TES V, New Ideas

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Sib

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Dec 22, 2007
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Krazyraw said:
However, my dream for TES would be for them to take the Legend of Drizzt books, and kind of create a world much like Menzoberranzan, for those who know what im talking about. I believe just there would be a huge number of different possibilities. Also, maybe making an mmorpg would not be such a bad idea with this idea because of the wide variety of things one can do. And in order to do such a task fully you WOULD DEFINETLY NEED TO CHANGE THE FIGHTING ENGINE TO BE MORE REALISTIC WITH INTRICATE FIGHTING SYSTEMS. Email with any questions or comments: tnb2tnt@aim.com
Two problems isn't menzoberranzan:
1. Totally dark
2. Fully controlled by matriarchs
 

dade-

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Feb 12, 2008
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I've not read all the suggestions, so excuse me and credits to those who have already posted the same ideas as me... but here goes.

First of all, using a next gen engine is all good and the visual effects are important, but scaleability is the key. Scaleability means that anyone and their dog whether it be an old computer, new computer, or console can play.

Use of an up-to-date physics engine (such as Euphoria/Endorphin) would make for realistic movement and interaction.

Multiplayer support. NOT MMORPG! Multiplayer does not always mean MMO, but have some support for online play so that you can hook up with a couple of friends and perhaps even run your own server that creates a persistent world kind of setting. Look at Neverwinter Nights (original, plus Shadows of Undrentide and Hordes of the Underdark expansion) for an example of community longevity. I've played NWN since it was released, and still continue to do so as there are numerous communities still running on a regular basis. The game has continued to be popular for so long because of community input. Screw MMOs, you just need a decent toolset and some custom multiplayer support and you're laughing.

Campaigns that don't have so much of the 'in between' running around and more city environments. I liked the exploration of TES games, but imo this was distracting in Morrowind. In fact, I've played about 300-400 hrs total on morrowind and have only done the first part of the story. :|

Formation of your own Guilds wouldn't go amiss. Sure, you can take over other guilds in the game, but if you could create/build your own and recruit some NPCs along the way this wouldn't be an unwelcome addition.

Krazyraw said:
Also, on a different note, make a world that makes you truly feel the weight of your actions., and make the world you live in react to you and not just vice versa.
I like this idea, but a fair amount of work will need to go into that. I don't have enough space to elaborate on that though otherwise this post would be endless.

Also, Krazyraw's suggestion of a decent combat system that requires the player to be on the ball and act/react quickly to an opponent's moves. One other suggestion I'd like to add to this is to do away with the level up system as I found this made the game easy mode after a while and also meant that combat was stale as mentioned by Krazyraw. If you have an intuitive combat system then a need for leveling would be obsolete and would require skill to fight anything from a hobo to the biggest boss in the game or whatever.

For ideas of combat systems, Condemned 2 has a decent combat system that feels like you're really slogging a hobo round the face.

The biggest idea I want to stress again is the community part though. Seriously, a good engine toolset and multiplayer support and a game has the potential to last a long while.

Sorry for rambling a bit... :(
 

Mourndark

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May 12, 2008
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dade- said:
Campaigns that don't have so much of the 'in between' running around and more city environments. I liked the exploration of TES games, but imo this was distracting in Morrowind. In fact, I've played about 300-400 hrs total on morrowind and have only done the first part of the story. :|
I've been playing since it was released and still haven't finished it!

I am a massive Elder Scrolls fan, but to be honest I wouldn't be sad if Bethesda called it a day now. The games, particularly Morrowind are now in the hands of the community, which is doing things with the game that I would never have dreamed of. The graphics are looking so much slinkier, the cities are filled with randomly spawning NPCs and kids, sound effects have been overhauled. As well as huge new landmasses, people are writing unique dialogue for each NPC!

Unless they can pull something as awesome as Morrowind out of the bag, I'd say give it a rest. (But I must say I do like the idea of basing it in Elswyer or Summerset Isle, even if the former smacks a little of Assassin's Creed)
 

Funnysword

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May 12, 2008
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I am interested in knowing why everybody thinks that the game should be set in Elsewyr? What makes it so much better than all the other provinces?
 

Ultrajoe

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Apr 24, 2008
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interesting bandits

instead of 'Bandit clan X in Cave Y'

why not a cool system of bandit wars, like 3 rival bandit factions that invade other caves, pimp them out, repopulate the caves you bash your way through, and perhaps you can join one?

i just hate the idea of; Ok, cave dead, next cave dead, next cave dead... no more caves (you get what i mean), but a sweet little territory control thing would be nice, like goblin clans raiding to get their staffs back

more goblin raids, its funny.

More Mai'q the liar, not just an opinionated little sprinter, lets have more hidden secrets (dude can that cat run)

Bigger cities, and i mean big, even if half the map is one big city, that would rule

A boost to the Hand-to-Handers, i should be able to neck-snap the unsuspecting dammit! (can you tell my custom class is called 'ninja?')

Throwing stars, bring back thrown weapons, and blow darts while your at it, hell, give me Nunchucks or give me death!

Bigger orcs, not just green humans, when i bellow in rage i want a birds eye view of that wood elf crapping his pants, and more stupidly sized war-hammers, think the witch kings morning-star from LOTR

Morning stars.

Werewolves, being a vampire is pointless when half your day is spent sleeping and slinking, the game is not helpful to those who must lurk.

Necromancy as a magic discipline, i don't care if it gets me banned from the mages guild, ill kill then raise their asses. Let me summon a minion as a permanent companion, make me have to permanently sacrifice max-health or MP to do it, thats fine, make me every guards *****, thats fine, but let me cackle as i join with my necromantic brothers (new guild is must) and burn the mages guild to the ground, AHAHAHAHAHAHAHAHAHAHAHAHAHA... unholy damage spells, corpse raising, a little conjuration, a little soul binding, a little mind control...

my ideas-gut is churning

... i'm off to make a necromancer custom class on Oblivion and morrowind, its not the joy of a dedicated spellset, but damn can i try!
 

ilves7

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Dec 7, 2007
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j-e-f-f-e-r-s said:
An archipelago of islands would give you a lot of land to explore, and I think it would be a more realistic option for the developers. On a couple of islands, you have some large capital cities. Quite a few more have villages and outposts. On a lot more, you have monsters roaming about and caves and dungeons to explore. Think back to The Odyssey, and all the adventures Odysseus got up to while trying to make his way home. Now transplant that to a videogame setting. There'd be that sense of exploration that is integral to TES, and which I don't think a city could give.
Island could be great. On top of ship transportation (a la morrowind or other), it would be awesome to be able to buy your own boat and pilot it. Anything from small dinghies to full on merchant/naval vessels, either through quests (imperial navy? pirates? merchants? mermen? fishermen? or by purchase. I think naval combat might be a little too difficult to pull off well, especially if ships can sink and leave you stranded in the middle of nowhere, but being able to be on MOVING ships would be great... you could do some scripted ocean battles though,
 

Xaositect

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Mar 6, 2008
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New and fresh? Hmm.... A lot of my ideas are throwbacks (typical for a TES sequel I know), and some that have already been brought up already. Such as:

Cities. Actual cities. Baldurs Gate way back in 1998 had more life than any city in Oblivion. Seriously, they were godawful, and once you had seen one, you had seen em all. What was up with that? Did the citizens of Cyrodiil use prefab "make-your-own-city" kits? Its almost as bad as Mass Effect for repetitive surroundings. At least Morrowind had Vivec, Balmora, Ald Ruhn and Sadrith Mora.

Guilds, Great Houses, whatever, just get more of them. Quite frankly the guilds in Oblivion were, to put it gently, abso-fucking-lutely pathetic. Again, compared to Morrowind the guilds of Oblivion were shambolic, repetitive, pissweak, and over in five minutes.

Heres one of my most common ones, that wasnt all that better in Morrowind (besides having spells like levitate and teleport i.e. intervention, mark/recall). Magic. The magic system in TES from my experience is quite frankly boring. The Oblivion spell effects and animation were an improvement, but the blandness remained. The absolute uselessness of trying to "VIP" enchant was a complete waste, as it was so nerfed down compared to Morrowind, and completely invalidated as a "guild perk" with a simple official mod (as with some other things). Id like to see a few totally unique spell effects. The Deadric staves had some interesting effects that offered a little diversity (not much though). Polymorphing, cloning and necromantic resurrection could have been done, but a few more unique spells would be nice. Magic in Oblivion is essentially firing numbers at your enemies masked by elemental effects, or summoning monsters to attack them. Just spice things up a little in regards to what some more unique kinds of spells can do.

Actual powerful guild perks when you reach the head. I know this was kind of touched on in oblivion, where you could find a whelp to follow you around in some guilds, or a little helpful perk, but it still felt like a few minor "perks" for being master, and then its done. A little bit of continuation after reaching guildmaster would be nice. Heck, why not have being master as a large part of the guilds story and intrigue? Its just with Morrowind in particular, just as with Oblivion, once you reach the top of the guild you joined, its almost like its so done and dusted its just like you were before you ever joined the guild. Its finished, and no longer has any impact at all. Since these guilds are quite powerful forces in the TES world, youd think that wouldnt be the way it works, right? They just become so useless once completed, and as I said, completing them in Oblivion was rubbish anyway, due to the lack of interesting missions. The fact that you felt like you were only one capable of doing anything right, and that there barely any length to any of them. Oh, and no strongholds either.

Thats all I got now, since I work better with gripes and requests when actually sitting there playing TES games.
 

sicDaniel

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Mar 30, 2008
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It is a really good idea to have less dungeons, but make them bigger and more unique, someone wrote that on page 1. Maybe even Dungeons that cannot be cleared in one run.
Also i would like a decent companion system.
What they should totally do (imho) is change the whole quest system. More like in Morrowind, where choosing one faction will make it impossible to join some of the others. Have muchz more quests, but in a way where you will do a slighty different quest-line with different characters. Perhaps add an element of randomness. Unlike for example the fighters guild in oblivion, where after one playthrough you exactly know "Now i have to make the quest with the rats... now i have to kill the bandits in that cave... now i must go to that grave and retrieve some armor... and so on."
I don´t like that i have a dozen quests in queue all time in Oblivion and i can start any of them at any time i want and it makes almost no difference what level i am or what my status is with any of the guilds.
 

nightmare_gorilla

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Jan 22, 2008
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yes to the werewolfs coming back that would be sweet.
spears coming back would be a really nice thing too.
levetation and slowfall NEED to come back, they allowed for so much play.
no more level scaling of any kind, that got old real fast.
i'd like to see more changes in the world, good ones, kvatch burning to the ground was cool but being able to rebuild it would've been really boss. being able to build some landmarks in general is pretty cool. i really liked the statue you get for stopping that seige engine. i'd like to see the world change more as you progress through the main quest.
more enemy types would be nice, i understand the different feel they were going for with oblivion but just running into bears and wolfs and the ocational ogre or minataur was a little bland. i'd like them to combine the beastiary from both oblivion and morrowind to allow for it to be pretty random who you run into depending on where you are. just no cliffracers.
 

pickleboy2006

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Feb 13, 2009
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I think instead of using old ideas and game engines ie. fallout 3 they should start with a clean slate and create a new game and not make the same mistakes they did with tes 4.
I also think that instead of the game taking place in a single continent they should open the world up so instead of being stuck in the deserts of elswyr and being stuck in the same area the whole entire game you should be able to ride your horse from morrowind to cyrodil and take a boat to the summerset isles hire a crew of explorers sail to the an island and settle it and convince people to live there and then destroy the island with a giant fireball which the wizard who taught you the spell told you not to try using it until you were more skilled but you did anyways and you passed out from exaugstion from the amount of magicka used and you wake up in the middle of the skyrm wilderness. That is the elder scrolls 5 i want!
 

pickleboy2006

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Feb 13, 2009
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What also would be a great idea is to make all the factions at peace when a player starts and as he works his way up he can take over or start a kingdom or convince a ruler to start a war join the army and watch a 100 vs 130 person battle in a huge fucking valley and all the spell casters are sitting at the tops of hills casting illusion spells on the enemy making them think that thier allies are actually flying weresharks trying to kill them and they'll either run like hell has been raised, or try to defend themselves and kill thier best friends ultimately giving the other faction an advantage. you can also make alliances with other countries and start wars using your allies troops, and your people are against fighting the other country and they decide to over throw you and you die the end.
 

Felth

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Apr 5, 2009
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I hope they make a TES V. The game has so much potential. I started a document of some of the cool ideas present in this forum along with some of my own. Would an official looking document of ideas influence Bethesda in make another TES V? What do you guys think?
 

aussiesniper

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Mar 20, 2008
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I want more power. In Oblivion and morrowind, the very best spells or weapons would be comparable to the mid-strength spells and such. Instead of such a linear transition, I want a massively exponential transition. I want the level one spells to be on par with throwing junk at the enemy, and I want the maxed-out destruction spells to disintegrate, incinerate and irradiate my enemies (add in some nice effects for very powerful spells. i.e. a maxed-out disintegrate armour spell would cause the enemy's armour to visibly rust, then start smouldering and eventually just fall off over a few seconds).

Also, a more detailed combat system would be nice. If you could trace out sword moves with your mouse and bind them to a power attack key, rating their damage according to sword velocity and penetration into the enemy, that would be awesome. Also, there should be counters to moves, magic or physical. If you're on fire, then there would be a use to making a "frost damage to self" spell. Melee weapons could hit each other in combat, causing both combatants to recoil (if they have near-equal strength) or one to continue his move and hit the opponent (if one has a much better strength stat).
 

StarStruckStrumpets

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Jan 17, 2009
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Ok...two things that would make it amazing.

1) Online feature, so you could host a game of oblivion with a few friends.
2) Better fighting system, like...different, not just "Hyaah, Hyaah, huh....rawrrrr!" You know that i'm getting at.
 

n00b1

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Jun 1, 2009
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I do not know where it should be set but i have a great opening storyline. The imperial city is suffering repairs, the oblivion crisis hit harder than they thought. Until dwemer dwarfs land in ships and invade anvil. The imperial city sends its whole remaining legion and gets outnumbered but destroy the dwarfs. They suffer hevvy losses and return to their citty. With the imperial city and cyrodil left undefended. The other races and regions get gready and attack. You play as a race and fight for that race eg nords fight for skyrim. NOT SET IN CYRODIL just a section of main quest is set in a newly built imperial city.
 

n00b1

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Jun 1, 2009
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Destructable enviroment, frost spells if aimed at water freaze, fire melts ice electrisity makes explosion in water.