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The Elder Scrolls® IV: Oblivion™

Started by Taldarin at 10-24-2009 1:28 PM. Topic has 304 replies.
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   10-24-2009, 1:28 PM
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Re: Ideas for Elder Scrolls V3
 zebatov wrote:
And another thing that bothers me/I love. Is that you can totally see into the other provinces when you get near the edge, but you can't go into them. I wish they had actually programmed in the cities near the edge so that you could see them off in the distance. I really do hope in the future we get multiple provinces in one release.

I've been looking at the map of Tamriel a lot lately, and it really doesn't look all that big, you know? And since it's been the map for so long, it's not like they could just add more to it and claim they were uncharted islands or whatever else they may say. Maybe they could if it fit into the story.

I'd also really like to know what those other two planets you can see in the sky at night are. If anyone who's played the series longer than Morrowind could tell me, I'd appreciate it. Also, why can you only see the bigger one sometimes? I've noticed the atmosphere on them twinkle... But they don't actually orbit each other, do they?


There actually Moons, they are named Masser (the big red one) and Secunda (the one that looks more like Earth's moon). I'm not sure about the orbit, but I think they orbit around Nirn (Nirn being the planet the games take place on, incase you didn't know) in unison, and Masser is closer to Nirn (which is why it "covers" Secunda sometimes).


 OldPepsiMan wrote:
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   10-24-2009, 3:04 PM
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Re: Ideas for Elder Scrolls V3
Or the ingame character is constanly high... whichever is better i guess.
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   10-24-2009, 5:56 PM
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Re: Ideas for Elder Scrolls V3
being all skyrim is, is a northern land that only borders cirodyll(SP?) then  they could just put an ipassible mountain range to the south to match cirodyll's mountains to the north
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   10-25-2009, 1:46 AM
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Re: Ideas for Elder Scrolls V3
 Taldarin wrote:
 zebatov wrote:
And another thing that bothers me/I love. Is that you can totally see into the other provinces when you get near the edge, but you can't go into them. I wish they had actually programmed in the cities near the edge so that you could see them off in the distance. I really do hope in the future we get multiple provinces in one release.

I've been looking at the map of Tamriel a lot lately, and it really doesn't look all that big, you know? And since it's been the map for so long, it's not like they could just add more to it and claim they were uncharted islands or whatever else they may say. Maybe they could if it fit into the story.

I'd also really like to know what those other two planets you can see in the sky at night are. If anyone who's played the series longer than Morrowind could tell me, I'd appreciate it. Also, why can you only see the bigger one sometimes? I've noticed the atmosphere on them twinkle... But they don't actually orbit each other, do they?


There actually Moons, they are named Masser (the big red one) and Secunda (the one that looks more like Earth's moon). I'm not sure about the orbit, but I think they orbit around Nirn (Nirn being the planet the games take place on, incase you didn't know) in unison, and Masser is closer to Nirn (which is why it "covers" Secunda sometimes).



Man, either that moon's really huge, or it's very close. I wonder how big Nirn is then. I'd hate to see how high the tides get and how fast they come in with a moon that big or that close.

Where do they talk about the planets? Is there a solar system?

 electricutedmon wrote:
When fallout 3 came out the first question i asked about it is was it more immerssive then oblivion, i was told it wasnt and i never bought it.


You're missing out on a great game for a rather lacking excuse. You should definitely pick it up. I'm from Canada and I still think it's sick seeing the destroyed White House and monuments off in the distance. I don't like how Canada was so easily annexed, as if it'd actually be that easy to just overthrow us. But, hey. I'll do some more reading on it to see how they actually did it.
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   10-25-2009, 1:47 AM
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Re: Ideas for Elder Scrolls V3
Ideas for ESV3: A better 3rd person camera

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   10-25-2009, 9:09 AM
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Re: Ideas for Elder Scrolls V3
Ditto. And maybe you could have obscure camera angles when you do some attacks. Like in Assassins creed.
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   10-25-2009, 11:33 AM
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Re: Ideas for Elder Scrolls V3
 zebatov wrote:
 XBox360 Paladin wrote:
Not long ago I was playing my signature Paladin and I was going on a holiday in the Colovian Highlands. Hunting dear, exploring Alyid ruins, collecting plants for alchemy, that kinda thing when I came across (yet another) Oblivion Gate. Now I was on my own and only had my fine steel shortsword, steel bow and full fur armour on me, so I relised that if I wanted to close it an live through it, I would have to return to Battlehorn and get my Blade weapons and armour which I did, along with a Battlehorn Man-at-arms. (I saved and stopped playing just as I entered the gate)

Now, the thought came to me. Being a deep role player, I imaged that I returned to the Castle, got togeather an army (of one person, as you can't take more than one of the same group along with you) and got my Blades stuff and headed for the gate. And I though, if this was real life, I would be informing the Countess and gathering an actual army fo my own, laying siege to the Oblivion Gate, rather than trying to close it myself. But of course, you can't do such a thing, at lest, not on the 360.

And this thought lead me to remember my position in Chorral socity. My Paladin is a noble in Chorrol. Having the ear of the Countess and a nice house near the Great Oak and a Castle, I always thought that I was like some unoffical gaurdian of the Chorrol Region. With my privet army, I  could either ruin the place, bringing the land to it's knees, or I could take it apon myself to help defend the land. I choise the latter.
Of course, I can't really do any of this. It's all from a role play perpective. I like to image that I am a defender of the land, that the Countess and the people would turn to me in times trouble and that they show trust and that I have a responsabilty to the people of Chorrol. Having command of my own castle and army, I can help the people.

But it's all in my mind, and I have been thinking. What if you could react with the high cusp of socity in the next game? Really interact with nobles and such. Working your way up the social ladder to become the trusted friend of the council, for good or ill. At the moment, we can really only pretend, but I think it would be nice if we really could.

Man... I role play far too much. I need to get laid. XD


You would get too lost in the game. I have a hard enough time taking my mind off it while playing as is. A random sound like a creak or a noise is the only thing that will get my attention away from the game. Hours will go buy as I've been looting caves and hunting deer. I can't wait to get my character's stats maxed so that I can make my three new characters and start the game over again. I'm a Battlemage (custom name: Warlock) right now. Next three will be pure mage, pure bowman, and pure warrior.

Anyways, more realistic NPC to NPC interactions would be nice. But I do agree with a social ladder. If you become the leader of all the guilds, you should be known for it, aside from the more secretive ones such as thieves and Dark Brotherhood. And if it suits the story, possibly work your way up to being the King's right-hand man, with open-ended quests linked to such status.


lol. I cna see what you mean, but if you become the head of a guild (in my case, the Knights of the Nine) I do kinda feel like I'm the leader of a great guild.. but the world does not really feel it, and that is what borther me as a role player.
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   10-25-2009, 1:17 PM
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Re: Ideas for Elder Scrolls V3
 zebatov wrote:
So you're an Over-G Fighters is better than Ace Combat kinda guy. Haha. Well, realism isn't this games number one specialty. If it were, the gold you carry around with you would weigh more than anything else you had. If a mage can't cast several of the same spell on himself that lightens whatever he's carrying, what good is he? I think the problem lies more within the fact that you are ABLE to carry that many of one item. I know in reality I couldn't carry more than 2-3 battle axes at a time. So maybe have something more like Gears of War where you can literally see what you're carrying, save for grenades, and watch yourself equip it off your back.

I never saw the point in potions since spells do the exact same thing. That's my biggest problem with them. And half the spells in the game don't do any good anyways. Such as "light" or "night-eye". I don't know about you, but night-eye actually akes it harder for me to see.

They need to make fun spells such as the command ones cost less to cast. They shouldn't put limits on those things. Idk. There are so many things I love about this game that just need a touch more imo.


Well, I dont play flight sims at all so I have no idea what to make of your comparison!

I disagree that it doesnt make sense for feather spells to stack. It makes perfect sense that a spell - any spell - has a certain effect and that casting it again just replenishes that effect rather than doubling it.

If you want to carry more around then just purchase a better feather spell. This makes more sense than stacking and fits into the whole role playing ideology of gaining knowledge, finding an artifact or developing a skill that makes you more proficiant at whatever it is you are doing.

Now I agree that being able to carry more than a couple of weapons, a few dozen gold coins, a handful of potions or more than one suit of armour strictly speaking isnt *realistic* but at least some suspension of disbelief is required - its still a game afterall, it still needs to be fun, it still needs to offer variety.

Having severe restrictions on what I can carry doesnt matter much to my Mage character because the only thing I wear is a robe, I carry one weapon and a couple of dozen potions - pretty realistic. Just about everything else I need can be gained via use of a spell, which of course weighs nothing. Such restrictions however would punish warrior classes (especially those not built around naturally strong races like Orks and Nords) who like to wear heavy armour, carry big weapons and need repair hammers and  lots of potions to survive .

Theres lots of things that could be changed to make the game uber-realistic - removing the quick travel facility and making you walk or ride the whole distance or making it so you have to listen to every line of dialogue a character speaks at you rather than being able to cut to the next part of the conversation. These are two very realistic changes but they are also incredibly boring which is why games like Oblivion need to find something of a midground.

As for the point of potions as opposed to spells - I think there are more differences between the two than you think and its important to have both. Yes, you can have a spell or a potion that heals you, turns you invisible or fortifies an ability so why bother having both?

Well first of all a potion of restore health, a potion of healing and a healing spell all restore health in different ways and to different degrees so theres that to consider. Sometimes I may need a quick burst of health because my opponants next blow will kill me, so I use a health spell. Other times I may need something that maintains my health over a period of time because I'm being attacked, so I use a potion of restore health. Sometimes potions are better, sometimes spells are better, so its good to have both - depends on what you need.

Some spells just suck - I'm pretty sure there is a spell of fortify magika that fortifies by about 40pts but costs about 60pts to cast. Whats the point in that?

Another reason why its important to maintain both spells and potions is very simple - not every character or class is proficiant with spells so if you restrict their access to potions you would be preventing them from accessing essential abilities like the ability to heal themselves. A High Elf may be proficiant at restoration magic but a Wood Elf isnt so its pretty important that the Wood Elf can make up for that by having a pretty good Alchemy ability.

Remove potions and potion making and youre essentially saying that everyone who doesnt have a natural affinity to magic either has to develop one (thus forcing gamers to push their characters in directions they may not want to) or go without...

By the way I like night Eye. Light illuminates things within a certain distance of your character but Night Eye allows you to see much further into the gloom. Additionally Nighteye doesnt give away your location if youre sneaking the way light can. See, like the potions/spells debate theres normally a pretty good reason to allow gamers to have access to both options.

I quite like the way the spells are costed. It makes perfect sense that more powerful spells cost more Magika and from a role playing perspective I think its a nice touch that the more you practice and develop a spell ability, the cheaper the spells associated with that skill become.


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   10-25-2009, 6:35 PM
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Re: Ideas for Elder Scrolls V3
There's one minor thing i would like to see in TES V  a pick & mixable version of the pitcher plant. What does it do and what fab potions could you mix? even if they make it rarer than painted troll fat!!

Just to satisfy my curiosity.
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   10-25-2009, 7:37 PM
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Re: Ideas for Elder Scrolls V3
 BlindHitman10 wrote:


Well, I dont play flight sims at all so I have no idea what to make of your comparison!

I disagree that it doesnt make sense for feather spells to stack. It makes perfect sense that a spell - any spell - has a certain effect and that casting it again just replenishes that effect rather than doubling it.

If you want to carry more around then just purchase a better feather spell. This makes more sense than stacking and fits into the whole role playing ideology of gaining knowledge, finding an artifact or developing a skill that makes you more proficiant at whatever it is you are doing.

Now I agree that being able to carry more than a couple of weapons, a few dozen gold coins, a handful of potions or more than one suit of armour strictly speaking isnt *realistic* but at least some suspension of disbelief is required - its still a game afterall, it still needs to be fun, it still needs to offer variety.

Having severe restrictions on what I can carry doesnt matter much to my Mage character because the only thing I wear is a robe, I carry one weapon and a couple of dozen potions - pretty realistic. Just about everything else I need can be gained via use of a spell, which of course weighs nothing. Such restrictions however would punish warrior classes (especially those not built around naturally strong races like Orks and Nords) who like to wear heavy armour, carry big weapons and need repair hammers and  lots of potions to survive .

Theres lots of things that could be changed to make the game uber-realistic - removing the quick travel facility and making you walk or ride the whole distance or making it so you have to listen to every line of dialogue a character speaks at you rather than being able to cut to the next part of the conversation. These are two very realistic changes but they are also incredibly boring which is why games like Oblivion need to find something of a midground.

As for the point of potions as opposed to spells - I think there are more differences between the two than you think and its important to have both. Yes, you can have a spell or a potion that heals you, turns you invisible or fortifies an ability so why bother having both?

Well first of all a potion of restore health, a potion of healing and a healing spell all restore health in different ways and to different degrees so theres that to consider. Sometimes I may need a quick burst of health because my opponants next blow will kill me, so I use a health spell. Other times I may need something that maintains my health over a period of time because I'm being attacked, so I use a potion of restore health. Sometimes potions are better, sometimes spells are better, so its good to have both - depends on what you need.

Some spells just suck - I'm pretty sure there is a spell of fortify magika that fortifies by about 40pts but costs about 60pts to cast. Whats the point in that?

Another reason why its important to maintain both spells and potions is very simple - not every character or class is proficiant with spells so if you restrict their access to potions you would be preventing them from accessing essential abilities like the ability to heal themselves. A High Elf may be proficiant at restoration magic but a Wood Elf isnt so its pretty important that the Wood Elf can make up for that by having a pretty good Alchemy ability.

Remove potions and potion making and youre essentially saying that everyone who doesnt have a natural affinity to magic either has to develop one (thus forcing gamers to push their characters in directions they may not want to) or go without...

By the way I like night Eye. Light illuminates things within a certain distance of your character but Night Eye allows you to see much further into the gloom. Additionally Nighteye doesnt give away your location if youre sneaking the way light can. See, like the potions/spells debate theres normally a pretty good reason to allow gamers to have access to both options.

I quite like the way the spells are costed. It makes perfect sense that more powerful spells cost more Magika and from a role playing perspective I think its a nice touch that the more you practice and develop a spell ability, the cheaper the spells associated with that skill become.




Hahaha. In Over-G, the amount of fuel you start the mission off with affects your maneuverability, and you can only load up on about 6 missiles max, depending on the plane. Which also affects speed and maneuverability. You can start off with an uneven number of missiles, but your plane will tilt to one side, throwing your flying capabilites all out of whack. In Ace Combat, you get unlimited fuel, it does not affect your maneuverability, and you may as well have infinite missiles because you usually get around 500 or so, with about 50 specials. Yet it's still the closest thing you'll ever get to playing a role in the movie Top Gun, for some reason.

Basically, you either prefer arcade type games, or realistic type games. I guess I could have used a hundred other examples. I don't know why I chose those two. More than likely because of the weight similarities how carrying said number of potions encumbers you = casting feather and what-not. Which you aren't too fond of, you said.

Yes, but if you have two different spells, Feather 100 points for 11 seconds on self and Feather 100 points for 10 seconds on self, they should stack. You should get Feather 200 points for approximately 9-10 seconds including cast time. That being said, there's not really much difference between that and casting the same one twice and having it stack. Therefore they should have it so it stacks just so you don't have to have a ton of extra spells on hand, since it's a given as to what you're aiming for with them. I hope you see what I mean now. I didn't explain it well before. Oh, and I have my little house up on the hill there, where I can make my own spells if I wanted to. I understand that I could buy/make my own, but I still think having seperate spells shouldn't reset your original one. And maybe it doesn't. I seem to remember in Morrowind that spells were stackable.

Haha. "couple dozen potions" and "very realistic". You should drop them all and see how many that really is. I don't know where your guy hides all of those... Actually, I don't wanna know ;)

I would like to point out that in this sentence you wrote "Having severe restrictions on what I can carry doesnt matter much to my Mage character because the only thing I wear is a robe" there is a lot of "me" and "my". I'm not trying to pick at you or anything, but there are a lot of other people who play this game, that probably feel the same way I do about their mage and the weight that they carry. Yes, that is our choice to wear armour with our (battle)mage who isn't as strong as a warrior type, but there needs to be some way to make the game "fun" for us too. ie: Stackable feather spells so we don't have to make a billion trips back to one cave for three pieces of equipment.

"A High Elf may be proficiant at restoration magic but a Wood Elf isnt so its pretty important that the Wood Elf can make up for that by having a pretty good Alchemy ability." The woof eld should find himself a bed or some deer meat, since he is a skilled bowman, after all. ;) lol.

"removing the quick travel facility and making you walk or ride the whole distance or making it so you have to listen to every line of dialogue a character speaks at you"

In real life you can shut people up and tell them to cut to the chase. Why not in Oblivion? Also, the fast travel, while taking it out would add realism, would also make grabbing those 3 pieces of armour I mentioned earlier quite a hefty task. And in real life, you would have a wagon or saddlebags on your horse or something to help carry items back with you. They would also have the chance of being robbed by bandits. Something that should be included in Oblivion, but is not.

"Some spells just suck - I'm pretty sure there is a spell of fortify magika that fortifies by about 40pts but costs about 60pts to cast. Whats the point in that?"

Hopefully it lasts longer than the time it takes to recharge that magicka :)

I guess I see what you're saying about the spells/potions. But that's what I was saying to someone else earlier. If you choose a class, you should be stuck with the limitations/benefits that class comes with. I really dislike how a Nord can become just as good of a spell-caster as a High Elf can be, with less magicka. He is more of a warrior and should know little to nothing about spellcasting. Just my take on things. You mentioned RPG's a bit in your post. As far as I remember, from all the FF games I've ever played, you don't normally have two characters with the same spells/abilities aside from fire/water/poison/shock/thunder and whatever other element you can name. You can't even use the same weapons as another character in any FF games. At least you get that much in Oblivion.

I'm not meaning to disagree with you 100%. I guess I'm just stating what would be nice in the game. Sorry for the massive novel-post, too. Sometimes I get carried away :(

And if none or all of this doesn't make sense, I apologize. I'm a little hungover today after last night.
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   10-25-2009, 10:12 PM
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Re: Ideas for Elder Scrolls V3
 zebatov wrote:
 BlindHitman10 wrote:


*snip*


*snip*


as for the weight of what u cary around... i think it should definatly be redone to a more realistic point... like what u start off with at the beginning of the game.... or how about a mix of what es has now and something like wow? u while some objects may be very heavy or really light the size of the objec could be ocward... ur inventory could be composed of slots and ur encombrance... this would take into acount how much an item weaghs and how many slots it takes up... a potion may take up half a slot... there fore u can put 2 potions in one slot... a chest peace(not equiped) could take up 1 1/2 or 2 slots.. a war hammer(not equiped) could take up 2 or 3... there would be 2 sets of slots... one set is what is actually equiped on ur character and does not effect ur actuall cary load slots... ur cary slots are slots that represent items that are not equiped on ur character and count for how much more u can cary... and the ecncombrance facto still plays into all of this... u can have 6 slots open but the items ur carying could way enough to fill ur encomberance... or u could have all the slots field and still have 20lbs of encomberance left but u cant cary them cause u dont have the room.... now witht this system u could add in traveling packs and utility belts... which will add more slots and encrease ur encomberance... the better the pack or belt the more slots and encomberance u gain from it... and to add more to it take the horse with saddle bags idea... u can store more items on ur horse but can only access them while on the horse or near it... the items sored on the horse would apear in ur enventory as normal so long as u are on it or near it... the inventory would probably have to revert to something like morrowind... but u could mix it with oblivions... have the page with all inventory items then have the filters like in oblivions.

i feel that spells should be stackable to a degree so long as the are different... like feather 20pts for 10secs... combined with feather 30pts for 20secs.. the effect would be feather 50pts for 10secs then would drop to feather 30pts for 10secs... cause the first spell would run out and u would still have the second spell to continue... this is also simplified for better understanding given there would be a few seconds between each spell... if u cast the same spell twice then it should just renew it.
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   10-26-2009, 7:31 AM
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Re: Ideas for Elder Scrolls V3
I am not going to quote the above arguments as to the cost of casting feather spells, my thought would be mix a potion of feather.

The intial versions are a bit wshy washy but by they improve rather quickly and by the time you can, like me, mix the ultimate version you can feather about 270(ish) pounds for 880 seconds!!! if you also happen to have a couple of magical items :- boot of planetstriding and if you have killed and looted the assassin in sundercliff commune, his greaves, you can carry an extra 450(ish) pounds of stuff. (Just be careful of your potion running out. 880 is a long time but not infinite)
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   10-26-2009, 11:23 AM
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Re: Ideas for Elder Scrolls V3
But does anyone actually NEED to carry that much stuff?
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   10-26-2009, 3:46 PM
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Re: Ideas for Elder Scrolls V3
 Wastelander08 wrote:
But does anyone actually NEED to carry that much stuff?


True. My charatcers only carry what they need and even ones which low Strengh still have plenty of room. Just carry what you need, man.
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   10-26-2009, 4:34 PM
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Re: Ideas for Elder Scrolls V3
 Wastelander08 wrote:
But does anyone actually NEED to carry that much stuff?


Yes. There's a temple/ruin thing on the very very far west of the map. I can't remember the name. It's just slightly northwest of Anvil. Once you do the mission for Knights of the Nine there, the enemies spawn infinite with battle axes that can net you up to 800 a piece. They weigh 50 pounds each. Right now my characters sitting on about 30 grand from looting those ruins. Unfortunately I was only able to ever carry 4-5 of the things back with me to Anvil at a time. There's maybe 15-20 inside every three days, and it sucks having to hold LB to get just that extra one back to the door with you that you can't even carry farther than that because it'll over-encumber you. On top of running all the way to the end of the ruins to collect the few remaining ones you couldn't get.
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   10-26-2009, 6:11 PM
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Re: Ideas for Elder Scrolls V3
I use feather for the same reason as zebatov, when you have looted a big dungeon you tend to have loads of stuff, most for selling so it's a shame to leave it all behind. Being feathered to the eyeballs is just good advanced planning in order to boost your bank balance.
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   10-27-2009, 4:57 AM
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Re: Ideas for Elder Scrolls V3
i think there should be backpacs/utility belts that could add 10 to 200 to ur encumbrance for players that dont use feather spells/potions
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   10-27-2009, 4:59 AM
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Re: Ideas for Elder Scrolls V3
 Charon 711 wrote:
i think there should be backpacs/utility belts that could add 10 to 200 to ur encumbrance for players that dont use feather spells/potions


Would they appear on your character?
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   10-27-2009, 5:08 AM
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Re: Ideas for Elder Scrolls V3
i would like it if they did... back packs could have different looks from big and bulky to small and compact... and the utility builts would be belts with different looks... could be leather to defferent types of metal plated... all would have pockets going around them or lil bags hanging off of them... if they entroduce capes/cloaks the backpacks would apear over them
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   10-27-2009, 5:28 AM
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Re: Ideas for Elder Scrolls V3
I don't really see backpack/belts increasing your carryable weight.  (The strength system works fine)

Unless they added in a backpack system limiting your carryable space on top of your strength (which would suck... Pick either weight or space)

I am, however, all for having backpacks show up on in game models

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   10-27-2009, 5:30 AM
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Re: Ideas for Elder Scrolls V3

I'm not tearing down the idea or anything, but i've got an idea, i think. Instead of lugging around a backpack, why not equip mounts with backpacks

ie. PackGuar from Tribunal.


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   10-27-2009, 5:36 AM
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Re: Ideas for Elder Scrolls V3
Sounds like a good idea


Now they have to reword the mount system so it plays/feel better.

Found myself saying "*** you" to my horse too many times

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   10-27-2009, 5:50 AM
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Re: Ideas for Elder Scrolls V3
 hehe shabutie wrote:
Sounds like a good idea


Now they have to reword the mount system so it plays/feel better.

Found myself saying "*** you" to my horse too many times


Well if we can make mounts a totally independent gameplay mechanic on their own, that'd be amazing.
Im going to use horses as an example, as thats the only mount we've  ever used in any Elderscrolls game, being Daggerfall or Oblivion.

Accesorize: The horse can have multiple carrying pouches as well as fully customizable armor. The weight of these things will take effect accordingly.

Armor: Heavy= more defense, less speed, Iron hooves = more damage, slower attack speed   
            Light=  less defense, faster speed, glass hooves (idk..) = less damage, faster attack speed

Carrying Stuff: A horse may become over encumbered, and will slow down as you give it more stuff to hold onto.Its carrying capacity will increase as it levels.

Level: Horses gain experience the more you ride them and when they attack Based on an arithmetic formula, the horse will level up, making it more efficient. There would experience multipliers as well like how much its carrying and how many creatures its killed.

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   10-27-2009, 10:41 AM
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Re: Ideas for Elder Scrolls V3
That sounds pretty good. That could possibly be a selling feature.

also the backpack idea makes me think....wood elf + cloak + backpack = Samwise Gamgee
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   10-27-2009, 11:25 AM
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Re: Ideas for Elder Scrolls V3
I think theres a certain degree of hypocracy amongst those people who want a more stringent inventory system whilst at the same time calling for stackable feather spells in the name of 'realism'.

In what way is clearing out an entire dungeon/Fort/Ruin/Castle of every scrap of armour and every weapon in anyway 'realistic'? Lets face it, in reality If you had spent days tromping accross the wilderness to engage in some quest in a far off dungeon filled with terrors of the night you would simple pick the best battle axe of the bunch, thank your lucky stars then either keep it and use it or flog it to the nearest merchant.

Youre a Mage/Assassin/Thief/Warrior NOT a scrap metal merchant, weapon salesman or a rag and bone man. Its not 'realistic' to be doing house clearences for Necromancers and if Oblivions rather generous feather spells ( which I think can allow you to lift in excess of an extra 150 with the right spell) along with its potions of fortify strength and its magical, attribute enhancing armours and jewellry isnt enough to satisfy your desire to dungeon crawl and take the lions share of the loot back with you then nothing ever will be.

Really, all I'm hearing here is "Waaah! Ive killed a load of bad guys who have dropped a gagillion battleaxes/suits of armour etc worth a squillion gold coins each but i'm not strong enough to carry EVERYTHING in the whole dungeon and my feather spells dont stack so I'm going to have to leave something behind. Waaah!"

Yeah it sucks to have to leave top kit behind because you cant carry it but doing that is far more 'realistic' than having stackable spells that allow you to lift a proverbial truck load of weapons dozens of miles back to the Imperial City just so you can flog it at a car boot sale. There are plenty of more casual ways to make cash in Oblivion without having to anally sweep up every scrap of loot you find in every dungeon.

I would favour a more realistic approach with a certain number of inventory slots but that would mean having to change the whole design of the game. The reason people carry a dozen healing potions for example is simple - fighting is so frequent in Oblivion that you need to have that many potions on you at any one time.

Ask yourselves whats the bare minimum you need to get through the average dungeon with the average generic fighter character? I would say one, maybe two weapons, a full suit of armour, a shield, some repair hammers, perhaps some ingredients and at least a dozen potions of various effect. Thats before taking into account the space you need for your hard-earned luxury items such as a magical weapon/armour/jewellry AND the space you would need in order to collect any  loot you come accross.

Even those bare minumums listed there are pushing the limits of what a person could realistically carry so introducing a strict inventory system that prevents you from even carrying that just wouldnt work without completely overhauling the game and its combat system in a way that no longer required the character to carry so much stuff just to survive an average day in Oblivion.


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   10-27-2009, 12:16 PM
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Re: Ideas for Elder Scrolls V3
 Mikedzines wrote:
 hehe shabutie wrote:
Sounds like a good idea


Now they have to reword the mount system so it plays/feel better.

Found myself saying "*** you" to my horse too many times


Well if we can make mounts a totally independent gameplay mechanic on their own, that'd be amazing.
Im going to use horses as an example, as thats the only mount we've  ever used in any Elderscrolls game, being Daggerfall or Oblivion.

Accesorize: The horse can have multiple carrying pouches as well as fully customizable armor. The weight of these things will take effect accordingly.

Armor: Heavy= more defense, less speed, Iron hooves = more damage, slower attack speed   
            Light=  less defense, faster speed, glass hooves (idk..) = less damage, faster attack speed

Carrying Stuff: A horse may become over encumbered, and will slow down as you give it more stuff to hold onto.Its carrying capacity will increase as it levels.

Level: Horses gain experience the more you ride them and when they attack Based on an arithmetic formula, the horse will level up, making it more efficient. There would experience multipliers as well like how much its carrying and how many creatures its killed.


I really like this idea, having seperate machanics for diffrent armour/level types.

And good to see you back, Mike. *waves fanboy Mike flag* ^_^
 death knowz wrote:
Looks like Mike has his own personal fanboy.
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   10-27-2009, 1:02 PM
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Re: Ideas for Elder Scrolls V3
Dont know about anyone else but on the subject of horses I tend to find myself not bothering with them so I'm not sure that making changes to them would make much difference.

First of all If you make it so that horses become an important factor in what/how much a character can carry youre putting gamers in a potion where really then have no alternative but to have a horse - going without one would be pretty much out of the question.

Secondly, how many gamers actually use horses with any great frequency? I tend to find myself fast travelling to any locations that Ive already discovered or If I need to go to an undiscovered location I fast travel to the nearest known location and then foot slog it the remaining (usually short distance).

Thirdly, If horses become an integral part of the game it will become pretty much impossible to level up your athletics and acrobatics attributes - I'm sure that I'm not alone in being aware that most of my levelling up in these two attributes is as a direct result of all that running around the countryside I do. Throw an indespensible horse into the equasion and I wont get my regular exercise.

In principle the idea has plenty of merit but in reality I just dont think it would fit well into the game
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   10-27-2009, 1:36 PM
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Re: Ideas for Elder Scrolls V3
 BlindHitman10 wrote:

Thirdly, If horses become an integral part of the game it will become pretty much impossible to level up your athletics and acrobatics attributes - I'm sure that I'm not alone in being aware that most of my levelling up in these two attributes is as a direct result of all that running around the countryside I do. Throw an indespensible horse into the equasion and I wont get my regular exercise.


Just get off your horse and do some exercise...
 death knowz wrote:
Looks like Mike has his own personal fanboy.
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   10-27-2009, 4:54 PM
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Re: Ideas for Elder Scrolls V3
For me all horses do is make fast traveling/ exploring vast new areas quicker. The rest of the time im running around doing all kinds of stuff. Swimming is faster on...well not foot... its faster to swim thru water than on a horse at least. And you get more exp in acrobatics by swimming than runnning anyway. My point is that the system works fine now and horses dont NEED (but they could be) changed for comabt purposes.
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   10-27-2009, 6:15 PM
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Re: Ideas for Elder Scrolls V3
 hehe shabutie wrote:
I don't really see backpack/belts increasing your carryable weight.  (The strength system works fine)

Unless they added in a backpack system limiting your carryable space on top of your strength (which would suck... Pick either weight or space)

I am, however, all for having backpacks show up on in game models


i agree that the strength system works... but i am getting at the realism factor of yes more strength means u can cary more items but i think the equation of strength = cary weight is set a lil to high and unrealistic and almost god like... at the beginning of the game it is fine .... but by the time of ur lvl 20 u can cary 2 truck loads of equipment... i mean by lvl 20 u should be able to cary 50lbs more than when u first started off... the backpack thing would not encrease ur strength but would encrease u encomburance caue u would actuall have something to put all that stuff in it... i'm not really looking at this in a game way but in a realistic point of view... actually now that i think about it i believe i saw something very similar to what i'm talking about on the fallout3nexus.... if so thats probably where i am getting the idea.... but its just looking at it from a more realistic point of view... but really i could do just fine with the curent system but was thinking of something for those who want more realism

and mike i really like the horse idea but to make it viable they will have to ditch the fast travel system and go back to the morrowind system.... i would also like to have some comands for the horse too... like stay, go home(if u have one), maybe have a whistle that u could blow to call ur horse.... like epona's luliby in zelda.... any horse u have should be unkillable but be able to be knocked uncontious... there should be a horse trading place where u can trade ur horse out for a better one... that is if the horse lvling will make it just as good if not better than any other horse.... but the horse should be callable from where ever it is... it could be as almost instanious as in zelda or take a few seconds... also horse back combat sould be available.... all long weapons could be useable... battle axes, long swords, claymores, maces, staves, halberds... etc... bows, crossbows, and spells should be useable from horse back too... daggers and short swords should not be useable though
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