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Ninetailzz

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#1 Ninetailzz
Member since 2014 • 25 Posts

@xantufrog:

@Lulu_Lulu said:

I thought mods allready solved all that.

@speedfreak48t5p said:

Mods.

/thread

I'll quote myself from earlier:

"I know that some of these issues are fixed by mods, but I would like to keep the discussion on the vanilla games and their associated DLCs. I don't personally think people should have to essentially "fix" Bethesda's games because they're too lazy to finish it or otherwise improve upon it themselves."

Mods are irrelevant in this discussion. I also said that I'm aware of mods that fix many of these problems. But Bethesda shouldn't put off their work on the modding community. It's not the community's place to mend together pieces of a game designer's broken system.

@Lulu_Lulu said:

@mastermetal777:

Then I strongly recommend not getting another Bethesda game ever again because their vanilla editions will always be shitty in both design and quality assurance.

It doesn't have to come to this, though. If Bethesda would actually look at what the community wants, a lot of these problems won't happen in the next Elder Scrolls game. I think the Dragonborn DLC in and of itself is proof that Bethesda is listening to us; they've never revisited an area before in a DLC, and it's no coincidence they chose somewhere in Morrowind. All it takes is a bit of faith. If the community doesn't have faith in Bethesda, they'll lose faith in themselves. And that, in turn, is a perfect setup for failure. The reason I made this thread was to point out just how many (major) flaws Skyrim has so that hopefully Bethesda will view this (though I'm not vain or hopeful enough to think they will) or that someone will see something on here and it'll get passed around enough for Bethesda to see it. They aren't blind or stupid; they know they've screwed up and alienated a lot of their old fans who enjoy a richer RPG experience. Now it's just a matter of waiting to see what happens next.

@Maroxad said:

Combat: Gonna divide this into three categories.

Melee: Make combat a lot less floaty. And make hits and misses actually count, a miss could leave you vulnerable, if possible, allow movement to to factor into combat much more heavily. TaleWorlds already did this with mount and blade.

Ranged: Allow for body shots, shoot someone in the leg and they will move slower, shoot someone in the head and they will take heavy damage, add effective range and make arrows do less damage the further they fly. Furthermore, add some slight spread for non aimed shots, higher archery skill reduces the spread. Essentially, again, what Warband did (with the exception of leg shots).

Magic: Remove dual wielding magic, it was a stupid idea to begin with. Make magic scale with skill and gear (add a relic slot or something). Add a lot more versaility to mages, and make magic a whole lot more sandboxy. Return Mysicism and take inspiration from Guild Wars 1's mesmers.

Also in general, remove killmoves from the game. Attacks that could easily have been blocked or dodged, suddenly hit you. They were a terrible idea, and should not return.

Class System.

Either add a class system, seen in Daggerfall, Oblivion and Morrowind. Or add a backround system seen in the likes of Mount&Blade.

Guilds and Factions.

Make guilds and factions compete again with eachother, I shouldnt be able to be the guildmaster of them all. Make joining one, more than just accepting a glorified questline, joinnig a guild should mean I make new friends... and more importantly, enemies.

Levelling

Remove level scaling, lower the softcap on levelling to around 20 or 10. With a much lower powercurve, the need for level scaling will be for most of the part gone, and even low level enemies can be threatening.

World

Go for a much lower scope, big empty worlds are no fun to traverse, Morrowind had a good balance, aim for around that. Now that the resources arent as spread thin, more effort can be made to make each area worthwhile.

Crafting

In its current iteration the Crafting in Skyrim is a broken mess. Upgrading was extremely linear and just involved adding +damage to your weapon weapon of choice (and +armor for your armor of choice). The only property each weapon has is their damage and weapon type. So there is never any reason to use an iron sword instead of a dwarvern sword or whatever.

What I propose here is to add more weapon properties to each weapon, add length and speed modifiers, percentage of damage that is crushing damage. Add exotic materials that add fire damage or a weapon that drains stamina on usage. Or how about taking a page from Rune Factory 3 and 4, where you can make all sorts of weapons with crazy effects? Including the creation of a staff that allows you to use the attacks from various monsters you fight. In Rune Factory 4 I have 3 weapons using the same base model, but all of them function fundamentally different.

Enchanting and alchemy are well done though overall. But the smithing skill was so half baked. Overall, more effort needs to be put into the itemization, because right now, the itemization in Skyrim is not all that great. Though compared to other modern RPGs, it isnt that bad either.

I like a lot of these ideas. The kind of combat system in particular could be well implemented, I think. One thing, though, is that enchanting utterly breaks the economy in Skyrim, and it's really, REALLY easy to level up. I'm not an alchemist myself, but I've heard it's also quite broken. The ranged idea is absolutely brilliant, especially with the spread bit. Apparently, my character is amazing with a bow with Archery at level 20. I didn't even think of that. As an aside, I honestly have no idea why Skyrim didn't implement the broken limb system from Fallout 3 and New Vegas. It seemed like such a trivial, commonsense idea that there's no real reason for it not to be there. As for the class system, absolutely. Either give us the choice or let us opt out of it. Either way, we can play the way we want. Level scaling is most definitely a pain. I feel like even wolves should be a serious threat until about level 10. The exotic materials are most definitely a good idea. To be honest, I'd also love to see a return of enchantment making and spellmaking. For the world, to be honest, I feel like almost all Elder Scrolls games are about the same size in terms of the map (I know they aren't, as confirmed by Bethesda, but it just feels that way to me when I play them). I just wish Skyrim and in some cases Oblivion didn't have what felt like a bunch of bland, repeated areas. I love New Vegas to death, but I'm reminded of all those sacked caravan locations all over again.

@xantufrog said:

I agree about spellcasting. Although there were some mechanical improvements to it over earlier Bethesda games, it feels quite limited and uninspiring. Morrowind had much more diversity. It would be cool to see elemental combination in future editions, where dual-wielding spells leads to a unique combination outcome and not just two independent spells being cast or a "sum of effects"

Yes. Either do away with dual casting or make it much more difficult and rewarding. The "sum of effects" thing is honestly underwhelming, and I'd also like to see a return of some of the insane things you could do with magic in Morrowind make a comeback. It would've been amazing to see a dual-casted fireball spell cause an absolutely massive fiery explosion with a huge AoE, or a dual-casted ice spike spell allowing the player to essentially throw some sort of huge ice lance.

@mastermetal777 said:

@ninetailzz: Woo, this is a big list. Let's go in order. I'll try to keep things brief. And also, I like Skyrim as well, and I agree things need to improve for the next Elder Scrolls that will inevitably arrive:

  • Combat - I do agree that the combat needed a lot of work. Perhaps accessibility was such a big priority that the combat was simplified to that extreme, but as most action RPG players will know, the point of having a combat system is for it to feel satisfying regardless of your character build. For any sort of melee play, I would recommend a more refined version of Dishonored's sword play system, with the blocking and parrying abilities, and adding unique animations and skill trees for each type of weapon. They're not all the same. Controlling an axe versus a sword is completely different. For spells, there does need to be more variety to each spell instead of just being the same type of projectile with a color swap. How to do this will require a lot of imagination, but maybe having ice abilities reflect upon defense, so building ice soldiers or walls with that would be cool. Fire is a very offense-based spell, so add to it some sort of mass flares or meteor-like attacks. Just something to ponder.

  • Class systems - I'm not opposed to removing class systems, honestly. It gives players incentive to experiment with wild builds to see what they love best. At the same time, I realize that many players like roleplaying with set class builds and working to improve upon those instead. Here's what I propose. At the end of the character customization screen, the game would give you two options: custom class (in which you either play the game with base everything or have a few stat points to plug into whatever you wanna build), or use a pre-made class (which is pretty self-explanatory). These would both allow for player customization for those who like making things from scratch, and satisfy those who use templates in order to role-play.

  • Quest Lines and Choice Recognition - this should be a given, but Skyrim's storylines just weren't that interesting. Oh sure, the lore behind the world is fascinating, and the return of the dragons had enormous potential, especially in the midst of a bloody civil war. But the presentation, along with the actual progression, just didn't seem like it mattered in the grand scheme of things. Now, I know how to write a story, but I've never written one for a game, so I can't propose anything that would be even remotely better than what we were given. However, given that this is a massive sandbox RPG, at least let players feel like their actions mean something aside from criminal activities forcing people to hunt you down (the only part that actually feels legit). If you do something heroic, let NPCs give you discounts in stores, or have guards look the other way without a bribe (this can be done by becoming a noble in any of the holds, I know, but maybe have it be more meaningful if you decided to end the war). Also, give the NPCs some life. Every single Elder Scrolls game has a problem with having interesting characters falling flat because of either average performances or wonky animations. Please put more resources into voice acting and animation work, Bethesda. It would be very appreciated.

  • Dungeon Design - Now, I can see why it's annoying, but if I may play Devil's advocate here, there's little within Skyrim's environment that could suggest having more unique dungeon designs. The best ones were Blackreach and the Falmer caves, but those were maintained up north to the mountains in Dwarven ruins. Everything else was either a tomb to bury family or some sort of cave. It makes sense in the context of the world, which is why I'm not as annoyed with it, although it does feel repetitive after a while. Maybe there needs to be a land in the Elder Scrolls universe that has a wider range of landscapes to explore. I'm sure with the advances in tech, this can happen, but for now, I say take what you can get, and pray for more intuitive dungeon designs.

These are my personal big issues with Skyrim. The item and crafting system was well-done I believe (needs more variety and balance though), and the leveling needs to be more balanced as well (removing level scaling kind of hurt this game a little). Let's continue discussing this. Maybe go point by point? I'd love to help improve an otherwise well-made game series.

The combat should feel rewarding, definitely, but my mind goes back to when I felt like an absolute boss when I was able to hit a bandit four times in a row without getting shanked in Morrowind. I think leveling up in itself should feel like a major reward. Combat is an absolutely integral part of the experience of TES, and gradually getting better at it would be immensely satisfying. Morrowind's combat was most definitely not accessible, and I don't think many people, if anyone, would advocate bringing it back. Instead, as you said, parrying and blocking as well as dodging should become an important part of melee combat. As your character levels up (and I would actually say the levels need to go a bit slower since you could level up in Skyrim insanely quickly for the most part), he/she becomes a bit faster, a bit better at parrying a sword at the last moment, etc. Overall, combat should feel engaging. And I 100% agree that axes and swords and whatnot should have unique skills. And ice being used for defense and building temporary walls is an awesome idea. Seriously.

As for the class system, absolutely. I think you should be able to opt out of it and get a decent character with all-round skills (i.e. all skills around 15-20) or be able to choose a class or make a custom one (i.e. some skills are about 30-40, but as a price, all "non-major"/"minor" skills are at a really low level, maybe around 5-10, just like in Morrowind and Oblivion). I feel like it would balance out quite well and have universal appeal.

THANK YOU. Yes, the people in Skyrim barely reacted to anything the PC did at all. It's just so dull. I could be the Legate of the Legion and still have guards treat me like a regular citizen. And the guards are the ones that react to everything! As for wonky animations, Morrowind was the king of kings of those XD. Regardless of that, I think Morrowind did an overall outstanding job of character development for major characters, particularly Vivec and Dagoth Ur. And that sleazeball whose wife I had to buy. I wanted to roast him by the time that was over.

Maybe it's true that dungeon design is limited by the lore of Skyrim in that regard. I think they probably could've done a better job in their design, but I concede this point. It's probably mostly the fetch quests that make me despise them to the degree I do.

Lastly, I think level scaling should either apply to very few creatures or be taken out altogether, actually. Bandit leaders shouldn't be people I could take on at level one, and I shouldn't be able to delve into dangerous Dwemer ruins at level three and hope to come out alive. And Alduin should put the smackdown on even the Ebony Warrior.

Thanks to all you guys who commented! I've been insanely busy recently, but I'm glad I decided to post this. I'm equally glad that we don't have any rudeness on here so far. Ad hominem and the like drive me nuts.

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Ninetailzz

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#2 Ninetailzz
Member since 2014 • 25 Posts

I like Skyrim, but I see so much underutilized potential that it's absolutely nuts. To be clear, I started with Skyrim and went backwards to Morrowind. (Just to be clear about what I mean by this, I have also played Oblivion, though I only did the Dark Brotherhood and main questlines.) I haven't had the chance to play Daggerfall or Arena yet, though I heard Daggerfall in particular was amazing. Finally, I want to make it perfectly clear that I'm not just hating on Skyrim because it's popular or some other nonsense. I legitimately feel that these are valid criticisms and am merely wanting a good discussion about them as well as how the next game in the Elder Scrolls series could be improved. Anyway, I'll get into it:

Combat (including the associated perks)

Skyrim's combat system is, in my opinion, rather boring and repetitive. The weapons have different feels to them, sure, but after a while of using warhammers, axes, and swords, it just gets quite dull, to be honest. Not only that, but much of it revolves around a few key perks, most of which revolve around damage or "more" or "less" of something (i.e. less use of magicka, more stealthiness), which gets very, very monotonous after even the first two characters. (My discussion of why I dislike the complete removal of the class system will be next.) Yes, I can specialize in stealth, be a mage, or be a warrior type. But there isn't a perk tree specific to swords, or warhammers, or axes. Instead, we have a very streamlined tree system that includes a couple of perks for weapons in each of these categories. Maybe I'm being a bit too picky, but aren't warhammers, axes, and swords all very different weapons, both in terms of aesthetics and actual usage? Even daggers are unique in and of themselves. Shouldn't all these things have their own skills and perk tress rather than being streamlined into the rather bland "One-handed" and "Two-handed" categories? They're unique weapons, each with their own advantages and limitations. Shouldn't the skills reflect that? Also, what's up with the removal of hand-to-hand? It's a valid combat skill. It's sometimes very difficult to use, but it's still fun, especially when RP'ing a monk character.

Another pet peeve of mine concerning the combat system is the fact that there's not really any skill reflected in it. To see what I mean, look at Morrowind's almost universally criticized system. It simulated dodging and parrying and displayed a character's proficiency with a given weapon. Like it or not, a novice with a given weapon class should be easily dismantled by someone with superior skill in that weapon class. Skyrim does nothing to simulate this skill or skill gain. It could have more lively character animations in which the novice is slower using a blade or gets easily parried by the warrior of superior skill. Instead, enemies with higher levels just have a stupidly high amount of health. I never feel that my character really gains any proficiency at all with the skills he uses. Instead, he just gets more damage and maybe some animations through the perk tree. Skyrim was a massive letdown for me in this department, and I really hope Bethesda adds more realism to the combat system.

Finally, there's spellcasting. The spell system has disappointingly little to offer in the way of variety, but that isn't even the bulk of the problem for me. I can't fail at casting spells; or rather, I can, but iff I don't have enough magicka to cast the spell. It makes absolutely no sense to me that someone who's an absolute novice in the Destruction school can go about spouting flames like no one's business and not once fail at casting the spell. It's something I find incredibly unrealistic, and I hope to see a revival of the exemplary sucking at casting spells.

The (complete) removal of the class system

After playing Oblivion and Morrowind, I realized how incredibly fun it was to make classes for my characters. It made me feel as though my characters had backgrounds and thus proficiency in their selected skills. Instead, in Skyrim, you're around level 20(ish) in most skills starting out. For me, this made me feel like my characters all had quite generic backgrounds. I ended up having to use the console in order to create a character that should have a relatively strong background in given areas, and I admittedly felt slightly like I was cheating simply because I essentially created a character with a background. I realize the class system was often heavily criticized, but it would've been a nice option to have for RP'ing, if nothing else. And as for people who didn't want to have a class, they could simply opt out of the system and not choose one. No harm done.

The guild questlines

I actually felt like stories here were overall decent, but... whatever happened to having higher skills to advance in the guilds? I can be the leader of the companions as a straight mage character, or the archmage as a straight barbarian. This makes absolutely no sense whatsoever. In Morrowind, the PC had to have certain skills to advance in guilds, including the Great Houses. After getting back on Skyrim, I realized just how very little skills actually mean to the guilds now, which in turn made me quite... I don't know the word for it. I guess "disappointed" is best. I feel like they could've constructed the same storyline for each guild but kept the higher-level, important quests off the table until the PC had advanced far enough in the ranks of the guild to do them. Becoming a werewolf is so easy it's basically a joke. I feel like the guilds' emphasis on skills needs to be brought back, because it was incredibly easy to be the leader of every guild in Skyrim.

The Civil War questline

This is actually a really, REALLY huge pet dislike of mine for Skyrim, mostly because this had the potential to be absolutely incredible and Bethesda completely let it go to waste. What we get with this is essentially the PC going around (almost single-handedly) conquering forts full of enemy soliders and three city battles, of which only two are available in a single playthrough (Solitude for Stormcloaks and Windhelm for Legion). Here are just a few things Bethesda could've done to make the war actually have meaningful choices and consequences:

-Ulfric ousts many non-Nords from Skyrim and severely marginalizes the ones remaining

-The Legion has covert ops missions on Thalmor embassies, effectively almost destroying the entire faction's hold on Skyrim and leaving behind little to no evidence of who did it

-The player manipulates his/her way to become High King/Queen of Skyrim

-The PC joins the Thalmor if he/she is a High Elf or joins through betraying the Stormcloaks or Legion

-The PC fights against all three factions, eliminating Ulfric's claim to power and the Empire's and Thalmor's hold over Skyrim

-The PC destroys all (or none) of these factions from the inside

The possibilities for the war, as I've made clear, or at least think I've made clear, were absolutely incredible and could've had far-reaching, significant consequences and would've added a great deal to the replayability of the game. And that's not even all. Imagine random attacks on Legion caravans, or completely random sieges on Stormcloak cities in which you may have had to fight to prevent them from being overtaken, or maybe you could even sabotage them after they overtake the city to fall to the faction of your choice.

But no. Bethesda flushed all that potential down the toilet. Why? I honestly have no idea. This could've easily been Skyrim's main quest, even.

The main quest

The main quest in Skyrim was, for me anyway, quite a bore. I liked how they gave the dragons their own language and explained some of the back story, but even this felt incredibly shallow compared to the esoteric writings of Mankar Camoran and the Mythic Dawn cult. And Morrowind's story? That was absolutely incredible. Skyrim's main quest honestly mostly felt like a cover story for the return of the dragons. Alduin is evil because he's... just evil by nature, I guess. Which is actually very boring. Alduin would've been a much more memorable villain if he actually had legitimate motives and reasons to fight. But nope. It kinda reminded me of the Enclave in Fallout 3. No real motives, just evil because, well, evil. I understand the Enclave wanted to steal all the glory and utilize the water resources for themselves, but it just felt like they were mostly evil for the sake of being evil.

The world reacts very little to the PC's choices (and the player can make very few choices anyway)

A central element of RPGs is the ability of the PC to make decisions and those decisions influencing the world. And there's basically none of this in Skyrim. When the PC frees the Thieves' Guild from its curse, we don't see the Thieves' Guild becoming more active in any meaningful way. When the PC kills the Emperor, he/she is still allowed to join the Legion (funny how Captain Aldis never mentions what you look like to anyone else, isn't it?). The most the PC gets is some new guard dialogues. The most radical change actually comes from the Civil War questline, but it's still only basically cosmetic in nature because there are no real consequences of being with the Legion or Stormcloaks in terms of actual effects on the world.

As if the world feeling almost static isn't bad enough, pretty much the only options you get to complete quests are how you'll do combat. In the vast majority of quests in Skyrim, you don't get the chance to manipulate someone, stab them in the back, etc. Most of them just feel quite plastic, to be honest. Not that it matters anyway, mind you, because NPCs mostly don't react to the PC's behavior. Skyrim feels incredibly fake in this respect. Oh, and the fetching quests? No. They're just awful.

Dungeons (including puzzles)

The dungeons in Skyrim feel incredibly bland. It's pretty much always either a Draugr crypt or Dwarven ruins, and the crypts feel copy-pasted most of the time. It certainly doesn't help that most questing is done in these two areas either. The only dungeon that really awed me, at least in the vanilla game, was Blackreach. The puzzles are incredibly unimaginative and easy to the point of being a nuisance rather than an integral part of the dungeon. you want the answers? Just look on the wall or the claw.

The complete gutting of the journal system

I won't go on a tirade about quest markers like many others. Instead, my issue is the fact that there are no in-game directions for those of us who dislike the use of the quest marker (and the apparent fact that the PC is apparently omniscient in terms of where to go for quests). This was incredibly annoying coming back from Morrowind, and I sincerely hope Beth fleshes this out in the next game.

The crafting system

There's probably going to be quite a bit of contention with this one, but I don't think the player should be able to craft Daedric items in particular. Why? Because these items are supposed to feel special, a large triumph when found, and incredibly rare. When the PC is given the option to craft them, it tremendously decreases the value of them both economically and personally.

The value of items

The value Daedric items was tens of thousands of gold in Morrowind and has been on a steady decline since then. Why? Well, I'm not familiar with Oblivion's crafting system (or if it even had one, actually), but I do know that at higher levels, it was incredibly easy to find Daedric items, and in Skyrim, they could be pretty easily crafted and sold. But what's with the decreasing value of the Daedric artifacts? Those things should be ridiculously high in value, but they're only worth a few thousand pieces of gold. Am I missing something here?

Dynamic leveling and loot

This is a huge gripe of many in the community, I know. But I feel it's quite important. My level one character shouldn't be able to easily dismantle a bandit boss, let alone my early level 20s character owning Alduin. Enemies should, for the most part, have static levels and make it a challenge for the PC to progress through the game. I know that there is a difficulty slider, yes. But that's not really the bulk of the problem. The problem is that my character in the early 20s should get smacked off the top of the Throat of the World by Alduin with no problem, normal difficulty or legendary. And yet somehow he manages to beat the dragon that threatens to destroy all of Nirn with a few swings of his sword and some arrows? It's just ludicrous.

Conclusion and etc.

I hope these points and more are reviewed and debated. I'm well aware that alchemy and enchanting are utterly broken if given enough time, as well as other flaws in the game's mechanics and general setup. The primary purpose of this long post is to start a discussion about what should be in the next Elder Scrolls game and how it could be improved over Skyrim, as well as how Skyrim itself could've been improved. Debate the points as you see fit and, time permitting, I will respond with my own thoughts in turn. Also, I am in no way a Morrowind or Oblivion "fanboy." I feel that comparing Skyrim to older Elder Scrolls game is a valid method because the company that designed these games are the same, and they are a part of the same series. Finally, I know that some of these issues are fixed by mods, but I would like to keep the discussion on the vanilla games and their associated DLCs. I don't personally think people should have to essentially "fix" Bethesda's games because they're too lazy to finish it or otherwise improve upon it themselves. Harsh, maybe, but it's the truth.

Thanks to everyone who responds, and please don't let the discussion get too nasty, as it is apt to do on many forums I've seen.