The Elder Scrolls VI: Gameplay Changes

Recommended Videos

Tiger King

Senior Member
Legacy
Oct 23, 2010
837
0
21
Country
USA
a bit of armour customisation would be cool.
The way things are you collect the materials push a button and the armour always comes out the same.

It would be nice to customise the colour and style. I was also thinking you could add items you find like gems or trophys won in battle.
say you choose to be a warrior and you collect scalps or heads from enemies and you display them from armour spikes or chains.
maybe animal pelts could be used too.
 

Solracziad

New member
Jun 18, 2012
8
0
0
Space Spoons said:
Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.
 

F'Angus

New member
Nov 18, 2009
1,102
0
0
I do wish they would put some stuff like Pauldrons and Greaves back in. Plus a couple of weapons that they took out, mainly short-swords and spears.

Otherwise I really enjoy Skyrim's system, I don't really want to see it become like Fallout's.
 

evilneko

Fall in line!
Jun 16, 2011
2,218
49
53
Solracziad said:
Space Spoons said:
Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.
But... Skyrim puts the name of the character into the save filename, so it's not like you can't run multiple chars at once...
 

Flizzick

New member
Jun 29, 2011
135
0
0
Make quest-lines longer, and make the skills incorporated with factions actually matter.

It seemed like you could use any play style with every quest-line and not be penalized for it.

Case in point:
1. I was the Harbinger of the Companions and Arch-Mage of the College in Winterhold after what felt like 3 quests each, all of which I hung back and stealth killed enemies with my bow.

2. As a thief character, I expected to have a real blast with the Thieves Guild and Dark Brotherhood (like I did in Oblivion), but was kind of disappointed at the lack of stealth or cunning needed for both of those quest-lines.
 

evilneko

Fall in line!
Jun 16, 2011
2,218
49
53
Paragon Fury said:
- The Return of Classes, Major/Minor Skills
Meh. Classes are an unnecessary and obsolete concept. Plus, you've got the three Guardian Stones for your archetypes, and the Lover's stone for your jack-of-all-trades.

- Racial Skill Bonuses
Rather than starting with higher skill in something, your Racial Skill bonus should mean you're just naturally more talented at learning that skill - essentially it gives you 2/3 extra minor skills - or if they skills are minor skills for your class, ups them to the level of major skills.
I suppose I could get behind this.

- Return of Attributes/Abilities
I see primary attributes as superfluous. Most of the benefits you get from them are already tied to other stats. Take Strength for instance. All of its benefits are now tied to other stats: damage is tied to the skill used to inflict it, carrying capacity to stamina, blocking effectiveness to block, etc. Much like classes, they just aren't needed anymore.

- Skills System Revamp
The way skills and perks are handled in Skyrim is interesting, but I think they could be done better. First thing is "skill scaling" - essentially, as a skill in a certain area levels up, your base abilities in that skills are also go up. Instead of taking "Armsman" to upgrade the damage your one-handed weapons do, just leveling up One-Handed will make your one-handed weapons more powerful. The same with Magic, Archery and Armor, etc.
This is already the case, except with Destruction magic unfortunately. Perks are bonuses in addition to that granted by having higher skill.

"Perks" instead should be treated like "talents" - basically, things that your constant use of the skill and practice have taught you. Even odd numbered level you're given a Perk point to spend, and you can choose one perk you meet the skill requirement for, like Skyrim or Fallout. However instead of the perks like Armsman or the Novice>Master perks, perks are designed to actually affect gameplay.
I think it's hard to say they don't affect gameplay. :p

An example of the new perks would be something like these Restoration options:

Healer - Spells with healing effects cost 25% to cast
Regeneration - Healing effects of spells are 25% more effective
Banisher - Spells that affect the Undead are 25% more effective
Bane of Death - Healing effects damage the Undead
Golden Hands - Can Dual-Cast Restoration Spells for 2x effectiveness

etc.
Well, two of those already are perks in Skyrim... also, dual casting should be greater than 2x. :p (vanilla dual cast is 2.2x)


- Loot/Smithing Overhaul
Essentially, these does what Morrowind did - the high level equipment (Glass, Elven, Dwarven, Deadric, Ebony etc.) is no longer Smithable or buyable (with rare exceptions) - initially. Instead the high level equipment can only be found by dungeon diving, searching, and stealing it from the people who are wealthy enough to own it. Some things, like Dwarven, Elven or Orcish might appear in shops occasionally, but you have no chance of ever seeing Ebony, Glass, Dragon Bone or Deadric in a shop or randomly on some bandit. You'll have to explore and find the best equipment.

The one exception is if your Smithing skill is high enough, you can find and read/be taught how to make these pieces of equipment once you locate the right person/find the right book. It make sense that you wouldn't gain magical knowledge on how to make the best equipment by Smithing 1000s of daggers and jewelery, but an experienced Smith could be taught how to make the best equipment for themselves.
Well I guess that would make your high level armor set even more special, but it's kind of a pain already to gather up a full set of glass. :/

- Armor/Clothing
Equip-able items need to be expanded - something like Head, Left/Right Shoulder, Chest, Legs, Feet, Cloak, 2x Rings, Necklace, Shields.
More slots is always better. Also, adding a couple more general "Body AddOn" slots (Fallout for example has 3, pretty sure Skyrim does too) would be really, really nice. Imagine Tailor Maid with 5 nonspecific slots... :O

- "Semi" Scaling
Pretty sure it's already the case that some stuff isn't scaled. Most is though, yeah. So basically you want more unleveled stuff. Fair enough. I say include it as a difficulty setting.

- Magic and Spells
Spells, as noted before, should scale with your skill level. ...(snip)...
Custom spells should come back as well, as well as some new elements - Earth spells?
Damn right they should scale. I shouldn't need a mod to fix this blatant oversight! I don't care that 'Flames' is virtually free at mid-high level, it's still crap because of its damage output.

Custom Spells, with the ability to delete obsolete ones, would be very welcome. My spellbook in Oblivion was so damn cluttered...

- Reputation/Factions Relationships
Its quite simple - becoming friendly with one faction makes another dislike you, and vice versa. This can and should escalate to exclusion from their cities/towns, vendors, quests and even result in being attacked on sight. IE: Becoming too friendly with the Dark Brotherhood makes the Companions no longer like you because they believe you to have no honor and refuse to deal with you.

Also, having a certain reputation should affect how NPC interact with you - for example, the Master of the Dark Brotherhood should inspire terror in mere bandits and cause them to flee rather than fight.
Now, this gets kind of thorny: how exactly do the Companions (to use your example) know about your involvement with the Dark Brotherhood? I'm pretty sure the Brotherhood doesn't publish a phonebook, after all, and if that Whiterun guard walking along the road had known about that erm, strange guy... I don't think he would've let him hang around there.

- Hardcore Mode
Eh, long as it's optional. :p Also, wtf is with leveling up only when sleeping anyway? I always thought that was just plain stupid.
 

Darkmantle

New member
Oct 30, 2011
1,030
0
0
WaysideMaze said:
Darkmantle said:
WaysideMaze said:
Luca72 said:
So basically... just do what Morrowind did, except with the new engine! :)
This just sums up my feeling perfectly. Just make Morrowind with Skyrims graphics, and a better combat system. I would be all over that.
I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.

And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
It really was a 'despite those flaws' type situation.

I'm sure if Fappy [http://www.escapistmagazine.com/profiles/view/Fappy] was here he'd agree, but there was a fantastic world to explore full of interesting characters, you just had to get past the terrible combat system. Unfortunately, combat is a big part of the game, so there is a lot to get past.

I tended to play a Mage, so it didn't bother me as much.

Out of interest, which TES game did you play first?
In order from first to last

Oblivion, Morrowind, Daggerfall, Skyrim. Only one I didn't enjoy was morrowind, I've even tried going back to it a few times, and still no dice.
 

Solracziad

New member
Jun 18, 2012
8
0
0
evilneko said:
Solracziad said:
Space Spoons said:
Different save slots for different characters. That's all I've ever wanted out of a Bethesda game.
This. All of this. So much! I am eternally grateful for Bioware doing this both DA and ME.
But... Skyrim puts the name of the character into the save filename, so it's not like you can't run multiple chars at once...
Your right. It's not critical, it would just make it easier to organize save files. I like to
keep multiple save files for each character. This tends to get pretty confusing.
EDIT: for qoute!
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
845
0
0
Darkmantle said:
In order from first to last

Oblivion, Morrowind, Daggerfall, Skyrim. Only one I didn't enjoy was morrowind, I've even tried going back to it a few times, and still no dice.
I can't speak for daggerfall and the way it plays, since I've never played it, but I think going from Oblivion/Skyrim to Morrowind is much harder simply because of the terrible combat system.

I played metal gear solid 2 before I played metal gear solid, and really hated MGS because the controls felt shit and clunky in comparison.

Maybe there's a mod for the Morrowind combat that improves it? I have no idea, it's been years since I've played it, and it was in my early stages of PC gaming before I even tried modding. I pester because I genuinely believe Morrowind has the superior (if not graphically uglier) world to explore.
 

Lyri

New member
Dec 8, 2008
2,660
0
0
Darkmantle said:
I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.

And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
I'm going to step in here and answer this question.

My entire problem with Skyrim is that it's too fast, it's a quick romp in the Elder Scrolls verse and the finished product feels like premature ejeculation.
Compared with the others we've played with Skyrim is just over and done with far too quickly, there is some enjoyment to be had there but it's not as nearly complete.

You're probably wondering what this has to do with everything right? Well normally so would I but here we go.
Combat is a huge part of that game, you pick up your chosen weapon and you swing it for all you're worth and deal damage to your foes.
Once you see that magical sign in the centre of your screen One Handed 28 turn to One Handed 29 you know you're getting "better".
The rub is though you've always been as good, every swing has been a guaranteed hit and it is just the same with every other kind of weapon, this game is designed to go by quickly.
Skyrim wants to be accessible and easy, it's the prostitute of the Elder Scrolls series, the dark mistress whom you handed your money and now she's giving you services rendered.
Pick up a sword - level it up.
Pick up a hammer - level it up.
Pick up a mace? level it up.

Morrowinds combat was quietly elegant and it slowed the entire game down, it made your character a thing of hard work.
You wanted an awesome do everything character? You had to work for it, there was no other choice. You couldn't be a master of long blades and blunt weapons without training both up in earnest, you had to put the work in.
Morrowind wanted to make you take your time and develop your character in a forge, sure that mechanic may of had it's annoying parts but you have to see it for what it is and not what you thought it was.
 

SlaveNumber23

A WordlessThing, a ThinglessWord
Aug 9, 2011
1,203
0
0
I had a couple of ideas for changes myself, revolving around how spells are dealt with in the game. I think it would be cool if, instead of reading a spell book and then being able to shoot its spell from your hand whenever you want, you should wield the book itself as a weapon. Equip the book in one of your hands and when you open it, its spell flies out from its pages, performing its intended effect.

I would also like to see a spell creation system, similar to enchanting, where you write your own spell books. Combining a ruined book and a filled soul gem, you can custom make your own spells, choosing whether they are projectile, over time, charge up, aoe projectile etc and their damage according to what soul gem you used, among other things. You should also be able to make hybrid spells, such as an over time spell which deals fire damage to enemies while healing you, or a projectile spell that deals half frost damage, half shock damage and soul traps the target. What I didn't like about spells in Skyrim was that you would be restricted to a certain kind of spell being useful in each tier of destruction, for the first tier you get the damage over time flames, sparks spells etc but once you get to higher up tiers, they become obsolete. Why can't I use a higher tier damage over time destruction spell? I know the master lightning spell is one but it takes a while to charge up and they are at completely opposite ends of the destruction skill.
 

Darkmantle

New member
Oct 30, 2011
1,030
0
0
Lyri said:
Darkmantle said:
I'm not sure what is encompassed by engine so I'll just ask, does the new engine include the actual combat mechanics? because I hated the combat mechanics in morrowind. I hate that my sword connecting is not necessarily a hit, I hated not being able to manually control my shield.

And I do not know how people could find that enjoyable. Unless they enjoyed the game despite those flaws.
I'm going to step in here and answer this question.

My entire problem with Skyrim is that it's too fast, it's a quick romp in the Elder Scrolls verse and the finished product feels like premature ejeculation.
Compared with the others we've played with Skyrim is just over and done with far too quickly, there is some enjoyment to be had there but it's not as nearly complete.

You're probably wondering what this has to do with everything right? Well normally so would I but here we go.
Combat is a huge part of that game, you pick up your chosen weapon and you swing it for all you're worth and deal damage to your foes.
Once you see that magical sign in the centre of your screen One Handed 28 turn to One Handed 29 you know you're getting "better".
The rub is though you've always been as good, every swing has been a guaranteed hit and it is just the same with every other kind of weapon, this game is designed to go by quickly.
Skyrim wants to be accessible and easy, it's the prostitute of the Elder Scrolls series, the dark mistress whom you handed your money and now she's giving you services rendered.
Pick up a sword - level it up.
Pick up a hammer - level it up.
Pick up a mace? level it up.

Morrowinds combat was quietly elegant and it slowed the entire game down, it made your character a thing of hard work.
You wanted an awesome do everything character? You had to work for it, there was no other choice. You couldn't be a master of long blades and blunt weapons without training both up in earnest, you had to put the work in.
Morrowind wanted to make you take your time and develop your character in a forge, sure that mechanic may of had it's annoying parts but you have to see it for what it is and not what you thought it was.
the pace of the game had little to do with the combat system. Skyrim felt so short because it totally lacked an appropriate amount of quests. I dislike becoming archmage in what, 3 quests? 5 maybe? Or how fast I became the leader of the thieves guild, how fast my stormcloaks conquered skyrim etc etc.

the combat system being pointlessly obtuse and poorly explained is not a positive feature, it only detracts from the game, but people keep telling me how good it is like they are stockholm syndrome sufferers. Make it clear that when I'm missing or when I'm hitting. Make it clear how your system works. Or just come up with better ways to do skill scaling. Make untrained weapons swing more wildly, deal less damage, not stagger opponents. There are dozens of ways to use real skill scaling without reverting to a broken system.
 

Darkmantle

New member
Oct 30, 2011
1,030
0
0
WaysideMaze said:
Darkmantle said:
In order from first to last

Oblivion, Morrowind, Daggerfall, Skyrim. Only one I didn't enjoy was morrowind, I've even tried going back to it a few times, and still no dice.
I can't speak for daggerfall and the way it plays, since I've never played it, but I think going from Oblivion/Skyrim to Morrowind is much harder simply because of the terrible combat system.

I played metal gear solid 2 before I played metal gear solid, and really hated MGS because the controls felt shit and clunky in comparison.

Maybe there's a mod for the Morrowind combat that improves it? I have no idea, it's been years since I've played it, and it was in my early stages of PC gaming before I even tried modding. I pester because I genuinely believe Morrowind has the superior (if not graphically uglier) world to explore.
I'm sure the world is great, and I was interested in exploring it, but I couldn't get anywhere or get anything done. So I got frustrated, and rightfully so. That's a game where you need not only the manual, but a strategy guide to make it through your first time. It's poor game design, I would like a new version of morrowind with updated graphics and a better system overall.
 

ZippyDSMlee

New member
Sep 1, 2007
3,958
0
0
Sounds good think on this

Range weapon damage based on time in flight each centisecond in the air lessens the damage up to a max of 95%. Different weapons, ammo,ect have different max time, also skill in range weapons effects damage applied to the centisecond. So you know you can be skilled in range weapons shoot someone in the head and they die in one hit..... I so hate damage sponges....

Location hit damage and effect.

Head shots do more damage and or a 10ish% stagger/trip effect is applied, can be raised by weapon stats, stats or skill.

Weak spots(legs,ect) do more damage and or a 10ish% stagger/trip effect is applied, can be raised by weapon stats, stats or skill.
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
845
0
0
Lyri said:
That was a really nice way of putting things. Seriously, I like that. Although I don't think every swing being a guarenteed hit is a bad thing. If your sword connects, it should do damage. That's just the way things should be. Watching your sword run through a cliff racer 15 times only to do 0 damage got very annoying very fast. But I suppose what you were expected to do is imagine the cliff racer physically moving out of the way of each blow. Limits to the engine kinda prevented this.

Darkmantle said:
the pace of the game had little to do with the combat system. Skyrim felt so short because it totally lacked an appropriate amount of quests. I dislike becoming archmage in what, 3 quests? 5 maybe? Or how fast I became the leader of the thieves guild, how fast my stormcloaks conquered skyrim etc etc.
Yeah this was a big problem in Skyrim. Factions were swearing their lives to you within a week or 2 of joining. I'm currently doing the Winterhold College quests, and on my first mission I discovered some massive, world changing magic macguffin and was contacted by a secret society of mages. You're supposed to build up to these things, but instead they sacrificed deep, interested faction storylines for random quest generators.

And now I revert back to Morrowind (are you sick of me yet?) where you actually started off doing incredibly menial tasks for higher ranking guild members. It took a long time, a very long time, to become a respected member of a guild or great house, and it felt like you'd accomplished something.

the combat system being pointlessly obtuse and poorly explained is not a positive feature, it only detracts from the game, but people keep telling me how good it is like they are stockholm syndrome sufferers. Make it clear that when I'm missing or when I'm hitting. Make it clear how your system works. Or just come up with better ways to do skill scaling. Make untrained weapons swing more wildly, deal less damage, not stagger opponents. There are dozens of ways to use real skill scaling without reverting to a broken system.
Couldn't agree more. I'd love to see Morrowind on a better graphics and combat engine.

Darkmantle said:
I'm sure the world is great, and I was interested in exploring it, but I couldn't get anywhere or get anything done. So I got frustrated, and rightfully so. That's a game where you need not only the manual, but a strategy guide to make it through your first time. It's poor game design, I would like a new version of morrowind with updated graphics and a better system overall.
I've heard a few people say that, but I found it very easy to navigate, only getting lost once or twice. I never used a strategy guide, but I had a paper copy of the map that I looked at frequently. But I really enjoyed doing that. It felt more explory (I know, not a real word, but you know what I mean). And the limited fast travel system meant you had to plan your journeys, and couldn't just rely on the magic teleporting map.

Sorry if it feels like I'm harping on at you about how great Morrowind was. I'm not trying to force you to play it or anything, its just I get incredibly nostalgic about that game and end up rambling for hours.
 

aksel

New member
Nov 18, 2009
105
0
0
I wish that in the next installment, you could choose different traits, or something. Like, if playing a Nord, you should be able to choose to be a dragonborn or not. Maybe you just want to be a good archer, or maybe you're just a great alchemist.

I'm also really tired of the whole "you're the chosen one, and shit" shebang. Also, if I really have to be the chosen one, mere farmers should bow before me, instead of sending off on a fetch quest, gathering mushroom spores, before telling me where the god-damned Helmet of Whatever can be found.

I realize that this will never happen, but screw you, man. A man can dream!
 

Grumpy Ginger

New member
Jul 9, 2012
85
0
0
If they did put major and minor skills in the game I think they should cap how high you can get the minor ones.I got around the scaling in oblivion by maxing out my minor skills while barely raising my major ones turning my character into a one man army. Maybe minor skills can only be raised by say one point per level so by level fifty they only go up to 50, useful but something you can't rely on. Otherwise it makes the whole class system pointless.
 

Auesis

New member
Mar 10, 2011
32
0
0
I feel like the only person on earth who was satisfied with Skyrim as the best TES, and has been left just wanting more.

My only suggestion is just for Bethesda to take a long, good visit to the Nexus.
 

newdarkcloud

New member
Aug 2, 2010
452
0
0
I'm not in favor of bringing the class system back. It's needless complication which just forms a barrier between users.

I approve of racial bonuses to make each race unique and separate from the others. However, I don't think they should affect skill growth. I think it's a better idea to give something like having High Elves deal more spell damage and having Orcs, Nord, and Redguards deal more weapon damage, etc. This would make choosing race a much more painful and interesting choice.

I'm okay with bringing Fallout style stats into the game. I like how Fallout deals with stats. It makes sense. we can debate how they do that, but I do like that idea. I don't like the idea of having to level them up, that's a pain in the ass, but I am somewhat interested in giving each race an innate stat layout, but with bonus point the player can allot to anything.

I agree with the Skill System Revamp. I'd like skill to be the main governing factor in how good you are with a weapon.
The talent system you prescribe is good. I like the idea of some bonuses gained by just leveling and some you have to choose.

I liked the Smithing in Skyrim, though I think it could use improvement. the way you describe would be good. You'd need to go out and find/train in recipes to get powerful armors. That makes sense.

I understand why Bethesda did what they did with Armor. It allows them to render more people easily. I wish for more customization, but I'm okay with what we've got.

I hated Skyrim's magic system. It needs a total overhaul. I miss being able to create my own spells. That was an awesome feature and they shouldn't have removed it.

I approve of Reputation. The fact that no one reacts to your actions in both Oblivion and Skyrim really did bother me.

So long as Hardcore mode remains optional and companions can't be killed, go for it.
 

White_Lama

New member
Feb 23, 2011
547
0
0
One thing I want to say is I do not want them to make the next Elder Scrolls game (if one would be released) into some sort of clone of Fallout 3/New Vegas. I like the leveling as it is, instead of doing a few quests to reach several more levels you actually have to grab your gear and go out and explore dungeons and such to be able to level up.

The only change I'd say I'd like to see is Bethesda foolproofing gamebreaking stuff, like the "Oghma Infinium glitch", and that 100 in enchanting and a few perks can make your mages manapool completely infinite, which destroys the reason of a mage. Now I know it's a single player game and that people should be able to do as they want, but damnit, I want to play a game where there are no gamebreakers.

Auesis said:
I feel like the only person on earth who was satisfied with Skyrim as the best TES, and has been left just wanting more.

My only suggestion is just for Bethesda to take a long, good visit to the Nexus.
I'm right here with you man, I have no complaints about the game.
Been playing since release they and even now i find places I've never seen before (dwemer ruin Kagrenzel, never been there, it was awesome).