What do you want to see in TES VI?

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008Zulu_v1legacy

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1) I would like to see some actual effort put in to the relationships you can build with people. In Skyrim, you bought someone a necklace, you could hook up and move in to a house with them and that was it. In Fallout 4, you pick a few locks, say you'll help settlement "X" and you get a perk and you're done. How about a something that you continually have to work at? Make it feel worthwhile.

2) Morrowind began with you as a prisoner on a ship, Oblivion began with you as a prisoner in a jail cell, Skyrim began with you as a prisoner on a cart. Enough with the prisoner beginning. Fallout 3 began with you escaping a vault after a royal screw up, Fallout 4 began with you escaping a vault after a royal fuck up. Enough with the mandatory vault starts. Obsidian broke the mold with New Vegas, it worked for them.

3) This one is more of an annoyance than anything else; Don't make the PC version a poorly optimised port of the console version.
 

deadish

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vashthblackseed said:
1) The ability to take the spells I've learned to make new spells or variation of old ones. (Like Morrowind did)
Frankly, I was greatly underwhelmed by Morrowind's spell creation.

When you add lighting and frost spells together ... you get a lighting+frost spell ... Really? That's it?

There is no "system" here. All you can do is stack effects on top of one another - even when they are contradictory.

Maybe I was expecting too much. Reading the box I thought there would be a comprehensive spell creating system, with deep gameplay and lore.
 

MHR

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I want to see another epic collection quest like the Shards of Berenziah or the Sunset Sarsparilla star bottlecaps. It was great roleplaying in my head a real cutthroat fortune seeker in search of this treasure. I liked being part of a secret race to collect them; a real mysterious private war sort of deal, kind of like Highlander. I'd be just a regular guy on a good-guy playthrough, but would flip out around the star caps, killing stealing, whatever it took.

I might update if I think of more. I probably will.
 

Arnoxthe1

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Saelune said:
Arnoxthe1 said:
1. Teleportation, Boats, Silt Striders. Just because you don't have to fast travel, doesn't mean its a good excuse. Morrowind had in-world means of traveling to accommodate the lack of instant TPing.

2. Many quests rely on them. They wont tell me shit otherwise. In Morrowind you are actually given directions. Not so in Oblivion or Skyrim. Its just "Go here, do that".

3. I shouldn't have to force the game to do these things.

4. No, you don't know what I am talking about, since point 1 and point 2. Morrowind doesn't box you in like Oblivion or Skyrim, and allows for scores more RPing that Oblivion and Skyrim.


Also, Skyrim isn't bad, nor is Oblivion. Morrowind is just way better. On a scale of 1 to 10, Oblivion is an 8, Skyrim is a 10, and Morrowind is a 25. Exaggerated for effect, but comparing Oblivion to non Elder Scrolls games, its often way better. But comparing to the series as a whole, Oblivion is only better than Arena...cause Arena is complete garbage.
1. Skyrim had carriages and some boats you could pay to ride. Worked exactly the same as Morrowind.
2. This is kind of true but you can always turn it on once right when you get the quest or wish to pursue it and then quickly turn it off when you actually get going and try to find it from there. And besides, people have been marking stuff on maps for a long time. It's not exactly unrealistic here.
3. Errrr... OK.
4. Ohhhh... Wait, you're talking about stats and stuff and the class-based system of Morrowind. OK, then yes, it's better for RPing. I am playing Morrowind currently right now though and it definitely wasn't perfect at alllll.

I played a mage who specializes firstly in Destruction. Easily made a custom spell super early on that one or two-shot most all of the denizens I've run across. No skill really involved. Furthermore, I also made a pure redguard warrior character. There was also no skill really involved there either. Maybe even less. Especially since Adrenaline Rush just lets me power through most stuff at a super early level. FFS, the only thing that really stopped me were 2 fucking Dremora Lords. With me at level 3-4 in shitty Iron armor. Dremora Lords.

And I'm also not saying Morrowind is bad at all. Not even close. But having played it and seen the vanilla game currently with fresh eyes, I can safely say, we kind of look at it with some nostalgia goggles on.
 

sXeth

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trunkage said:
Which brings up certain other points, like should house look like each other like they are in real life but you have quest markers or should they be gamey and have significant distinct features. Some people would call the latter good game design but I'd disagree. If you have to change something so it wouldn't make sense in real life, then maybe don't do it. finding light lanterns in the middle of nowhere doesn't make sense. Having houses that are significantly different in the same district doesn't make sense to me either. Also, can we go back to city sizes in Daggerfall. Maybe the closest was the Imperial city.
Houses look like each other in real life due to the industrial age though. Mass production requires a standardized set of blueprints. Even with that, you only tend to get the effect in subdivisions that were built in one big sweep. The fantasy world wouldn't have those standardized blueprint or typically the population growths that generate the need for rapid-fire housing districts. Each house was probably built at distinct times with varying levels of workmanship or skill. They'd look different inherently.

OF course, we will run into engine limitations or production issues when trying to make a giant world without reusing assets, so

There are other methods to differentiate or highlight too. You can lay out paths so that a path obviously leads to one house over others. You can put a specific tree on the lawn, or "the house with red flowers in the garden". Skyrim even had houses with unique names, including most of the ones you could buy. Conversations might direct you to the third house on the left. Perhaps you can hear strange noises or arguments while passing by.
 

Saelune

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Arnoxthe1 said:
Saelune said:
Arnoxthe1 said:
1. Teleportation, Boats, Silt Striders. Just because you don't have to fast travel, doesn't mean its a good excuse. Morrowind had in-world means of traveling to accommodate the lack of instant TPing.

2. Many quests rely on them. They wont tell me shit otherwise. In Morrowind you are actually given directions. Not so in Oblivion or Skyrim. Its just "Go here, do that".

3. I shouldn't have to force the game to do these things.

4. No, you don't know what I am talking about, since point 1 and point 2. Morrowind doesn't box you in like Oblivion or Skyrim, and allows for scores more RPing that Oblivion and Skyrim.


Also, Skyrim isn't bad, nor is Oblivion. Morrowind is just way better. On a scale of 1 to 10, Oblivion is an 8, Skyrim is a 10, and Morrowind is a 25. Exaggerated for effect, but comparing Oblivion to non Elder Scrolls games, its often way better. But comparing to the series as a whole, Oblivion is only better than Arena...cause Arena is complete garbage.
1. Skyrim had carriages and some boats you could pay to ride. Worked exactly the same as Morrowind.
2. This is kind of true but you can always turn it on once right when you get the quest or wish to pursue it and then quickly turn it off when you actually get going and try to find it from there. And besides, people have been marking stuff on maps for a long time. It's not exactly unrealistic here.
3. Errrr... OK.
4. Ohhhh... Wait, you're talking about stats and stuff and the class-based system of Morrowind. OK, then yes, it's better for RPing. I am playing Morrowind currently right now though and it definitely wasn't perfect at alllll.

I played a mage who specializes firstly in Destruction. Easily made a custom spell super early on that one or two-shot most all of the denizens I've run across. No skill really involved. Furthermore, I also made a pure redguard warrior character. There was also no skill really involved there either. Maybe even less. Especially since Adrenaline Rush just lets me power through most stuff at a super early level. FFS, the only thing that really stopped me were 2 fucking Dremora Lords. With me at level 3-4 in shitty Iron armor. Dremora Lords.

And I'm also not saying Morrowind is bad at all. Not even close. But having played it and seen the vanilla game currently with fresh eyes, I can safely say, we kind of look at it with some nostalgia goggles on.
It really didn't. The carriages just take you from main city to main city. Plus now that I think of it, Skyrim really lacked towns. Sure there were a couple of villages here or there, but even the smallest villages in Morrowind felt like a place to be.

I remember planning my travel being an adventure on its own. Figuring out which teleportation spell took you to the best place to use the silt strider or boat to go closest to where you need to go, then using the directions you got to navigate the harsh yet interesting landscape to your next dungeon or tomb.

Again, its a really poor immersion breaking way to do it that does not compare.

I don't think Morrowind is perfect. There are plenty of improvements I want to see added from Skyrim, but just as nostalgia glasses are a thing, so are anti-nostalgia glasses which I would argue you have fixed on.
 

pookie101

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trunkage said:
TheRundownRabbit said:
Let me tell you what I DON'T want...Fallout 4's settlement and crafting nonsense, easily the worst content in Fallout 4, but for some fucking reason it's dominating Bethesda's priority list for that game.

Now before any of you start, I know Elder Scrolls and Fallout have different dev teams, but I'll be damned if shit doesn't spill over between the two.
pookie101 said:
id like to see settlement building.. castles, villages, towers, give me the power to build and to properly rule
i perfectly understand that alot of people didnt like settlement building in fallout 4, that said a hell of a lot of people, myself included do actually love it

Well, that's going to work out well
 

Silketrix

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What I'd really like is more fleshed out factions (and more of them!)
Interfactional quests would be cool, but also having factions impact the world and main storyline.
And why only one thieves' guild? Why not several competing ones? That could lead to some amazing quests.
Oooh what would be really cool too is being able to move the world by influencing town or province leaders. If you combine both you could work different factions against eachother, pave the way for one etc.
There's dragons about, why are you wasting guards guarding that dusty old museum instead of patrolling outside?
Or maybe rob people in the outdoors and only be able to go into cities incognito.
I don't know, there could be so much cool stuff :D

EDIT: What about setting personal goals? I don't really do it but I know a lot of people like thinking up background stories for their characters, there must be some robust way to implement something like that in the game, even if it's just likes and dislikes.
Or let me decide that I hate that shopkeep that was rude to me and select an attitude towards him that comes with it's own quests like looting his place and ruining him.
Okay, that sounds awfully vindictive but it'd be great!
 

Misterian

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Speaking as someone who loves Fallout 4, I personally wonder how much of that game will carry over to TES VI.

I'd personally love to see a town-management mechanic similar to the workshop settlements in Fallout 4, speaking as someone who's played Oblivion and Skyrim (as well as a small chunk of Morrowind), in those games you're given positions of high rank but very little to do with the supposed authority you've been given. It'd be nice to see an Elder Scrolls game where you get to have all the challenges and privileges of running your own town for a change.

I also wonder about how dialogue in TES VI will turn out, I kind of have mixed feelings about Fallout 4's dialogue tree, while I think it does add abit of immersion by helping your player character feel like, well, an actual character, even I will admit that being restricted to four buttons in terms of dialogue options is abit of a downer.

But I think most of all I simply want to see where story-wise the next game goes from Skyrim, between the Thalmor, Dragons returning, and a new Dragonborn at large, it should be interesting to see what unfolds in the next game.
 

Smithnikov_v1legacy

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inu-kun said:
2) Have Morrowind style skill system, because fuck Action RPG the game slowly becoming.
But I would ask to better incentive having those primary skills instead of making it more advantageous to have your most used skills NOT be your levelling skills.

NO DIFFICULTY RUBBER BAND!
Seconded and thirded.
 

Fhqwhgod

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Bring back perma-levitate or Levitate in the first place.
One of the best things in Morrowind was flying over everything.
 

Kyrian007

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Well, I want to see Skyrim's leveling system return. It's the first time I ever encountered a system designed to make a player use his playstyle to evolve a character, rather than just plug numbers into a character sheet when you kill your 50th wolf and BING get another level. To make a new character you have to change your play style... its a huge step forward in making a better game.

Also... I wanna see Daggerfall again. I know it's impossible to make it on the scale they did in TES 2, but I'd love to go back there with today's game engine.
 

Trunkage

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008Zulu said:
1) I would like to see some actual effort put in to the relationships you can build with people. In Skyrim, you bought someone a necklace, you could hook up and move in to a house with them and that was it. In Fallout 4, you pick a few locks, say you'll help settlement "X" and you get a perk and you're done. How about a something that you continually have to work at? Make it feel worthwhile.

2) Morrowind began with you as a prisoner on a ship, Oblivion began with you as a prisoner in a jail cell, Skyrim began with you as a prisoner on a cart. Enough with the prisoner beginning. Fallout 3 began with you escaping a vault after a royal screw up, Fallout 4 began with you escaping a vault after a royal fuck up. Enough with the mandatory vault starts. Obsidian broke the mold with New Vegas, it worked for them.

3) This one is more of an annoyance than anything else; Don't make the PC version a poorly optimised port of the console version.
I can agree with 1 and 3 but me going on a random chase for a poker chip or wanted me to care about getting revenge... that was NV biggest fault. I just couldn't care about any of that.

I don't want to be the chosen one (or a prisoner) AGAIN in Elder Scrolls either. I don't know whether I want to be in the Blades again either because enough of that. But it also cant be urgent like trying to find your son, because I wasted so much time and it kinda ruined the main quest line.... So I bet that helped Bethsheda

Kyrian007 said:
Well, I want to see Skyrim's leveling system return. It's the first time I ever encountered a system designed to make a player use his playstyle to evolve a character, rather than just plug numbers into a character sheet when you kill your 50th wolf and BING get another level. To make a new character you have to change your play style... its a huge step forward in making a better game.

Also... I wanna see Daggerfall again. I know it's impossible to make it on the scale they did in TES 2, but I'd love to go back there with today's game engine.
I really liked the elegance of Skyrim levelling system but I would like the range of Morrowind. I also found I could try anything with Skyrim and especially ESO without penalty.

Also, I'm going to put it out there that there is a large variety of interpretation of RPG. For example, some people think that RPG needs to have some sort of spreadsheet for Character screens (like Wasteland 2) where I don't think its important to look like a spreadsheet. Fallout 4 perk system was interesting, and I still don't know if I like it. But I appreciate trying for something new.
 

Naldan

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I would love to see an actual RPG and not something like Fallout 4.

The leveling-system of Morrowind and Oblivion was shit, but they took that out in Skyrim and reduced its variety.

How about making a better system instead of a simple one?

More is rarely less. More is more. Less is less. At least in this case.

Again, I want an actual RPG. That doesn't necessarily mean something like Morrowind's or Oblivion's incredibly stupid "Sleep to level-up and you get 3 coins on average to increase some stats."-system.

I even liked Gothic's leveling-system more. But mostly, I enjoyed Morrowind and Oblivion with leveling-mods that automatically increased strength and such depending on the skills you used. That still isn't ideal, but it was the most fun. The stats still mattered and nothing was lost, except for the necessity to jump around all day in order to increase agility. My memory of vanilla Morrowind and Oblivion is hazy, but I know I hated it with a deep passion.

But we will see. For all we know, it will be something like a David Cage game next time around, just with an open world -feeling.

Callate said:
There's nothing inherently wrong with the protagonist having a voice. It's possible to get a great voice actor who emotes his or her lines well. But given limited time and resources, it all but guarantees a more curtailed dialogue script, and with it, fewer and narrower choices. And given some of the hanging threads and poorly-fleshed-out plotlines of Fallout 4 (Helloooooo, Institute...), if that has to be the choice, I'd much rather have a looser and more detailed plotline than a talking hero.
Gothic 1 was released in March 15, 2001 by Piranha Bytes as their very first product. It had a fully voiced dialogue with an enormous pool of NPCs and dialogue choices.

In German, it has a legendary dub and writing on top of as many choices as you expect in a fully-fledged RPG. They didn't have a great budget. To this date, it is in my opinion one of the best RPGs in general and overall the second-best game from Germany (when played in German), only to be topped by its successor Gothic II and its expansion pack Night of the Raven, which are even more superior to their predecessor.

It was so good that the awkward controls got carried alone by its story, writing and voice-acting in such an ambitious 3rd-person combat system. You can manage it, but to be fair, its controls are shit.

And still, after playing so many many games in my whole life-time, the Gothic franchise (up to II and its expansion pack) holds true to the possibility of a tiny dev studio pulling off a massive RPG in 2001 with legendary writing and voice-acting. In German at least.

The problem is not the budget. It's the talent.
 

sanquin

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1: Bring back morrowind's stats/skills/leveling. It was the only game out of the three that actually made me feel like my character was getting stronger. Have players pick major and minor skills again.
1.5: No more leveled enemies. Same reason as above.
2: Make the game for PC first. Stop with the clunky console UI adapted to pc. Stop with the minimal button use aimed at a controller, keyboards have dozens of them.
3: Bring back the wide range of dialogue choices you had in morrowind.
4: Make a proper engine and give us proper graphics. It's stupid that at the start you had to mod your game with enb's and other such things for the game to not look like it was made for the ps3/xbox360.
5: Sure, use the building features from FO4. But actually implement it properly. Not the rushed, buggy, clunky mess that FO4 got.
6: Bring back making your own spells. So what if it's easily abused to become op? If that's what people want to do, let them!
7: Bring some actual depth to the npc's and world. Witcher 3's world and npc's felt far more believable and real than skyrim's.
8: Improve guilds as a whole. Make becoming a guild's leader matter, not just give the title because you were a good little errand boy.
9: Make cities actual cities again, not a dozen or so within a wall. (I.E. a small village at best.)
10: Proper combat for once. Not just 'swing your sword until enemy dies'. Make blocking matter for fighters.
10.5: A proper 3rd person camera. TES games' 3rd person camera's are absolute shit. Your crosshair and where you're actually aiming don't line up, it feels clunky, character movement is worse in 3rd person, etc.

And finally 11: A co-op feature. Ever since oblivion I've been dying to play a game like oblivion/skyrim with a friend. The world lends itself perfectly for co-op play. Heck, you even get a dumber version of a co-op ally in the form of companions in skyrim. Let us switch a companion with a second player. I doubt this will ever happen though.
 
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appropriate conversations. In Skyrim I got spoken to like a pleb even though I was the head of three guilds at the time.
On the otherhand FO4 everyone thought i was the messiah.

Dr. McD said:
maybe Bethesda's games aren't for you?
 

laggyteabag

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Fun.

Ba-dum-tsssh

I've honestly always found Bethesda games to be massive worlds, often beautiful, with wonderful places to go and see, but they are populated by absolutely nothing of worth.

They're great to run around, but they just don't have the depth to make the experience worthwhile.
 

Silverbeard

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Get some of the Witcher 3's people to work on your game. Like... all of them. Offer them million dollar contracts for long enough to make your game.
The world of TW3 was so much more vibrant and alive than any of the TES games that I have a hard time imagining why anyone would choose to play any TES game when TW3 manages to be superior in almost every aspect one can choose to compare.