing on tv after school ... that tom the robot did a review on one of them... and gave it a 5/5 so it had to be good cause they never did it unless the game was really good


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   02-22-2009, 8:45 PM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:

enough people had to of to get them the money to make 3 and 4.... but i've never played them so i dont know much about them.... i remember back in the day when toonami on cartoon network was still the best thing on tv after school ... that tom the robot did a review on one of them... and gave it a 5/5 so it had to be good cause they never did it unless the game was really good



When did they release?
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   02-22-2009, 8:48 PM
Re: Ideas for Elder Scrolls V2
i have no clue.... might wanna search them on google or usep.wiki on that one
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   02-22-2009, 8:55 PM
Re: Ideas for Elder Scrolls V2
 Pharen wrote:
Pharen's wants:

- Spells to turn yourself into the form of another creature.
- More hairstyles/facial hair options, and the ability to change your appearance in the game.
- Different spell appearances depending on the power of the spell.
- Levitation.. give it back please. I would also like to see many of the powers such as the one that comes with the staff of worms become a usable spell.
- A section in the game where you get the chance to design your own weapon.
- A spell that will teleport you out of any cave/dungeon.
- Ships that sail on the sea and a Pirate guild.
- A questline that will end in you becoming the Emporer.
- Dark/light meter and speech options that will alter your gameplay significantly. (like KOTOR's system)
- Enemies that don't level along with you.
- All of the items to appear at the start of the game rather than seeing them only when you reach a certain level.
- Children and teenagers.
- Make riding a horse or creature the only way to access the fast-travel feature.
- Dragons. Give me dragons.


Love your ideas Pharen. I really hope you can mount a dragon to fly around on, that would be sweet. Also I'm hoping they make the leveling system and skill system like in Fallout 3. I like the Fallout 3 leveling and skill system better than the one in Oblivion.



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   02-22-2009, 9:01 PM
Re: Ideas for Elder Scrolls V2
 Charon 711 wrote:
<snip>
Ice spells in the air can't be a known substance. If they were anything with a mass they would fall to the ground due to gravity. Plus no substance has the ability at that size to freeze an object the size of a person.

The only explanation I can see for ice is that it's just the spell traveling through the air freezing the molecules around it. This could also explain fire spells(spell reacts with oxygen molecules in the air as it travels and shows as a flame) and other spells and why you can only see them at a certain point in the sky.

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   02-22-2009, 9:50 PM
Re: Ideas for Elder Scrolls V2
Here's my missus' top 5 wish list.

1. Children and pets running around. Possibly even having your own family and ofcourse a romance quest line.

2. A better armor system. Incorporates more then one damage type. Possibly blunt, edged, fire, frost and shock. That way there would be more then one highest level armor (ie everyone wearing Daedric). Possible penalties for particularly powerful armor (ie no swimming in Daedric or Ebony). "Stupid mages need armor penalties" (she doesn't like play ing mages obviously).Wink [;)]

3. Being able to pay other people to make your endhanted stuff as opposed to needing to be  powerful mage to get the best enchanetd items.

4. Mounted combat so she doesn't have to get off her horse to fight.

5. More realism in every day life. Needing to sleep (impose increasing penealties after every 24 hrs without sleep). Needing to eat (normal food, which one should also be able to cook).










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   02-22-2009, 10:18 PM
Re: Ideas for Elder Scrolls V2
A few of the things that i think it needs are that: 1. The ability to catch things on fire such as trees, grass, and other objects; 2. to make a way to electrocute things in water; and 3. to allow you to freeze creatures or people and water. Basically make the elemental destruction spells work the way they should work and not only on creatures and enemies.
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   02-23-2009, 12:08 AM
Re: Ideas for Elder Scrolls V2
 I BLEED AWESOME wrote:
Here's my missus' top 5 wish list.

1. Children and pets running around. Possibly even having your own family and ofcourse a romance quest line.

2. A better armor system. Incorporates more then one damage type. Possibly blunt, edged, fire, frost and shock. That way there would be more then one highest level armor (ie everyone wearing Daedric). Possible penalties for particularly powerful armor (ie no swimming in Daedric or Ebony). "Stupid mages need armor penalties" (she doesn't like play ing mages obviously).

3. Being able to pay other people to make your endhanted stuff as opposed to needing to be  powerful mage to get the best enchanetd items.

4. Mounted combat so she doesn't have to get off her horse to fight.

5. More realism in every day life. Needing to sleep (impose increasing penealties after every 24 hrs without sleep). Needing to eat (normal food, which one should also be able to cook).


1: I agree that speech should have some more dynamic affects, including maybe some "romantic" reactions. i just don't want it to go the direction of Fable.
2: yeah, totally agree
3: like in morrowind... again, they really simplified alot of things for ES4
4: yeah, it does feel pretty stupid to get off your horse to fight a wolf :s
5: agree. mainly i want it to continue down the path of being a persistant world, as detailed as possible.

I like the idea of elemental effects on environment, but traditionally, magical elemental effects only effect their targets, not all the area around them, but it would be sweet to make an ice bridge across a river or something like that.

as far as the limits of the 360, alot of the stuff mentioned has been done in other games. software tech has gotten alot better since the release of ES4, way back when...
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   02-23-2009, 3:44 AM
Re: Ideas for Elder Scrolls V2
 Pharen wrote:
 Charon 711 wrote:
<snip>
Ice spells in the air can't be a known substance. If they were anything with a mass they would fall to the ground due to gravity. Plus no substance has the ability at that size to freeze an object the size of a person.

The only explanation I can see for ice is that it's just the spell traveling through the air freezing the molecules around it. This could also explain fire spells(spell reacts with oxygen molecules in the air as it travels and shows as a flame) and other spells and why you can only see them at a certain point in the sky.

that actually sounds really good.... but i would still like to see ice spells extinguish torches and such for sneaking... but i would like to see spells have a elemental efect on the environment.... like ice would actually freeze things... people, monsters, animals, water..... enemies running at u through water could be frozen in the water so they couldnt move.... and electricity could shock people in water... and fire could set stough on fire

and i still dont like the flying a dragon around thing cause it sounds to close to wow..... but if there was a drake... mini dragon like creature.... that wold be ok.... but still kinda farfetched from TES
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   02-23-2009, 4:16 AM
Re: Ideas for Elder Scrolls V2
Oh one thing which I think would really increase replay value would be a Morality system akin to the Fable series. Not just Fame and Infamy, but actual Good and Evil. The Morality system would mean that certain quests would be offered by more then one side (eg the Good side to protect a farm and the Evil to slaughter the farmers). It could also limit quests (for example certain Daedric quests would only be for evil while certain Divine quests would only be for good). It could even limit which Guilds one could join. Good for the Church faction and evil for the Dark Brotherhood. This would mean that one would have to replay a certain amount to be able to do all quests (akin to Morrowinds Great House quests).

I would also like to see a main quest line which oncorporated "time travel". Maybe the hero has to gather various other past Tamriel luminaries to win the final battle. These "time travel" jaunts would obviously be mini-realms akin to Oblivion's Paradise. I really enjoy reading all the books and having my hero interact with some of the characters would be awesome. Imagine having Shinji (First Arena champion), Tiber Septim, the original Nerevar and maybe one of  the heroes from a pervious Elder Scroll (possibly even Redgaurd) lining up with your hero. Ooops, better stop drooling....Embarrassed [:$]
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   02-23-2009, 5:09 AM
Re: Ideas for Elder Scrolls V2
It would be cool if the game had a better random item generator, kinda akin to diablo.

Also, if different baddies would re-populate dungeons, bringing their loot with them. like, if you clear out the goblins, bandits would move into the now free realestate

I dont know about a morality system (i like the fact that ES is generally pretty 'morally ambiguous'), but i think faction favor would definately be cool..

It would be cool if there was random Guild vs Guild events. you could opt to help one guild over the other to gain favor in one, but lose it in another.

I like the time travel thing. or maybe if reading a historical book could unlock a related dream sequence or something.

I agree to some extent that baddies probably shouldnt level up as you do, as it is fun to romp on something that gave u problems earlier... but perhaps as u level up, the "random monster table" broadens... sometimes they are easy, sometimes they are harder.
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   02-23-2009, 2:12 PM
Re: Ideas for Elder Scrolls V2
 I BLEED AWESOME wrote:
Oh one thing which I think would really increase replay value would be a Morality system akin to the Fable series. Not just Fame and Infamy, but actual Good and Evil. The Morality system would mean that certain quests would be offered by more then one side (eg the Good side to protect a farm and the Evil to slaughter the farmers). It could also limit quests (for example certain Daedric quests would only be for evil while certain Divine quests would only be for good). It could even limit which Guilds one could join. Good for the Church faction and evil for the Dark Brotherhood. This would mean that one would have to replay a certain amount to be able to do all quests (akin to Morrowinds Great House quests).

I would also like to see a main quest line which oncorporated "time travel". Maybe the hero has to gather various other past Tamriel luminaries to win the final battle. These "time travel" jaunts would obviously be mini-realms akin to Oblivion's Paradise. I really enjoy reading all the books and having my hero interact with some of the characters would be awesome. Imagine having Shinji (First Arena champion), Tiber Septim, the original Nerevar and maybe one of  the heroes from a pervious Elder Scroll (possibly even Redgaurd) lining up with your hero. Ooops, better stop drooling....


Please no good/evil alignments, this isn't D&D or fable. And the Deadra are beyond good or evil. Besides most alignemnt systems are just contrived, and also goes down the same line of good = pious, and evil = annoying jack---. Also, it limits the whole be who you wnt to be, that makes the Elder Scrolls better than the strict follow the dotted line JRPGs. Also there is more than jsut killing farmers and kicking puppies evil, what about Palpatine evil? The secert, cunning, doing good in order to amass power evil? Can't do that with meters, because in order to be evil, you have to go around kicking puppies and being a jerk to everyone. How about then playing good and then once you acquiring fame and wealth then puling a betrayel.. ohp can't, the all amightly alignment meter says you are good, and thus incapible of doing anything evil.

I do agree with limits on join guilds, but they should be realistic based on character, not artifcally impossed. Have Skill/Attrubute requirments, quests that interconnect guilds in a way that will prevent you from joining one of the two.

As for time travel.. again gotta say no to that idea. There is nothing suggesting that time travel is even possible in any Elder Scroll lore. And besides there is the point about Akatosh and his Jills. Akatosh is the dragon of time, and the Jills are his minions. If it was possible that someone manage to figure out time travel, they would have to go through them. And once again, if, and that is a big if, someone manage to do that the Jills have already shown themsleves competent enough to fix time, when time was broken without mortal help, so why would they need our help to deal with a lowly mortal who is *** up time?

And to nickpick a little, Tiber is not dead. He mantle Lorkan, so he is a god now. And he has already shown up once and Morrowind, if you was lucky enough to find him.
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   02-24-2009, 6:44 AM
Re: Ideas for Elder Scrolls V2
 StarScream 22 wrote:

Please no good/evil alignments, this isn't D&D or fable. And the Deadra are beyond good or evil. Besides most alignemnt systems are just contrived, and also goes down the same line of good = pious, and evil = annoying jack---. Also, it limits the whole be who you wnt to be, that makes the Elder Scrolls better than the strict follow the dotted line JRPGs. Also there is more than jsut killing farmers and kicking puppies evil, what about Palpatine evil? The secert, cunning, doing good in order to amass power evil? Can't do that with meters, because in order to be evil, you have to go around kicking puppies and being a jerk to everyone. How about then playing good and then once you acquiring fame and wealth then puling a betrayel.. ohp can't, the all amightly alignment meter says you are good, and thus incapible of doing anything evil.


Daedra are beyond good and evil but the characted you'll play won't be. And yes, most alignment systems tend to be contrived with Evil = Jerk. Maybe I'm hoping that Bethesda learns from their Fallout acquisition cus I actually didn't mind the morality system in Fallout 2. As in an over-arching morality as well as town / faction fame/infamy and as in being Evil actually feeling Evil (as opposed to Campy Evil). I want people to stutter in fear when my Evil character addresses them, not tell me where they like to do their shopping. As for pulling the shifty at the end that's pretty much KOTR.

 StarScream 22 wrote:

As for time travel.. again gotta say no to that idea. There is nothing suggesting that time travel is even possible in any Elder Scroll lore. And besides there is the point about Akatosh and his Jills. Akatosh is the dragon of time, and the Jills are his minions. If it was possible that someone manage to figure out time travel, they would have to go through them. And once again, if, and that is a big if, someone manage to do that the Jills have already shown themsleves competent enough to fix time, when time was broken without mortal help, so why would they need our help to deal with a lowly mortal who is *** up time?

And to nickpick a little, Tiber is not dead. He mantle Lorkan, so he is a god now. And he has already shown up once and Morrowind, if you was lucky enough to find him.


Actually I suggested time travel based on the ending of Oblivion. Akatosh manifests to defeat Dagon. Akatosh wins, so all is good again? Well no. While Daedra cannot be permently weakened, Aedra can. So Akatosh spends a ton of energy manifesting and defeating Dagon (The Dagon, not some avatar), is weakened, giving Daedra a window of opportunity to strike. The cool thing with Elder Scrolls universe is that mortals play very important roles often ascending to some form of godhood, so I could see Akatosh using a mortal vessel to assist in repairing reality. Rising to  godhood definately  has a more epic feel then being the Emperor's (Martin's) errend boy.
As for Tiber Septim, nowhere did I mention he was dead. And yes you do run into him in Morrowind (as well as a few other Divinities). So why go back and get him pre-godhood? Well, so that Tiber Septim the god wouldn't have to spend energy manifesting.


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   02-24-2009, 2:00 PM
Re: Ideas for Elder Scrolls V2
 I BLEED AWESOME wrote:
 StarScream 22 wrote:

Please no good/evil alignments, this isn't D&D or fable. And the Deadra are beyond good or evil. Besides most alignemnt systems are just contrived, and also goes down the same line of good = pious, and evil = annoying jack---. Also, it limits the whole be who you wnt to be, that makes the Elder Scrolls better than the strict follow the dotted line JRPGs. Also there is more than jsut killing farmers and kicking puppies evil, what about Palpatine evil? The secert, cunning, doing good in order to amass power evil? Can't do that with meters, because in order to be evil, you have to go around kicking puppies and being a jerk to everyone. How about then playing good and then once you acquiring fame and wealth then puling a betrayel.. ohp can't, the all amightly alignment meter says you are good, and thus incapible of doing anything evil.


Daedra are beyond good and evil but the characted you'll play won't be. And yes, most alignment systems tend to be contrived with Evil = Jerk. Maybe I'm hoping that Bethesda learns from their Fallout acquisition cus I actually didn't mind the morality system in Fallout 2. As in an over-arching morality as well as town / faction fame/infamy and as in being Evil actually feeling Evil (as opposed to Campy Evil). I want people to stutter in fear when my Evil character addresses them, not tell me where they like to do their shopping. As for pulling the shifty at the end that's pretty much KOTR.

 StarScream 22 wrote:

As for time travel.. again gotta say no to that idea. There is nothing suggesting that time travel is even possible in any Elder Scroll lore. And besides there is the point about Akatosh and his Jills. Akatosh is the dragon of time, and the Jills are his minions. If it was possible that someone manage to figure out time travel, they would have to go through them. And once again, if, and that is a big if, someone manage to do that the Jills have already shown themsleves competent enough to fix time, when time was broken without mortal help, so why would they need our help to deal with a lowly mortal who is *** up time?

And to nickpick a little, Tiber is not dead. He mantle Lorkan, so he is a god now. And he has already shown up once and Morrowind, if you was lucky enough to find him.


Actually I suggested time travel based on the ending of Oblivion. Akatosh manifests to defeat Dagon. Akatosh wins, so all is good again? Well no. While Daedra cannot be permently weakened, Aedra can. So Akatosh spends a ton of energy manifesting and defeating Dagon (The Dagon, not some avatar), is weakened, giving Daedra a window of opportunity to strike. The cool thing with Elder Scrolls universe is that mortals play very important roles often ascending to some form of godhood, so I could see Akatosh using a mortal vessel to assist in repairing reality. Rising to  godhood definately  has a more epic feel then being the Emperor's (Martin's) errend boy.
As for Tiber Septim, nowhere did I mention he was dead. And yes you do run into him in Morrowind (as well as a few other Divinities). So why go back and get him pre-godhood? Well, so that Tiber Septim the god wouldn't have to spend energy manifesting.




But by imposing a good/evil alignment onto the quests, you are impsoing the alignment on to the Deadra. If Hircine Quest is labeled for evil character's only, then you are implying that because his quest is "evil" then so is he. Plus, if you look at the quests in Daggerfall/Morrowind/Oblivion, all the quests would be considered neutral, so there is no point in having such a thing at all .

As for Akatosh. Martin mantled him to defeat Dagon, so Martin is now Akatosh. If anything, Akatosh is now stronger not weaker. Plus, when ever Akatosh is removed from the game, time itself is removed.. minutes lasts for months, months are gone as fast as weeks, centuries passes in mere seconds... and depending on how it happens, tmie amy split. In the few times people manage to break him, I have never hear of people going back in time. And once again, Akatosh's jills. When he was broken, they manage to repair time and Akatosh. So if Akatosh is merely weaken, then the Jills must be more powerful than when he was broken, so they won't need any mortal help to deal with any"time traveler".
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   02-25-2009, 2:19 AM
Re: Ideas for Elder Scrolls V2
 StarScream 22 wrote:
But by imposing a good/evil alignment onto the quests, you are impsoing the alignment on to the Deadra. If Hircine Quest is labeled for evil character's only, then you are implying that because his quest is "evil" then so is he. Plus, if you look at the quests in Daggerfall/Morrowind/Oblivion, all the quests would be considered neutral, so there is no point in having such a thing at all .


While I see your point, I don't believe imposing an alignment to a quest necessitates imposing an alignment to the quest giver. For example, take a law such as insurance claims. Now say someone has their house and contents insured against flood and when a flood does occur, destroying much of their house contents (and causing misery etc.), they lodge a claim. Thing is, half of the destruction wasn't caused by flood water but by mud (something which is covered by a different policy). So looking at insurance claim laws a Good quest would send your character to uncover ways to extend the initial insurance while an Evil quest would have you trying to say everything was mud damage and thus uninsured. Same law, beyond good/evil but the way it is handled isn't. Just like the Daedra's quests, some of which are benevolent (kill off vampires for Azura) or malevolent (have a good man break his vow of non-violence).
Oh, and I don't consider the game quests to all be neutral. The Mage quest to defeat Mannimarco greatly assists what most people would consider the greater good. While the Dark Brotherhood quests are pretty much all evil.
Even if they don't put an actual o/ Evil system in I'd like to see more influence from my Fame / Infamy. When I'm runing around with a Fame of 10 and Infamy of 50, I don't want the average person to treat me like a chum (though maybe some of the highwaymen should).

 StarScream 22 wrote:
As for Akatosh. Martin mantled him to defeat Dagon, so Martin is now Akatosh. If anything, Akatosh is now stronger not weaker. Plus, when ever Akatosh is removed from the game, time itself is removed.. minutes lasts for months, months are gone as fast as weeks, centuries passes in mere seconds... and depending on how it happens, tmie amy split. In the few times people manage to break him, I have never hear of people going back in time. And once again, Akatosh's jills. When he was broken, they manage to repair time and Akatosh. So if Akatosh is merely weaken, then the Jills must be more powerful than when he was broken, so they won't need any mortal help to deal with any"time traveler".

See, this is where Elder Scrolls' ambiguous theology comes in. Does Martin add his strength to Akatosh's or does Akatosh expend energy to manifest in Martin? Either way is possible. As for time being removed when Akatosh is removed from the world, I'd have to disagree. It is distorted but seeing as sequential events still occur, time is not fully placed on hold (kind of like Hiro's power in the Heroes show).  As for the Jills, well the whole point of many of the amorphous ubber-powers running around is that they are beyond mortal comprehension. Just because they have always engaged in certain actions in the past does not mean that such actions are guarenteed in the future. Just look at what happened in Shivering Isles.
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   02-25-2009, 1:41 PM
Re: Ideas for Elder Scrolls V2
 I BLEED AWESOME wrote:
 StarScream 22 wrote:
But by imposing a good/evil alignment onto the quests, you are impsoing the alignment on to the Deadra. If Hircine Quest is labeled for evil character's only, then you are implying that because his quest is "evil" then so is he. Plus, if you look at the quests in Daggerfall/Morrowind/Oblivion, all the quests would be considered neutral, so there is no point in having such a thing at all .


While I see your point, I don't believe imposing an alignment to a quest necessitates imposing an alignment to the quest giver. For example, take a law such as insurance claims. Now say someone has their house and contents insured against flood and when a flood does occur, destroying much of their house contents (and causing misery etc.), they lodge a claim. Thing is, half of the destruction wasn't caused by flood water but by mud (something which is covered by a different policy). So looking at insurance claim laws a Good quest would send your character to uncover ways to extend the initial insurance while an Evil quest would have you trying to say everything was mud damage and thus uninsured. Same law, beyond good/evil but the way it is handled isn't. Just like the Daedra's quests, some of which are benevolent (kill off vampires for Azura) or malevolent (have a good man break his vow of non-violence).
Oh, and I don't consider the game quests to all be neutral. The Mage quest to defeat Mannimarco greatly assists what most people would consider the greater good. While the Dark Brotherhood quests are pretty much all evil.
Even if they don't put an actual o/ Evil system in I'd like to see more influence from my Fame / Infamy. When I'm runing around with a Fame of 10 and Infamy of 50, I don't want the average person to treat me like a chum (though maybe some of the highwaymen should).

 StarScream 22 wrote:
As for Akatosh. Martin mantled him to defeat Dagon, so Martin is now Akatosh. If anything, Akatosh is now stronger not weaker. Plus, when ever Akatosh is removed from the game, time itself is removed.. minutes lasts for months, months are gone as fast as weeks, centuries passes in mere seconds... and depending on how it happens, tmie amy split. In the few times people manage to break him, I have never hear of people going back in time. And once again, Akatosh's jills. When he was broken, they manage to repair time and Akatosh. So if Akatosh is merely weaken, then the Jills must be more powerful than when he was broken, so they won't need any mortal help to deal with any"time traveler".

See, this is where Elder Scrolls' ambiguous theology comes in. Does Martin add his strength to Akatosh's or does Akatosh expend energy to manifest in Martin? Either way is possible. As for time being removed when Akatosh is removed from the world, I'd have to disagree. It is distorted but seeing as sequential events still occur, time is not fully placed on hold (kind of like Hiro's power in the Heroes show).  As for the Jills, well the whole point of many of the amorphous ubber-powers running around is that they are beyond mortal comprehension. Just because they have always engaged in certain actions in the past does not mean that such actions are guarenteed in the future. Just look at what happened in Shivering Isles.


When I was talking about quests, I meant the Deadric ones only.. sorry wasn't clear with that.

But to point out what I mean. You call's Azura's Oblivion quests benevolent, but I wouldcharge it is anything but. Azura sent you to kill a bunch of her worshipers who somehow became Vampries. One the surface it seems all good, but lets look at the fact. We know that vampirism can be cured, I don't think anyone can dispute that. Also, from our travels in Morrowind, we know that atleast Two Deadric Princes know a magical means to cure Vampirsm, and can admisister the cure remotely while in their Oblivion plane. So, what we have is, Azura sent a group of followers to do a task, they became Vampires during the task, and instead of seeking a cure for her "beloved" worshippers, she locked them, for who knows how long, in a cave until she found a adventurer who agreed to play executioner for her. Hardly a good act. But then becasue they were crazed and Vampries, it wasn't an evil act either.

But if they put in a moral alignment meter, and gave that quest a "good" mark, people would see Azura = good, instead of Azura = manipulative, petty, --tch. You loose all the suble qualites because you placed a overriding morality on the quests.

As for the Martin-Akatosh thing. Martin doesn't add his strength to Akatsoh nor does Akatosh manifests anything. Martin mantled Akatosh, he became Akatosh. The Akatosh of just a minute earlier is gone, doesn't exists.. Martin-tosh (using this term it distinish between the two) replaced Akatosh. So no engery is exhanged, no power disfused.. Akatosh is Akastosh. As for why I would say hemight be even stronger now, well that is due to Martin being the second Septim to mantle a God. But not jsut any God, the other half of the coin. Tiber mantle Lockan, Martin mantle Akatosh. Each got, and now each Septim are different faces of the same coin, one for each head of the two headed God. But that is just conjecture on my part.

And I never meant to imply that time is removed, when Akatosh is removed. It jsut that time becomes all wonky. It has no meaning. Just like how in the Warp in the West, time split into eight different directions, but all occured at the same time, at the same place. And when Viviec and Company, stole Godhood, they bent Akatosh so they existed as Gods even before they existed as mortals.
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   02-25-2009, 4:38 PM
Re: Ideas for Elder Scrolls V2
Dual Wielding weapons would be very interesting but to not make that idea go overboard just allow players to dual wield one handed weapons like Daggers, Swords (Except Claymores and the like) One handed axes excluding the two handed battle axes and the like.

Another thought would to create throwing weapons such as throwing knives and throwing axes so players aren't having to just buy a Bow and Arrow to have a ranged weapon.

I also think they should allow you to enchant gloves so they deal damage to a target that is struck for players using a melee unarmed character. I do agree fighting horse back would be interesting but I think that upon that idea they should allow that with one handed weapons and Bow's as well as using magic.

maybe an item auction house would be nice so players could put an item up for sale and another player could buy that item and in return for the bought item the selling player gains the gold and/or items requested upon obtaining the item.

More character customization would be nice for example giving the Kajhitt (Not quite sure how to spell the race) give them more fur patterns and that would be awesome if you could add Piercings and tattoos to characters so your not looking at the same character for hours on end.

Hair growth that would be a waste of time and resources and usage on the budget... I'd like to be able have a quest to take over the world rather than destroy it... I mean if you kill everyone you have no one to rule over but if you rule the world but killing foes that oppose you, You'd have subjects to order around.

Having a animal companion or creature would be interesting but I doubt I'd see this happening. One thing that'd be interesting to see but I know will not happen is to create a co-op mode for 2 players.
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   02-25-2009, 7:01 PM
Re: Ideas for Elder Scrolls V2
Dual wielding is the biggest game/movie cliche ever. Dual wielding pistols is the best way to get shot and waste ammo, and anyone who's wielded a real blade would tell you dual wielding in a real sword fight is a one-way ticket to getting stabbed.

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