I would like some more realism. I used to play with some mods that made everything have far less health and weapons having more realistic characteristics. This meant that you could die in like three hits and you had to be a lot more careful, although the same was true for your enemies. I also liked some mods that made you have to eat, drink and sleep.
The most important for me is that there is less level scaling though. I don't mind walking into some cave with enemies far above or below my level. It makes the game more exciting, because I don't know what I'll find and I have to be careful. Some difficulty scaling according to your level would be nice, but I would suggest making it a little more realistic. I.e. if you're low level and don't have a lot of money, you are not interesting for powerful bandits, so they won't attack you. You should really look out for wild animals though. At higher levels, some animals will become afraid of you (if they're smart enough), and you will be attacked by bigger and (slightly) more powerful groups of bandits as you progress. But bandits only go up to a certain level. If they have lots of money to by daedric armor, or have the skills necessary to get it, why the hell are they bandits? At really high levels, people may try to have you assassinated though (for instance).
Another thing that I would really like to see in an RPG (although it is probably too much work) is events in the world that will happen at a certain, fixed date. Normally, everything starts to happen just as you, the hero, arrive. Instead, I think it would be nice if you get a message "our city will be under attack in about X days, please come help" and that this will happen no matter what (unless you prevent it through diplomacy or murder). If you don't come, the city will probably fall. Maybe the number of casualties depends on how early you come, etc. In the mean time, there can be other missions like this (e.g. find and bring an antidote to someone in another city), which might force you to choose and your choices should ideally have a measurable impact on the world (i.e. different vendors/mission givers got killed). I think this would really add a sense of urgency to the world and make for great replay value.
The most important for me is that there is less level scaling though. I don't mind walking into some cave with enemies far above or below my level. It makes the game more exciting, because I don't know what I'll find and I have to be careful. Some difficulty scaling according to your level would be nice, but I would suggest making it a little more realistic. I.e. if you're low level and don't have a lot of money, you are not interesting for powerful bandits, so they won't attack you. You should really look out for wild animals though. At higher levels, some animals will become afraid of you (if they're smart enough), and you will be attacked by bigger and (slightly) more powerful groups of bandits as you progress. But bandits only go up to a certain level. If they have lots of money to by daedric armor, or have the skills necessary to get it, why the hell are they bandits? At really high levels, people may try to have you assassinated though (for instance).
Another thing that I would really like to see in an RPG (although it is probably too much work) is events in the world that will happen at a certain, fixed date. Normally, everything starts to happen just as you, the hero, arrive. Instead, I think it would be nice if you get a message "our city will be under attack in about X days, please come help" and that this will happen no matter what (unless you prevent it through diplomacy or murder). If you don't come, the city will probably fall. Maybe the number of casualties depends on how early you come, etc. In the mean time, there can be other missions like this (e.g. find and bring an antidote to someone in another city), which might force you to choose and your choices should ideally have a measurable impact on the world (i.e. different vendors/mission givers got killed). I think this would really add a sense of urgency to the world and make for great replay value.