Depending on exactly what you mean, it either does that already (There are skill trainers all over the place) would need to be made far to easy (Every city has most/all the trainers. Yawn.) or entirely rework the way skills are done and kill one of the defining characteristics of the series.Cyfu said:What if you start out as, let's say a farmer or adventurer who has no bonus attributes what so ever and you kind of suck in general. You could of course defeat a rat and perhaps a wolf and you would have big problems fighting a bandit. Like one would be challenging and 2 would be fucking hard.halfeclipse said:- The Return of Classes, Major/Minor SkillsParagon Fury said:*snip*
Classes should return, like they were in Oblivion with some modifications. You still have the "Thief, Mage, Warrior" archetypes, but within them you can choose things like Paladin (Restoration Warrior), Witchblade (Magical Assassin), Battleamage etc. You could still of course make your own class. Major skills level the fastest, then minor skills, and then skills that are neither major nor minor level the slowest. Classes help a lot in roleplay, and Major/Minor skills help define how a class plays. The ability to make your own class lets you build whatever you want, so you're aren't limited, just defined.
Why? If I'm running around throwing fireballs and lighting I'm clearly a mage, if I've got a sword and plate Armour at the same time, battle mage. Bow and arrow and light armor instead? Archer. It could do with laying out classes better then in Skyrim, but a pop up menu is not the way to do it.
and to actually become something, like a warrior or an archer or a mage you would have to find a tutor in the field you want to specialize in and pay him to learn you things. Like Risen does. I think that would be a nice way of implementing classes in any game.
Not as much as I'd complain that they completely left out the featureTheNamlessGuy said:Again, people would complain.Jiggy said:There are still lot's of ways around that, like giving singular effects certain particle effects that would be added to the original animation. I also imagine that it would be absolutely do-able to change the color of something. Combine the 2 and you have tons of possibilities to highlight the effects of a spell.
A lot.
This! A million times this!Space Spoons said:Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.Space Spoons said:Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
But... Skyrim puts the name of the character into the save filename, so it's not like you can't run multiple chars at once...Solracziad said:This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.Space Spoons said:Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
Meh. Classes are an unnecessary and obsolete concept. Plus, you've got the three Guardian Stones for your archetypes, and the Lover's stone for your jack-of-all-trades.Paragon Fury said:- The Return of Classes, Major/Minor Skills
I suppose I could get behind this.- Racial Skill Bonuses
Rather than starting with higher skill in something, your Racial Skill bonus should mean you're just naturally more talented at learning that skill - essentially it gives you 2/3 extra minor skills - or if they skills are minor skills for your class, ups them to the level of major skills.
I see primary attributes as superfluous. Most of the benefits you get from them are already tied to other stats. Take Strength for instance. All of its benefits are now tied to other stats: damage is tied to the skill used to inflict it, carrying capacity to stamina, blocking effectiveness to block, etc. Much like classes, they just aren't needed anymore.- Return of Attributes/Abilities
This is already the case, except with Destruction magic unfortunately. Perks are bonuses in addition to that granted by having higher skill.- Skills System Revamp
The way skills and perks are handled in Skyrim is interesting, but I think they could be done better. First thing is "skill scaling" - essentially, as a skill in a certain area levels up, your base abilities in that skills are also go up. Instead of taking "Armsman" to upgrade the damage your one-handed weapons do, just leveling up One-Handed will make your one-handed weapons more powerful. The same with Magic, Archery and Armor, etc.
I think it's hard to say they don't affect gameplay."Perks" instead should be treated like "talents" - basically, things that your constant use of the skill and practice have taught you. Even odd numbered level you're given a Perk point to spend, and you can choose one perk you meet the skill requirement for, like Skyrim or Fallout. However instead of the perks like Armsman or the Novice>Master perks, perks are designed to actually affect gameplay.
Well, two of those already are perks in Skyrim... also, dual casting should be greater than 2x.An example of the new perks would be something like these Restoration options:
Healer - Spells with healing effects cost 25% to cast
Regeneration - Healing effects of spells are 25% more effective
Banisher - Spells that affect the Undead are 25% more effective
Bane of Death - Healing effects damage the Undead
Golden Hands - Can Dual-Cast Restoration Spells for 2x effectiveness
etc.
Well I guess that would make your high level armor set even more special, but it's kind of a pain already to gather up a full set of glass. :/- Loot/Smithing Overhaul
Essentially, these does what Morrowind did - the high level equipment (Glass, Elven, Dwarven, Deadric, Ebony etc.) is no longer Smithable or buyable (with rare exceptions) - initially. Instead the high level equipment can only be found by dungeon diving, searching, and stealing it from the people who are wealthy enough to own it. Some things, like Dwarven, Elven or Orcish might appear in shops occasionally, but you have no chance of ever seeing Ebony, Glass, Dragon Bone or Deadric in a shop or randomly on some bandit. You'll have to explore and find the best equipment.
The one exception is if your Smithing skill is high enough, you can find and read/be taught how to make these pieces of equipment once you locate the right person/find the right book. It make sense that you wouldn't gain magical knowledge on how to make the best equipment by Smithing 1000s of daggers and jewelery, but an experienced Smith could be taught how to make the best equipment for themselves.
More slots is always better. Also, adding a couple more general "Body AddOn" slots (Fallout for example has 3, pretty sure Skyrim does too) would be really, really nice. Imagine Tailor Maid with 5 nonspecific slots... :O- Armor/Clothing
Equip-able items need to be expanded - something like Head, Left/Right Shoulder, Chest, Legs, Feet, Cloak, 2x Rings, Necklace, Shields.
Pretty sure it's already the case that some stuff isn't scaled. Most is though, yeah. So basically you want more unleveled stuff. Fair enough. I say include it as a difficulty setting.- "Semi" Scaling
Damn right they should scale. I shouldn't need a mod to fix this blatant oversight! I don't care that 'Flames' is virtually free at mid-high level, it's still crap because of its damage output.- Magic and Spells
Spells, as noted before, should scale with your skill level. ...(snip)...
Custom spells should come back as well, as well as some new elements - Earth spells?
Now, this gets kind of thorny: how exactly do the Companions (to use your example) know about your involvement with the Dark Brotherhood? I'm pretty sure the Brotherhood doesn't publish a phonebook, after all, and if that Whiterun guard walking along the road had known about that erm, strange guy... I don't think he would've let him hang around there.- Reputation/Factions Relationships
Its quite simple - becoming friendly with one faction makes another dislike you, and vice versa. This can and should escalate to exclusion from their cities/towns, vendors, quests and even result in being attacked on sight. IE: Becoming too friendly with the Dark Brotherhood makes the Companions no longer like you because they believe you to have no honor and refuse to deal with you.
Also, having a certain reputation should affect how NPC interact with you - for example, the Master of the Dark Brotherhood should inspire terror in mere bandits and cause them to flee rather than fight.
Eh, long as it's optional.- Hardcore Mode
In order from first to lastWaysideMaze said:It really was a 'despite those flaws' type situation.Darkmantle said:I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.WaysideMaze said:This just sums up my feeling perfectly. Just make Morrowind with Skyrims graphics, and a better combat system. I would be all over that.Luca72 said:So basically... just do what Morrowind did, except with the new engine!![]()
And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
I'm sure if Fappy [http://www.escapistmagazine.com/profiles/view/Fappy] was here he'd agree, but there was a fantastic world to explore full of interesting characters, you just had to get past the terrible combat system. Unfortunately, combat is a big part of the game, so there is a lot to get past.
I tended to play a Mage, so it didn't bother me as much.
Out of interest, which TES game did you play first?
Your right. It's not critical, it would just make it easier to organize save files. I like toevilneko said:But... Skyrim puts the name of the character into the save filename, so it's not like you can't run multiple chars at once...Solracziad said:This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.Space Spoons said:Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
I can't speak for daggerfall and the way it plays, since I've never played it, but I think going from Oblivion/Skyrim to Morrowind is much harder simply because of the terrible combat system.Darkmantle said:In order from first to last
Oblivion, Morrowind, Daggerfall, Skyrim. Only one I didn't enjoy was morrowind, I've even tried going back to it a few times, and still no dice.
I'm going to step in here and answer this question.Darkmantle said:I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.
And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
the pace of the game had little to do with the combat system. Skyrim felt so short because it totally lacked an appropriate amount of quests. I dislike becoming archmage in what, 3 quests? 5 maybe? Or how fast I became the leader of the thieves guild, how fast my stormcloaks conquered skyrim etc etc.Lyri said:I'm going to step in here and answer this question.Darkmantle said:I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.
And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
My entire problem with Skyrim is that it's too fast, it's a quick romp in the Elder Scrolls verse and the finished product feels like premature ejeculation.
Compared with the others we've played with Skyrim is just over and done with far too quickly, there is some enjoyment to be had there but it's not as nearly complete.
You're probably wondering what this has to do with everything right? Well normally so would I but here we go.
Combat is a huge part of that game, you pick up your chosen weapon and you swing it for all you're worth and deal damage to your foes.
Once you see that magical sign in the centre of your screen One Handed 28 turn to One Handed 29 you know you're getting "better".
The rub is though you've always been as good, every swing has been a guaranteed hit and it is just the same with every other kind of weapon, this game is designed to go by quickly.
Skyrim wants to be accessible and easy, it's the prostitute of the Elder Scrolls series, the dark mistress whom you handed your money and now she's giving you services rendered.
Pick up a sword - level it up.
Pick up a hammer - level it up.
Pick up a mace? level it up.
Morrowinds combat was quietly elegant and it slowed the entire game down, it made your character a thing of hard work.
You wanted an awesome do everything character? You had to work for it, there was no other choice. You couldn't be a master of long blades and blunt weapons without training both up in earnest, you had to put the work in.
Morrowind wanted to make you take your time and develop your character in a forge, sure that mechanic may of had it's annoying parts but you have to see it for what it is and not what you thought it was.
I'm sure the world is great, and I was interested in exploring it, but I couldn't get anywhere or get anything done. So I got frustrated, and rightfully so. That's a game where you need not only the manual, but a strategy guide to make it through your first time. It's poor game design, I would like a new version of morrowind with updated graphics and a better system overall.WaysideMaze said:I can't speak for daggerfall and the way it plays, since I've never played it, but I think going from Oblivion/Skyrim to Morrowind is much harder simply because of the terrible combat system.Darkmantle said:In order from first to last
Oblivion, Morrowind, Daggerfall, Skyrim. Only one I didn't enjoy was morrowind, I've even tried going back to it a few times, and still no dice.
I played metal gear solid 2 before I played metal gear solid, and really hated MGS because the controls felt shit and clunky in comparison.
Maybe there's a mod for the Morrowind combat that improves it? I have no idea, it's been years since I've played it, and it was in my early stages of PC gaming before I even tried modding. I pester because I genuinely believe Morrowind has the superior (if not graphically uglier) world to explore.