TES V, New Ideas

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Parallel Streaks

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I for one want some more, y'know "Good" looking Vampires. The Bethesda Team usually lead that to the Mod Squad, but imagine how much the experts could do to make Vampirism be as good as it could be. I wouldn't like to spend ages customising my character just for him to be turned into a wrinkely pentioner as soon as I get Vampirised. Also, in a book in Oblivion they describe all the different types of Vampires for a short while, why not be one of those Vampires for a while? One Vampire Sect seems to be all you get, the Berne, Aundae, and Quarra questlines were great, albeit a bit short, why can't they do a fully fledged war in the shadows type questline?
 

Cousin_IT

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Im liking the idea of a desert based TESV so long as it doesnt end up as a fantasy medieval version of Dune (ie a corrupt empire, two fueding factions, a protagonist seeking to restore his/her family & a race of strange desert ppl who he teams up with). A desert environment would allow for some pretty kewl environment effects like the sandstorms (although those were just irritating in Morrowind tbh) with Oases & maybe a central river going across the region. Could be Egyptlike towns/cities following the banks of the river with more arabian/north african influenced cities further out into the desert/mountains.

Fear would be kinda kewl, though it would get a bit dull if everyone just ran away from you like in Fable if u went super evil.

Also, I found the qusts in Oblivion to be a lil too unambiguous (least the ones I did) morally. My favourite quest/mission in Morrowind was the one you got from the captain of the guard at the fort outside Balmora. He simply says I know the dark elves in the social club (I forget its name) are criminals, but I cant prove it, & I dont care how you do it but will you kill them for me & ill give you a big pile of gold & a kewl ring. I preferred that way of presenting it, whereas in Oblivion most quests had you gather the proof to justify your actions before going about killing/arresting anyone (Dark Brotherhood excepted, but they just do what their guildmaster tells them...till you become guildmaster that is :-( ).
Infact thats something, I find (as has been said) when you reach the top of the various guilds, things just seem to stop. The idea of being able to give orders to people & lead the guild(s) in a meaningfull way would be awsome.

Oh, & being the desert in this post assassins creed age the Dark Brotherhood have to be there somewhere, though hopefully there wouldnt be any rooftop platforming & long dialogue cutscenes :)

But all this aside, the most important thing imo is that it sticks to the lore as closely as can. Although that said, with Uriel dead; perhaps this opens up a whole new oppertunity for Tamril lore that isnt so much constrained by the backstory. Perhaps it could be several years/decades in the future & the empire has begun to fracture as confidence in the Elder Council (I never completed the main quest so dunno quite how it ends) is being lost or something. Your, for whatever reason, caught up in this & I guess either fight for the Council, against the empire, or just get on with life as best as can.
 

Kogarian

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Feb 24, 2008
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Eye Spider said:
...Thanks for reading this far, what do you guys think?
I think you should work in videogame design. Help create gameplay and storylines. You've stated many great ideas.
 

Surggical_Scar

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@ Race Discrimination: 'Bite the curb, Bosmer.'

@ Eye-Spider: Hey, Ankh-Morpork! XD

OT:

I really hope they hive TES a kick up the arse in the culture department, as it feels like the society is lingering around the late Dark Ages, and can't quite be arsed to wander into the Renaissance. Hell, it'd be good enough vehicle to introduce new items, factions and locations, if the world has begun to focus on invention, instead of conquest.

I'm not demanding Steampunk (although that would make me crem my pants in no uncertain terms), but I'd like to see the people of TES actually using their Int for creativity, instead of Magika. At the moment, it feels like the citizens have just realised that rocks really aren't edible. Can anyone say Craftsmen's Guild?

Brining back some of the complexity and accessibility of Morrowind is a must. I understand the Mages Guild was strict in Oblivion, but it took all the flavour out of adventuring as a barbarian, only to assist some wimpy cloth-wearing sissies so I can make a half-decent battleaxe.

Unarmoured skils, polearms, crossbows, these were all good ideas! There was no need to dumb it down.

Frankly, if TES:V is going to meet our expectations, Bethesda should take a look at the mods made by the community and work from there. After all, the fans tend to only change what needs changing to make a more pleasant gaming experience.

Oh, and one more thing. A plot I'll actually get involved with. Oblivion felt like I'd walked into the middle of a cheap J.R.R. Tolkien knock-off.
 

Andy Chalk

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My big three complaints with the Elder Scrolls games have been covered, but I'll pile on for emphasis.

- Hire more than three voice actors. Or hire three voice actors who can do multiple voices.

- Fix the character leveling system. It's broken. It was gimpy in Daggerfall, flawed in Morrowind and completely buggered in Oblivion. I should never have to assign most of my primary skills to abilities completely unrelated to my chosen class simply so I can properly control the pace at which I level and avoid being completely screwed by the time I hit level ten. This is a major sticking point for me, and while I understand and appreciate what Bethesda is trying to do with the skill system, the unavoidable conclusion is that it simply doesn't work.

- Adjust the scale of the game. Either make the entire game take place in a single, massive city or settlement (similar to Eye Spider's idea) or make the game world ridiculously huge so when you travel across the country, it actually feels like you traveled across the country. I shouldn't be able to take a five-minute walk from the capital city of Cyrodiil to the very northern-most boundaries of the nation, and then turn around and still see it. It takes me longer to walk to the irrigation pond behind my house, and while I realize that rendering such a massive world is an inherently risky proposition on its own (see Daggerfall) I'd rather have that than the continued pretense than this jumbo parking lot-sized patch of geography is supposed to be the greatest nation in Tamriel.
 

murd3r1ne

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Reading through and something i wanted to add was that in oblivion i loved the idea of going to war as it were against the enemy but collecting allies from around the land (Big oblivion gate mission), what i expected from the mission though was a huge battle, kind of like the old battle fought over a field, adding to previous suggestions it would be good if you fought vast numbers while being the leader, a massive good vs evil battle LOTR eat your heart out.
 

Surggical_Scar

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Yes, yes and furthermore, yes.

The beggars are a case and point in Oblivion. Did something happen with the audio files, or did they really think we wouldn't realise that they all say 'Thank You Kind Sir' in the same, infuriating manner?

I liked the proposition earlier on about linking skills directly to stats, as I now can't use Alchemy, Security (in fact, with the new system, I don't need it at all) and several other otherwise useful skills.

Oh, that and the fact that some magic skills levels up at a snail's pace compared to others. Restoration, I'm looking at you. Be ashamed, you little bastard.

Rambling on further, combat could do with some more expansion. It seems a bit dull for Mages, Warriors and Assassins all to use the same attack styles. Why can't we see some Brawling and Martial Arts? Fencing and Blade Katas? Couple it with specific benefits for each style, and combat would become less of a chore, and a bit more fun.

Well, seeing as no-one else is posting, I'll just extend this post with my banal prattling.

Making skills such as Mercantile more useful would be nice. I mean, the perks are nice, but they don't really represent that premise that your character is now a shrewd entrepreur, really. Instead of investing in a business, why not build one?

I guess this builds off' the endgame appeal of the Guilds, but it's quite one-dimensional to find that your character's sole source of income is derived from dungeon-crawling and murder. Open a tavern, a stable, a smithy, something to show that your character can interact with the world beyond the tip of a sword.

What else...what else?

In regards to the setting, I doubt TES will get out of the countryside, although expansions to cities to make them...well...cities, is really a must. You shouldn't be able to wipe out the population of the etire town in a matter of minutes without some sort of missile. Elswyr and Black Mash would be interesting, perhaps difficult terrains to pull off, as they don't have the variety of the other settings. In Oblivion, we had swamps, grasslands, coastal tundra and dense forests.

In Black Marsh? Marsh. In Elswyr? Sand. It'd get a bit samey.

Perhaps drawing in some of the other Daedric Princes, Shivering Isles-style, would be interesting. Hermaeus Mora's plane of Oblivion, anyone? Then we can get Lovecraftian on your asses.

I jest, but really, let's mix it up a little. Why not go hopping all over the place? Say, a series of quests are set in a city in Elswyr, a few in Black Marsh, but with a central 'hub' location for general exploration? You could access them in the same way we did it in Morrowind, ships and so on. That way, we can have our cake and eat eat, whilst the game designers go off and have a heart attack from exxhaustion.

Mwahaha...
 

SX_imer

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Surggical_Scar said:
Rambling on further, combat could do with some more expansion. It seems a bit dull for Mages, Warriors and Assassins all to use the same attack styles. Why can't we see some Brawling and Martial Arts? Fencing and Blade Katas? Couple it with specific benefits for each style, and combat would become less of a chore, and a bit more fun.
I agree, they could implement something like the Jade Empire fighting system where you learn different fighting styles and maybe add some wicked combos. That would actually make the third person view useful.
 

Surggical_Scar

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Indeed.

I'd also like to see Hand-To-Hand improved. Compensate for our lack of range with some more effective attacks, instead of some paltry fatigue damage.

Can you say...HADOUKEN!
 

Parallel Streaks

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I have GOT to stop blinking, because I miss like five posts. I like all of your ideas, especially those of Eye Spider, even though everybody gives him credit when he was expanding on my first post :p But it's all howdy doody because I just want Bethesda to know that we don't want TES to die yet, it's been a major part of my development, from those Golden moments in Daggerfall to destroying the Heart of Lorkhan in Morrowind. For some reason when I think of good ideas for TES I either think of the City idea, or a massive flotilla of Ships in the Sea of Ghosts or somewhere similiar, where you could use a boat to travel to the other Nations, or stay there and make Money as a Smuggler, or pirate. Perhaps even extend the Dwemer Artifacts that people have recovered, such as Dwemer Propellors on ships to make them travel with great speeds. Or, like said before, an Airship. I'm not talking a whole fleet, maybe one unique one which you can obtain at the end of the game. Or you could become a Politician, twisting and snaking your way to the Council, or a Knight, or anything! Choices choices motherf***ing choices!!
 

Parallel Streaks

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Furthermore, I think introducing the Akavir to the rest of the Provinces would be a good move, I love the idea of being able to play a Monkey-Man, or even a Tsaesi, or however you spell it ^^
 

dazirius

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I have a couple of ideas that may be worth voicing. Please excuse the interjections of my ramblomatic, it seems to be stuck on jabber at the moment, but here goes.

I see two levels at which change can be made; change to the core engine, and change to the attidude/organisation of the whole project.

Firstly and I personally believe least revolutionary but nonetheless neccessary, the interface and movement system need overhaulling. If it had to go exclusively third person, I don't mind, but make it more like Prince of Persia/Assassin's Creed. If it could be done, I would suggest licensing the free-running system used in the latter as I think it's awesome and could be tweaked to make you seem less superhero by tethering it to your agility level. I loved the way that by adding the free-running system to Assassin's Creed, further avenues were opened. Instead of just being able to climb walls, a la Tomb Raider, there are some great evasive techniques like leaping through a market stall etc.

OK. That aside, I'll get on to what I think is the good stuff.

1. a Semi-fectoid:
Everybody and their dog have decent internet connections these days (hyperbole alert) and it seems that people are not averse to paying small monthly fees for added value.

2. a Personal Opinion
I love realistic interaction with NPCs. This is a fairly big sticking point for me and by the time a game has jarred me back out to reality for the third time due to repetitive dialogue I get a little upset.

3. a Possible Solution
Progressive content. When the game is released it has all the interactions and dialogue of a fully fledged release. The twist is that you pay a small ($5? £2.50?) monthly fee to play. That money isn't immediately syphoned off into profit for the game publishers shareholders, nor indeed is it all used to pay server costs as there is not an online version of the game in any MMORPG sense. Instead, the money goes to asset creators, 3d modellers, artists, writers and voice talent.
Instead of large bugfix patches and highly infrequent add-on packs, every week/two weeks/month (but it must be <= 1 month imho) new lines of dialogue are added for old characters, new characters are created, new quests are integrated and new areas/buildings/developments are built and placed.
If the engine is strong enough to handle a construction kit, it ought to be good enough to have a team of professional content creators slipping in the odd extra thing here and there every few days/weeks/months.
Also, there could be a high level of community involvement as ideas/scripts/quests could be submitted by the modding community for inclusion into the main game stream.

4. a Problem
If I were to install a game @ around 4GB or somesuch and find that a month later it was hogging more like 8GB I'd be a little concerned.

5. a Solution (I think)
For additions to the cityscape, the size should be pretty negligable, a few .x files or something for the models and some compressed textures. For new lines of dialogue, simply forget the old ones. There's loads of time to download new lines of dialogue (or redownload the old ones) while I'm doing some other quest or just not shopping in that particular shop.

So, guess which of these two ideas I'm most proud of...

;)
 

Aberforths Patronus

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Mar 12, 2008
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I want Shurikens back, so I can make an awesome Assassin class. Have some super nasty poisons too, that you need an excellent score in Alchemy to get. Combine the awesome poison and the Shuriken for some beasty OHKO's with the Assassin that is of high level ^.^
 

freetogoodhome

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Wow eye spider that idea is amazing. Another idea I'd like to see is people knowing you. For example I'm the head of the fighters guild and the arena grand champion. Bandits should not rush me one on one swinging their axe around like they've been taking skooma for the past hour. They should recognise what I'm good in and try to neutralise that skill. If I'm an incredibly quick character they should try and slow me down. If I'm known to be good with a blade then they should ataack me from further away.
 

Wormthong

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Jan 4, 2008
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im thinking maybe its a good idea to make some changes to the whole story i would for instance love to see how TES would end up in 1000 years or so (maybe include some small firearms but nothing realy big so it dusnt end up a shooter)what i would also like to see is some more water interaction lets say we take eye spiders idea and put it in the golden age
where you can own a ship become a captain and stuff like that and for once (and this is realy important and probably possible in 2 to 3 years)i would like to have a microfone and just speak to npc's and dont say its not possible becouse there are already alot of chat bots on the internet witch dont use speach but can "understand" what is being said to them
in the chat combine that with a speach recognition system and ur done
furthermore i totaly love the desert and the big city idea (that may be just becouse i dont like swamps meadows forests and things like that exept when its a city in a forrest that always works out quite nice in fantasy books)and add some wind effects when i walk in a forrest i want to hear the wind and see the trees move(this may be a little bit much to ask but i played crysis so im sorry if im being overley confident of the extreme fast change in graphix)and just generaly work on the sounds anyway becouse if i cut someone i want to hear some leather armor tear apart not just the sam old "cling" wherever you hit if in oblivion the creatures didnt scream if they got hit i would have thought they blocked it

anywayz please dont take this seriously its 0:45 here and i just needed something to do so just pick out the parts that are usefull and disgard the rest
(i dont know anything about how things in the pc world will be in 2 to 3 years so i may have very very much overestemated a few things so dont blame me i just play games i know nothing about the tecnical details)
 

bentalbot

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Alright, let me start off by saying that TESIV: Oblivion is the only installment I've actually played. I played about 10 minutes of Morrowind, but years after it first came out and the starting area put me off.

Now one thing I'd have thought would make Oblivion much more enjoyable is expanding the explorable area. In Tamriel alone (apparently there's at least one other continent) you have all these provinces surrounding Cyrodiil that are just beckoning for you to explore, but you're stuck on this side of the border. Allow players to go ANYWHERE they want to. If I overhear people in the street talking about the land of the Dunmer, I want to be able to hop on a horse and ride to Morrowind to see what they're talking about. I want to be able to ride North through the Jerall Mountains and visit Skyrim.

Of course in each of the different provinces, the ratio of race X to every other race should shift dramatically. Cryodiil is basically in the middle of all of them so as it stands it has mixture of every race, but Hammerfell should be predominantly Redguard and as someone else already mentioned races in different areas should be prejudice against certain other races/professions. Redguards don't really like mages, Khajit and Argonians don't really like each other, etc, etc.

I don't think the inclusion of other provinces should be done at the cost of having to shrink or simplify areas, either. I don't think game developers should really be afraid of using more than 1 disc for their games, like they seem to have been in recent years. As long as you're not making someone change the disc in their computer/console every time they go through a door into someone's house, I think most people could live with having to switch a disc as they pass a border between provinces. This would at least let you make each of those other provinces as large as Cyrodiil is now.

The leveling system really does need to be fixed. I think it's a common issue that practically everyone hates, because it doesn't feel like there's an adequate balance between working your ass off swinging a sword around and just jumping up and down on rocks. It's certainly a wonderful feature that leveling your characters is not strictly bound to killing creatures, but it doesn't really feel like you get much benefit for leveling up some skills. Why level security, when someone who's had enough practice can pick a very hard lock flawlessly at a level of 1? A Novice in security should have a different perspective of the lock tumblers, or have some obscured, or actually have some incentive to progress through the security levels to actually be able to pick locks easier.

Locational damage would add a lot more realism. As another said, hitting someone hard in the face with a sword should split their skull in half, not do nothing. Nailing someone in the arm with an arrow should make them drop whatever they were holding in that hand, or at least have them stop and try to pull the arrow out/snap it off. Slashing a running enemy across the back of the calves should have them drop to the floor and try to pull themselves away. Little things like this would add a lot of strategy and realism to the combat system and actually reward accuracy of blows, or aim with an arrow. On that train of thoughts, I'm a big fan of stealth-kills in games. If I can sneak up behind someone I should be able to slit their throat for an instant kill, not only get a damage modifier to my first attack. I suppose the largest point would be to make enemies vulnerable, not have a frail beggar easily soak up an axe blow to the nose.

Living economies help realism greatly. Rather than merchants having a fixed amount of gold to buy things with, they start out with a sum that increases or decreases whether they're buying things from your or you're buying from them. If you spend 4,000 gold in a store, that owner should be 4,000 gold the richer, and be able to spend 4,000 gold more on buying items from you. There's a mod that adds this into Oblivion but as mentioned, mods shouldn't be required. Having the option to find actually own your own store and profit from it as your source of income is also a wonderful idea, as you'd either have to sacrifice your time to running the counter or you'd have to budget hiring someone to run the store for you while you're off adventuring.

Someone's suggestion about having the option of ignoring the main storyline entirely if that's what you choose to do is excellent. One mod I installed for Oblivion has you arrive on a boat in Anvil instead of start in the Imperial Prison, and it's only when you actually travel to the Imperial City and get yourself arrested that the main quest begins. I had already gone and started my progression in the Mage's Guild before I actually had to go and bother with the starting dungeon and watching Uriel die.

Linearity is bad. If you don't force an event to happen only one way, and have the option of things working out differently, then there's so much more gameplay and enjoyability to the game. Having your character freeze when Uriel gets jacked really was stupid, you can even stand in the alcove that the Mythic Dawn member comes out of and he'll push you out of the way before killing the Emperor. There should have been absolutely no reason I couldn't have at least attacked him and tried to hold him off until Baurus could come help.

From the sounds of it, TESV is probably going to be the last installment in the story if it's even made, so there shouldn't really be any worries of "We need to make sure by the conclusion of the game that event X has happened." Just let the player have free reign over the plot. If I can save Emperor Uriel Septim and he survives the Mythic Dawn attack in the sewer, let me have the option of joining the Blades and defending Uriel inside Cloud Ruler Temple at the Mythic Dawn still try to assassinate him. Or let me not give a crap and go off to do something entirely different while the Mythic Dawn plot still unfolds in the world without my intervention. So no one saves the Emperor, the Mythic Dawn get the amulet, Kvatch is totaled and Martin is killed, Daedra overrun all of Cyrodiil and things turn out bad. Let them.

Oh, and forcing people to go through that long ass freaking tutorial dungeon every single time they start a new game is a HORRIBLE idea. Yeah, it's part of the quest that you've got to find another way through to meet up with the Emperor again, but it's so long and boring and trivial that it's off-putting. Give players the option of staying in their jail-cell if they want, or persuade Baurus to let you come with them from the start rather than locking you out of the door. Give alternatives that reward understanding of the game mechanics and past experience, as it adds so much more to replay value.

I think a lot of the basics are there in Oblivion as is, I love being able to forget about the Mythic Dawn and go off to do my own thing, with that quest-line still being there when I feel like doing some more of it, but I think it would be more immersive if they progressed regardless of my involvement. The Emperor tells me to take the amulet to Jauffre, I should be able to forget about doing so and have the Mythic Dawn start coming after ME. I should be able to ignore the Mage's Guild quests and further on in the game in the periphery of my involvement Mannimarco is ruining crap.

Non-linearity, immersion, and realism are all things I love in video games. With the astonishing start Oblivion gave, I think expanding and fixing any minor flaws would make an even more wonderful game.

This also turned into a really long drawn out rant, after simply having stumbled into this thread from watching Zero-Punctuation.
 

dazirius

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Eye Spider: That's pretty much what I was thinking. It wouldn't take that many staff to make the new half-burned-down building and the new lines of dialog and I could be downloading said content as I set light to the place. If a small subscription fee were introduced it could pay for talented folk to build all sorts of new stuff to happen or indeed not happen, depending upon your actions, but it's all streamed. It's not episodic, it's just there are longer chains than the original release and there are days when the shopkeeper says "Did you feel that quake last night? Anyhoo, what you want?" rather than "I've got the best prices in all of Cyrodil". It makes it that much more immersive for very little cost and the opportunities to expand to whole new areas being developed (I believe ages of myst tried this) are fantastic. Who will take on such a challenge? Bethesda? Hope so!
 

tim_sama

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Mar 13, 2008
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I definitely don't want TESV to be a MMORPG, but some LAN-style online/local multiplayer would be nice, allowing people to load their save files and start a "server" capable of holding 16 players on 360, PC, and PS3. Eye Spider's ideas are great, and I'd love to play a game like that. Just fix the leveling system, and the idea about adding weekly content for a small monthly fee would be wonderful. Basically, don't make an MMORPG, but give me something I can play online with my friends in a persistent (from session to session, anyway) world to REPLACE my current MMO poison-of-choice (FFXI). Adding in weekly content would ensure I'd play it forever, and have more fun than grinding in an MMO.
 

tim_sama

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Also, might want to pick up the GURPS (General Universal Role Playing System) books to get some ideas about character building/customization (although if you're working on Fallout 3, you've probably already done that).
 

clouddyl

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Mar 13, 2008
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I think more voice actors is a must, if i hear "i saw a mudcrab yesterday, vicious things" or whatever one more time im goning to explode, and also, i agree with all the above stuff but make certain aspects completely online. For exapmle, the Arena based area, or maybe a player market place thats completely run by us, i think that would be awesome, and would allow for people like my brother who enjoy merchanting for like, hours on end. once i gave hima runescape account that i didnt play anymore, it had like, 10k on it, by the end of the week he had somthing like 400k, but back to my idea, make player markets and online fighting things!

~~cloud