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.
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