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What I want to see/done better in Skyrim...


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Initial post: Jan 21, 2011 11:35:40 AM PST
Davidovich53 says:
Okay, I've said this before in another thread but let me post it again here:

Now that the game has been officially announced, it's time for us fans to whine about new features we want to see... (haha) I'll start us off.

1. My single biggest gripe about Oblivion was friendly fire! I can't even remember the number of times I hit friendly NPCs by accident during large group battles, pissing them off and turning them against me. Bethesda, either give us a way to lock-on to an enemy, or have "safeties on" like in the Fable titles (neutral and friendly NPCs are not harmed even if I hit them), with an option to turn it off/on anytime.

2. The map: combine the best features from the Elder Scrolls and Fallout franchises. Give us a map that is neat, clean, and easy to comprehend (Elder Scrolls), and make it zoom-able (Fallout). Have the cursor always start in the middle of the screen like in Fallout, rather than the lower-right corner.

3. Bring back the "major" and "minor" skill designations from Morrowind. Morrowind's leveling system allowed players to go higher, into the upper 60s, whereas Oblivion kept us in the uppers 40s. This is because Morrowind had 10 skills that contributed toward a level up, while Oblivion had 7; Morrowind gave us more chances to level up.

4. Have an even deeper, more nuanced combat system. Give players more incentive to try all the weapon types instead of having everyone gravitate toward the sword. Axes and hammers should degrade opponents' armor quicker than other weapon types, owing to their crushing blunt force. Spears (yeah, remember those from Morrowind?) should cause armor piercing damage, bypassing enemies' armor ratings. They should also be the longest-reaching melee weapons in the game. The tradeoff is that they're heavy and slow. Nunchucks (wouldn't that be something) are the shortest-reaching melee weapons in the game -- not counting bare hands -- but also the fastest, and give a damage bonus against unarmored foes and can stun them, but impose a damage penalty against armored foes. Crossbows cause hefty damage but are very slow to fire, bows are faster but weaker, and shurikens are the fastest ranged weapon but also the weakest, etc, etc, etc. The possibilities here are endless. Feel free to go nuts, Bethesda!

5. More gameplay variety. So much of Oblivion was of the "go here, kill this" or "go there, fetch that" variety. You could have a mission where you're taken prisoner and have to dance to entertain your captors, so as to stay alive another day; another mission could have you attempting to talk your way out of a volatile situation. Have mini-games: play cards, have drinking contests, go fishing, throw darts, race horses, etc.

6. More voice actors! When NPCs talk to the protagonist (and to each other), it's really unsettling to hear ALL members of a race with the exact same voice. If two people from the same race/same gender talk to each other, it's like seeing one person talking to him/herself! Have at least two voice actors per race, per gender.

That's all I can think of now. Hey, I can wish all I want, right? I have no doubt that Bethesda can craft another winner that will suck 300+ hours of my life. I'd better get cracking on Fallout New Vegas right now! (haha)

Posted on Jan 21, 2011 12:08:11 PM PST
Last edited by the author on Jan 21, 2011 4:11:38 PM PST
Davidovich53 says:
I've got another one: allow magic spells to level up and get stronger, just like your skills. This will cut down on the need to have ten thousand different spells programmed into the game. Have, say, just five fire attack spells in the game; each spell will get stronger the more you use them, but within reasonable limits:

Each spell can level up to 10.

"Fire 1" spell: at level 1, does 3 points of fire damage. At level 10, does 30 points of fire damage.
"Fire 2" spell: at level 1, does 5 points of fire damage. At level 10, does 50 points of fire damage.
"Fire 3" spell: at level 1, does 7 points. At level 10, 70 points.
"Fire 4" spell: 10 points of damage at level 1. 100 points at level 10.
"Fire 5": 15 points at level 1. 150 points at level 10.

"Weak Healing spell": Restores 3 health at level 1, 30 health at level 10.
...
"Strongest Healing spell": Restores 20 health at level 1, 200 at level 10.

And so on and so forth.

When you first buy a spell, it is set at level 1, no matter what level *you* are at. You can find trainers and pay for lessons to instantly raise a spell's level, just like you can for skills.

How about it, Bethesda?

Now I do realize that this entire thread is just wishful thinking on my part. Skyrim has been in development for a long time now, so the game's engine -- and the script -- was probably already written long ago. The dev team is probably tweaking the game/putting on the finishing touches as I speak, and testing for bugs.

Posted on Jan 21, 2011 3:55:05 PM PST
Raystlin says:
Ya dude I can agree with some of those for sure but I got one that I really want to see. DUAL WIELD!! lol Let me roll around with 2 weapons. Also as you level up in those skills like axe or sword allow a master of those weapons to then wield 2 great axes or claymores lol justlike old school baldurs gate. I think my future skyrim char would look greatwith dual Daedric Claymores lol No matter what though Bethesdas gonna roll out a game here thatlike you said david is gonna suck 300 hrs of my life lol my wifes gonna be pissed my kids wont recognize me... good thing Bethesda only puts out a musthave game once a year. oh and one more thing i want to see. A sweet collectors edition of some sort. Something comparable to this 2 worlds 2 royal edition.

Posted on Jan 21, 2011 3:59:45 PM PST
Last edited by the author on Jan 23, 2011 9:32:08 AM PST
Davidovich53 says:
Daniel Baxter, I know what you mean with your family being pissed or not recognizing you. LOL. Seriously, that's what happens every time Bethesda makes a game.

Dual wield is a great idea.

Posted on Jan 22, 2011 9:38:44 AM PST
Mr. DeLarge says:
they should add unarmed weapons. I.E.- spiked gauntlets, katars, studded leather, cresent moons. This would add some type of incentive to level up your hand to hand. Also, bring back polearms but make them feasible weapons. I would also like more visual variety in the spells. That would add a lot.

Posted on Jan 23, 2011 12:30:38 PM PST
Last edited by the author on Jan 23, 2011 12:30:49 PM PST
@ Davidovich / @ Daniel Baxter:

Ha, same here -- as I mentioned to my wife the night the Skyrim trailer first dropped: "Well, there went the rest of my thirties."

In reply to an earlier post on Jan 26, 2011 2:03:11 PM PST
D. Breakey says:
Well, then you might like this news:

According to an article in the recent GameInformer mag, either hand can be assigned anything. Want to dual-wield? Just put a weapon (or spells) in both hands.

Of course, I won't hold my breath, but if it's true, that's very cool!

Posted on Jan 27, 2011 12:18:42 PM PST
Sirhc says:
Mounted combat. Having to get down off your horse every time a bandit ran onto the road is annoying.

Posted on Jan 27, 2011 3:01:49 PM PST
Davidovich53 says:
Speaking of horses...

Better horse controls. The beasts were constantly resisting me. It got to a point where I ditched 'em completely.

Posted on Jan 28, 2011 11:14:26 PM PST
Dadovich, when friendly NPC are struck by accident, from you, all you have to do is block and aim at them and press A to surrender which more than likely they will. I found this out more than halfway in the game. ;) These are my wants:

1. Depending on which version I get (PC or XBOX), on Xbox, I want the graphics to be sexy upfront and popups/less quality to be far, and lesser loading obviously, rather than medium to crap quality throughout my entire view. This is the max quality you get with consoles (it's not the games fault, the tech[console] hit its limit). Or just make it all sexy, if not, then PC :D

2. The AI needs to be improved. Maybe some grabbing/shoving animation sequence would be awesome when in situations like, running to the nearest rock to jump on then striking the enemy from atop, tehee ;). vice versa with projectile/magic. Also when two NPCs communicate, it's like they contracted rigor mortis. Please more organic and fluid character model animation.

3. Permanent difficulty set when starting your game save. Ex: My bro was in an oblivion gate and he minimized difficulty to get the strongest bow, defended by Daedric Gatekeepers, which are super strong(depending on how you level) in normal difficulty.

4. Speaking of leveling, please let there be a complex, yet not too simple or too algorithmic, leveling system. basically if you didn't level-up efficiently, enemies can level up more than you. check this out: http://www.uesp.net/wiki/Oblivion:Efficient_Leveling

5. Varied types of geography with a real weather system. Am I the only one to notice the snow moving with the player, haha? Also, since were in Skyrim, obviously more north than Cyrodil, please don't make it snowy all day err day. Same size map or bigger :)?

6. Better overall game graphics, more varied plant-life, and better object/particle/water/fire physics. More non-enemy wildlife, birds, snakes, reptiles, and insects.Better and varied magicka effects with trajectory and gravity.

7. Better combat animation sequence. Not only that, but non-combat too, such as better walking/running/jumping. I hate how the player model's have a pseudo-move effect on feet position. I hate that >:0 , especially on the stairs.

All in all, whatever Bethesda gives me I'll be happy no matter what, because the Elder Scrolls series are amazing, and I'm to glad that they're giving me another sequel. :D

Posted on Jan 28, 2011 11:32:32 PM PST
Better female bodies. Don't cheat us gamer chicks...although I'm sure guys will agree. Maybe a fatness scale? Food and drink affects weight? Fable appealed to me a lot because of that.

In reply to an earlier post on Jan 29, 2011 7:05:00 PM PST
Davidovich53 says:
Jessica, by "better female bodies" you mean sexier? Reading your post made me think back to Saints Row 2's character creation interface.

Posted on Jan 30, 2011 6:37:47 AM PST
Last edited by the author on Jan 30, 2011 6:39:27 AM PST
Andreanator says:
omg.....thats like 9 months from now........what will i do to wait.....

Posted on Feb 2, 2011 11:26:00 AM PST
Davidovich53 says:
http://xbox360.ign.com/articles/114/1144409p1.html

According to this article, NPCs will now act "more realistically"... let's hope this means NPCs will now actually move like real people during conversations, i.e. gesturing and emoting, rather than standing stiffly like cardboard cutouts.

Posted on Feb 4, 2011 7:25:17 PM PST
Things I would like to see:

Secondary Magic Effects: If I hit you with a strong Ice spell, shouldn't you be frozen? If I hit you with a strong fire spell, will you still be running full speed at me or will you be screaming in pain? If I hit you with strong lightning, shouldn't you be dazed/stunned? etc etc...

More realistic weapon and enchantment effects: If I have a sword with a Destroy Weapon spell on it, then when I destroy the opponents weapon, give some sort of realistic effect ie enemy sword, axe, hammer breaks/melts/disintegrates, shield cleaves in half/shatters and all remains fall to ground. If I hurt your arm it should be harder for you to use it, if I hit your leg you shouldn't be able to sprint at me.

More realistic stealth: "Your chasing me but wait a second, OH NO-I JUST CROUCHED IN THE SHADOW OF A BUSH IN BROAD DAY LIGHT BUT I HAVE 100 STEALTH SO NOW YOU CAN"T SEE ME!!!!!"

I gues just a bit more realism. That being said, I echo what everyone else on here has said, Whatever Bethesda gives us will likely be Epic as always always.

Posted on Feb 7, 2011 2:07:44 PM PST
"According to an article in the recent GameInformer mag, either hand can be assigned anything"

Dual-shield ftw.

Definitely the best idea they could implement would be to give weapon choices more utility like the TC said. Axes should bust shields and helms with ease, swords should deliver more crits due to their ease of use, spears should penetrate certain armor types easier and have more range, etc.

Hell, they should even make different armor effect what damages you more. Plate should be excellent protection against most attacks, but fire would hurt you more (think of cooking in a can) and you should not be able to swim in plate--period. Leather would allow more speed and sneakiness but would be vulnerable to cold. (the leather wouldn't be enough to stop the cold from chilling you directly) Also, all metal armor types should increase vulnerability to lightning attacks. This would make mages an effective counter to heavy armor, just like rogue-type characters would kill mages quickly and heavy armor would slaughter rogues.

In reply to an earlier post on Feb 8, 2011 2:29:38 PM PST
Last edited by the author on Feb 8, 2011 2:30:41 PM PST
I like your train of thought on this. It could be appropriately taken to the next most realistic step with damage cutting instead. For example, someone in plate armor hit by a passing firebolt should realistically take little damage whereas a sustained high intensity fire spell should actually do greater damage because the armor heats up, melts and cooks the occupant. So make plate armor "cut damage" to the 1st say 20 pts of fire damage completely nullifying anything that does under 20 pts against a normal unarmored person but above 20 pts it actually does double damage. Same thing with leather, leather takes longer to catch fire and doesnt burn as wellunless you hit a breaking point and then it offers no protection whatsoever and actually starts to bind to your skin. So like it would take no damage up to 8-10 pts but if your spell does over that, then you actually catch the armor on fire and get a lingering effect. I agree with your assessment on Lightning attacks which could give way to insulation type enchantments. Fully agree on swimming, always thought it was totally inconsistent for a person wearing full armor to float lol, that being said, it would be cool to be able to walk on the bottom of lakes if your armor wearing character also was enchanted with water breathing. Perhaps places that can only be reached by sinking in plate down to the bottom, underwater dungeons to explore fighting sea monsters?

In reply to an earlier post on Feb 12, 2011 2:53:22 PM PST
NorenSane says:
metal conducts heat more effectively than leather too. it should just add more physical protection

In reply to an earlier post on Feb 13, 2011 6:53:20 PM PST
It does conduct heat more effectively but only if the heat is sustained, if it is a quick burning burst, much of it will be shunted away by the intertial properties of the metal. This is why your pan doesn't instantly get hot when you put it on the hot burner while cooking for instance. For this reason, there should be a formula where metal armor ignores the first set amount of fire damage in a fight but after several hits from fire spells or a sustained burn should cause the armor to heat up and proceed to cause excess damage to the armor occupant.

Posted on Feb 15, 2011 4:41:05 PM PST
J. says:
My two main hopes:

1) Back to the Major / Minor skill dichotomy of the previous games before Oblivion. It added a great deal of depth to the system.

2) More factions and more randomized content. They started getting away from this after Daggerfall, which perhaps had too many factions with a seperate one for each of the Nine Divine's temples, but Oblivion definitely felt stripped in terms of faction content compared to previous TES games.

Posted on Feb 16, 2011 9:26:06 AM PST
Davidovich53 says:
@Perdisis:
You think like I do! Yes, the "major" and "minor" skill designations were something I liked in Morrowind, and I was disappointed to see the system scaled down for Oblivion (see my original post).

@ everyone:
Having real life properties in the game would be nice (i.e. metal armor conducts heat, etc), but having too many real world-restrictions would actually take away from the gaming enjoyment. For example, not being able to swim with metal armor on would mean players would simply take off their suit of armor before they take a dip, then put it back on when they're out of the water. It just adds one cumbersome step to getting around the game environment and, IMO, just ends up distracting the player from the gaming experience. This is exactly why I do NOT want any "hunger levels" or "cold levels" in the game. If Skyrim has a Hardcore Mode like FNV does, I hope it will be optional.

Posted on Mar 3, 2011 3:16:10 PM PST
@Casual Gamer Man lmao over the stealth comment. it's true.

i'd be happy with a dual wield and better ai.

Posted on Mar 14, 2011 4:11:22 PM PDT
Last edited by the author on Mar 14, 2011 4:12:56 PM PDT
TGD says:
Nunchucks? Wtf.

-complex enchanting, like Morrowind

-break up the armor again so if I want to wear two different kinds of pauldrons and bracers and no cuirass, I can, like Morrowind.

-more weapons

-more guild/faction quests, like Morrowind

-make Daedric armor more rare, like in Morrowind. I don't want to see every douchey highwayman wearing it once I'm at level 20...

-levitation I can do without, but it did mean that every nook and cranny in a cave ceiling could contain some sweet, sweet daedric armor, in Morrowind, so I could really go either way.

-chill out with the leveling enemies a little bit. I shouldn't have to have every escort quest be at extreme risk just because I wandered around and leveled up a bit before doing it, thereby making the enemies on said quest insanely more powerful than the NPC you're escorting. If you're going to make the enemies level with you, have the other NPC's do it as well, or at least the ones that have tasks outside of cities and the protection of guards. Your open-world RPG should not penalize you for playing it as an open-world RPG...

-bring back the vampire bloodlines and quests. This was epic, and gives great replay since you can only do one questline per bloodline, and can only be in one bloodline, not to mention the Shashev's Key quest, where you can upgrade your already awesome Goldbrand into the Eltonbrand(!).

-I can has lyncanthropy? If not, I'll settle for being a dragon as well.

Do it.

Posted on Mar 25, 2011 7:49:52 AM PDT
Customization of the environment

It is too late to have this in Skyrim but maybe for future Elder Scroll series. They have added in the ability to purchase homes in different cities, which was great. Why not have a property you can build from the ground up like an abandoned castle that you can customize and build. Maybe a place where NPCs can go live after being helped on a quest. Definitely a place to store treasures in a more fit way then having them scattered on the floor of a bedroom or in a chest too small to fit any of it. It would be nice to have a display treasury that you could put items on for display. Possibly a quest or two..

Example, Catch the thieves stealing from your treasure room.
Defend an attack from Goblins (utilizing the NPCs that live there as well)
Clear the dungeon of Ghost or beast
Defend local resources

Also a horse drawn carriage to carry more gear and NPCs would be great too. With one or two chest that can help carry gear. If that is too basic then maybe a large beast that can help along the same lines.

I think that Elder Scrolls series could learn a little from KOTOR and get some NPCs that follow a bit more to the storyline. Maybe not with you all the time, but that pop in from time to time helping with battle and quest.

In reply to an earlier post on Mar 25, 2011 3:11:24 PM PDT
Foxdrake says:
+1
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Initial post:  Jan 21, 2011
Latest post:  Sep 28, 2011

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