Suggestions for The Elder Scrolls 6

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Throwingrocks

New Member
1) Choose a guild. Spend the game working your way through becoming head of that guild.

Perhaps the largest disappointment for me in Skyrim is that there is little effort in becoming the head of at least two of the most class-specific organizations. Possibly three; I haven't bothered with the Thieves Guild or Dark Brotherhood. (doesn't interest me in the least right now. might do so in the future.) For the Companions, I didn't bother touching my combat ability perks and instead focused on Smithing, Enchanting and Alchemy, maxxing those out. And I still became the Harbinger of the Companions.

The Archmage quests were even sadder. I smashed things with my Daedric warhammer until I ran into the Eye of Magnus, when I needed to use the Staff of Magnus to do... erm... something to the Eye. Was never quite clear what was going on, but eh, I still won - with some smashing at the end with my little friend. And became the Archmage with no magical ability (beyond Enchanting) above 50, and most in the 20's. Why the eff (and you, and sea, and kaye) am I the bleeping Arch-mage when I'm the weakest mage that ever did mage?

So, summary: Becoming the head of a major class-specifc faction should be a long term and difficult thing to do. Not something you do on a Friday night because the wife is out of town and you can spend 8 hours playing reliving high school memories, culminating with sleeping on the couch because you want to, not because she's annoyed that you're ignoring her.

2) Stop with the stupid "You're about to be executed. Then you escape!" prelude.

Seriously. Enough. Learn from Mass Effect if you don't want players to play out a background. Learn from Dragon Age (1, not 2. I dislike 2.) if you want to have them play out a minor backstory. But this open ended "You are a criminal." crap is stupid.

3) Moar.

Lots. Well some. Maybe a bit more. But it's 3am-ish, and my heartburn is finally subsiding, so it's time to sleep.
 

saffers101

New Member
Although it is a minor thing I would like it if you could see the front of your character when is your character is wielding a weapon, like in fallout where you can rotate while holding F (I think)
 

kyleskiller

New Member
I would like to see a lot different types of weapons, like from the east. whips chains, nunchucks and other sectioned weapons blowguns. Also tomahawks, throwing knives, maybe a bullwhip or lasso, javelins. More mounts: dragons, mammoths, bears?, unicorns, griffin/ other large bird creature, a horker some other aquatic creature for a water mount plus chariots and jousting. I read the idea for custom guilds and armor now that would be awesome. I also like the idea of some of the guilds being different and not just generic(companions,winterholdcollege), i guess thats it for now,let me know what you think
 

Tiger_Wolff

Member
Go back to the system of choosing what attribute to increase, every time you lvl. Strength, agility, wisdom and spirit. Keeps the classes wearing armor, and using weapons the way it should be.
 

Panthera

Don Gato
Just like Throwingrocks said longer and harder to become headmaster, only that I would prefer I'm not in every guild headmaster. That should be your choice or that would depend on your behavior and your decisions you made by what you say to members and how you done the mission.

I would also like:

- to ES6 be set in Elsweyr, Akavir to meet another cat race Ka Po'Tun (tiger-like) Cat-folk or even to be set in time when Ayleids ruled in Cyrodil.

- to be able to head shot enemies (no mater what your weapon or from what material would be).

- stronger vampires and werewolves... I mean I don't see any big difference between them and being normal (why are they so feared in a ES lore if they are not such a big deal?).

- to be able to have mini dragon as your companion.

- bringing back hand to hand (in hand to hand tree would be great to have perks which would enable to have fire fists or I don't know ice claws... for additional damage) and acrobatic skills.

- when you choose your race your starting status should be constant active effect like fortify skill. For example: If you choose race which would have 30 lvl in skill and when you would maxed out your skill up to 100 you would have additional 30 levels on it. That would make races more different not just by minor abilities and physical appearances.

- less annoying children... also children of other races.
 

Skullrattla

Button Pusher
We're all wasting time because Bethesda is unlikely to read this, but here goes:

-Flying of some kind will be essential - No flying: NO DEAL.
Grand Theft Auto SA still beats Skyrim for gameplay variation.

-Better combat with optional auto-aim lock for gamepad players. Better combat animation and collision detection, melee weapons must be seen to make contact with their target rather than imagined.

-More balanced good/evil quests and rewards. Too much evil in Skyrim!

-Online 2-4 player quests. Whatever it takes. No MMORPG.

-Fixed gravity and NPC/creature pathing. No more levitating horses. NPCs can jump to get over obstacles, or go around them.

-Useable horses with saddle bags, no kamikaze horses. Companions on horses, two can ride one horse.

-Mounted combat.

-Better NPC scripting for a semblance of intelligence, no quest givers calling you a newbie when you have already completed their quests.

- No auto-generated repetitive "radiant quests"

-Streamlined and simplified Skills. (Eg, no need to specialize in light and heavy armor). No useless perks.

-No levelling from grinding activities, the more you repeat the same activity (eg crafting iron dagger, selling iron dagger) the less XP it gives you.

-Not allowed to enter areas impossible to get through with your current offensive and defensive skill levels. Locked gates or Guardians to stop you or at least warn you. (eg depending on your skills: "I'll see you in Sovngard", "You may have a chance if you apply yoursef", "With your skills, it'll be child's play"

-No multiple quests active, no quest conflicts.

- More varied puzzles, less quests based on killing a target.

-More potion recipes to find or buy, less guesswork.

-Acrobatics, rope swinging and climbing.

-See your character lie down to sleep, with occasional dreams.

-The ability to at least hug and lie down with your spouse, no need for porn.

-BIGGER MONSTERS. See Devil May Cry 4 to get the idea.


The problem with these threads is the assumption that Bethesda cares what the hardcore fans want.
They are big business now, and what goes in the game will be largely dictated by marketing execs rather than serious gamers.
 
The problem with these threads is the assumption that Bethesda cares what the hardcore fans want.
They are big business now, and what goes in the game will be largely dictated by marketing execs rather than serious gamers.

believe it or not, but a good game needs to be accessible to everyone, not just the "hardcore", although that doesn't mean dumbing it down which a lot of people seem to think it does (devs included).

and if you hadn't noticed, ALL devs, big or small, try to build a game that appeals to their audience, so it makes no difference whether a marketing excec or "serious" gamer (can't they be both?) is calling the shots, at the end of the day the target audience decides what they want, and the target audience wants what Beth have been putting out, for better or worse.
 

Skullrattla

Button Pusher
This game is so complex that only serious players know how it can be improved. I don't think the marketing execs that fixed Skyrim's release date are serious players, because there are some unacceptable issues for a game shooting so high. The "we'll patch it later, now we got to cash in for christmas" mentality.

Also, Skyrim's devs seem to have their own ideas about what "dumbing down" would be, and they have seemingly gone out of their way to avoid it, with often awkward results. In some ways the game plays like a turn-based RPG board game. The devs have the nerd's problem of being stuck in their own self-referential system, which they've used for years, while being out of touch with how user-friendly their product is. I don 't know if it is true, Todd Howard apparently said they were influenced by Apple when they were designing Skyrim. That is laughable, as the expereince is much more akin to Linux than Apple.

TES is an exercise in obscurity . Most people would have gotten seriously stuck without spending time on the internet looking up issues on wikis and forums, without any official developer feedback or support.


Not locking the scripts for important scenes into a cut scene may seem intelligent but in practice it means that many people will miss the dialogue (which is often almost whispered) and quests may not proceed properly. Eg. Alduin not landing during the Elder Scroll vision. That one is really a glaring example of the problems their "open world" approach has. Playing for 200 hours only to get to a dead end may be more "realistic" but ....


This brings me to storyline. Like others have noted, it would be good if the main quest was more prominent and important somehow, and it shouldn't be possible to complete it without having done the bulk of the other quests.
 

RangerChad

New Member
Alright I am going to try to put in a very long bit of things I would like to add to the next Elder Scrolls installation, I know I really have no right in to say what should be done, but these are some things I would enjoy seeing.
I believe that the next game's main plot should have atleast 25 or so variations to it ( do want more but maybe get to complicated lol.) You may choose how you execute it and each thing you do changes how the main quest ends, a basic would be assist the good guys or the bad guys and what you choose drastically changes the course of the playable area, and depending on to what extent you varied the plot can make some effects on the bordering province(s).
Side quests should also effect the friends of the people you helped, or if you chose not to help and did something to ruin them or not follow out thier request perfectly then it would not only effect disposition from that NPC, but also the NPC's that that NPC regulary interacts with. (Friendship relations of NPC)
Each faction should all have atleast 50 main quests so it feels like you have been with the faction for ages and done so much work for them so you eventually become the leader and not only become leader, but also play a huge role in the success or fall of that faction. (Companions/ Fighters Guild, Mages Guild, Dark Brother Hood, Thieves guild, Town Guard, Border Guard, The Province Main Forces, Also go as far as rulling over the province with an iron fist or be a democratic leader.)
Combat should be highly evolved like each set of armor may have weakpoints and you would have to hit that weak point to do a critical strike, like if the armor has like a joint piece so the person may move freely then you should hit that to damage them, even cripple the limb and it effects their combat effectiveness. Head decapitation should be possible but there will be armor with neck guards that would prevent this so you could only do it if you were to be accurate enough to slip the blade in between the helmet and the neck guard if possible. When you swing a weapon you can hit the opponents weapon and depending who had the better leverage or the stronger hit either both or the other would stagger or recoil. If you hit an opponents armor depending on the angle of the swing or even if you stab it would either dent or cut the armor depending on the armor and type, of course this happens to you too so there will be an armor degrade system to keep you spending your coin lol. Also your weapon takes damage depending on the way you fight, if you hack and slash it takes more damage, or if you use a sturdy blunt weapon then the handle area or the thinner part of the weapon will warp. Arrows should do a lot of damage even if you have armor on an arrow can pierce armor at certain ranges so range and accuracy will be part of combat too, so sniping somebody with a bow would be only somewhat effective since after a distance the velocity and mass is slightly weakened so will the damage on the armor, if the person is armored of course. If they have an open helmet you can score a head shot being a one shot kill, if it is a close helmet you can try to hit an arrow into the eye slit (ouch) lol. Also armor weakspots apply to the arrow combat. If you are attacked by several archers at one time your screen will blur a little and your accuracy will be decreased ( suppresion old school style!) Magic depending on the skill can melt armor and burn the enemy, freeze the armor and make it brittle for the next attack, if electric should stun the enemy momentarily. There should be terrain damage like if you launch and exploding skill should damage landscape and buildings (of course there will be a system that fixes it after a certain time then you can destroy it again!.
Towns, buildings, and caves should not be seperate instances probably the only reason Bathesda did this was to not tax the machine to greatly, but there is ways to add this in to not do such a thing just have to adjust how much area the game loads at a time but can be adjusted for your system. ( High end can load everything low end just a certain space or even just choose the instance system.)
As far as graphics goes I believe that all PC versions should have the option to play up to date graphics DX11 and the textures be 1080 HD resolutions.
Should be questlines that put you in different provinces like near the border of the province that they choose. Culture and gear from all border provinces should be in the currect province to add some variety and influence from border provinces.

I have many more ideas just don't have enough time to type them all in. I would pay resonable price if it cost Bathesda to much money to produce a game of this magnitude. Like Skyrim was what $60? I would not be suprised if a game that had all my ideas to be released at over $100 lol I would buy it I do not care.
 

Kregenmoor

New Member
This brings me to storyline. Like others have noted, it would be good if the main quest was more prominent and important somehow, and it shouldn't be possible to complete it without having done the bulk of the other quests.


Yeah man, don't feel a TES game has had a decent main quest since Morrowind, really felt involved in it, and it was very long, and pretty darn hard!
 

Kregenmoor

New Member
1) Weapon slots instead of constantly re-equipping shiz, i.e. Having a slot for bow, sword, magic etc and a quick select ( D-pad?) for choosing them...make the game feel less broken up by constantly opening shortcut menu, plus you get to see your character with a nice array of gear strapped to em' :p

2) Levels of awareness/intelligence should be different for different creatures. Major issue with the sneaking in Skyrim was the whole attack/retreat tactic because the enemies didn't know when they or a pal had been shot with an arrow!?!?! Was more believable when fighting creatures however as they might realistically be less aware?? :O

All that's been said about economy are really good points. Remember in Morrowind some merchants would have some pretty unique or high level shiz that was genuinely useful.
 

Tairii

New Member
Personally, I want a more intriguing AI system. It would add some more realism to the game. I also would like some time put into texturing models. Many modders have shown the beauty of many Bethesda games, and for some reason, Bethesda doesn't step it up. Finally, I would like more actions from the main character. For example, if you're sneaking and you're near a wall, it would be neat to see your character place their hand on the wall for balance every so often, or if you're walking in town and see a npc you are friendly to, your character gives a wave.

Just some food for thought.
 

Clevdawg15

Member
One thing I would want would a world that is truly alive with major random events instead of triggered quests. Maybe a thalmor attack or an assassination of a foreign official. The player could choose to intervene or not with consequences that people talk about. Also a system of weather effects of it (ex. Fog making sneaking easier, rain can lower fatigue and make you slower). Radiant ai that act like real people with shopping, crime, and sales.

I think the game should be set in a place where the government is weak and several armies and factions control separate areas, preferably hammer fell where the redguards hold the nw, skyrim the ne, empire the se, and the thalmor the sw with the middle in contention where MASSIVE battles take place not just a few soldiers but whole battalions and large numbers, like at least50 on each side along with arrow storms, siege machines and Calvery.

Finally, I want to have influence in the world with my own. City which is upgradable, my own army, and a say in politics
 

Piwah

The Purest of Mages
Also, camera motion blur!!!
WOAH NO! Sorry for shouting, but a lot of people want motion blur to make games more realistic, and they don't know how terrible it looks. I normally hate too much realism in games, RPGs are the only exception. I see the angle you're coming from. But I've seen a motion blur mod, and it was hideous. Be careful what you wish for.
 

Hacksaw

Member
I would have loved to have played in Valenwood while the Camoran Usurper was alive -- that would've made a great storyline. I suppose the next game doesn't necessarily have to go forward in time right? It could tell an earlier story that just got glossed over. Or going forward, I'd still want to play in Valenwood, maybe where the Bosmer are rising up against the Altmer after years of being under their thumb.

In Skyrim, I found the civil was a more compelling quest line than the main story. This doesn't mean it was badly done, but I like mundane threats. I'll take a story of war and politics any day over larger-than-life supernatural monsters.

What about game mechanics? Mostly, I like the way Skyrim was done, and feel it was a big improvement over Oblivion. But there is still lots of room to improve.

I'd like to see more difference between races. With high-end armor and weapons, the special abilities seem more like window dressing than a substantial difference. One possibility would be to bring back stats (strength, dex, and so on) but with very different maximum ratings.

Another thing we should have is a limit on how many skills can be learned. A flaw of Skyrim is the ability to become a grandmaster of twenty different skills, and its also a bit silly to master a skill you never use so that you can pad your important skills with more perks (which I do, so I guess that makes me a bit of a hypocrite :p). Limiting skill gains would ensure that making your character good in one area leaves her deficient somewhere else.

A more in-depth melee combat system would be nice, with not only different stats on weapons but some different types of utility. Maybe one hand weapon is better at disarming attacks, while another one is better at piercing heavy armor.

I'd also like to see clear advantages and drawbacks for every form of itemization, so that every advantage you choose is a tradeoff, leaving you with a weakness somewhere else.
 

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