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Elder Scrolls 6 : Game Mechanics

    • 70 posts
    April 16, 2018 5:28 PM EDT

     

    I got thinking about this after reading Gollums "What if: ES6 is procedurally generated?" and i thought about all the great Mechanics of the previous Games. 

    So what are Game Mechanics you want to see Return or even entirely new Mechanics you can think off for Elder Scrolls 6.

    I'll start with my top 3.

    - An Actual Stealth Mechanic that isnt so easily exploitable. Now i know they can't make Splinter Cell Quality gameplay but come on atleast give us Smoke Bombs or Traps or something. 

    - Non Lethal Attacks. Something like a Skill Tree that specialises in non Lethal Attacks. Being able to knock people out for a few in game hours when you deal enough blunt damage (this ties into something in my 3rd point).Like Pommel bash to the Stomach things like that.

    - Actual Magic. I dont want to ascend from Novice to Master with basicly the same spell just a little stronger, i want variety. How about if Alteration could Transform a certain amount of Oxygen into gas for Explosions. Or knocking someone out with telekinesis.

    • 274 posts
    April 16, 2018 5:41 PM EDT

    I doubt they'll do anything like what you mentioned.

    1. This isn't a stealth game series, TES is far more combat based and it's obvious by the design. Not like Bethesda can make good combat, anyway. I also think things like smoke bombs would interfere with the lore and it'd be too gimmicky. Traps too, minus the lore part, they're just gimmicky.

    2. A very bad idea, even if they do implement it (which I'm 100% certain they won't). Why? Because there will be that one quest that requires knocking someone out for an awesome reward and only non-lethal specialists will be able to do it on higher difficulties.

    3. This is unlikely because the magic in these games have been dumbing down since Morrowind. I wouldn't be surprised if the spells in TES:VI is basically no longer divided between ranks of mastery and instead you are given a fire spell, a frost spell, a lightning spell, a waterbreathing spell, a flesh spell, etc that just gain power as you level up their respective skill lines.


    This post was edited by Ebonslayer at April 16, 2018 5:43 PM EDT
    • 20 posts
    April 16, 2018 11:17 PM EDT

    I definitely agree that it would be cool for the steath system to be fleshed out more. Something along the lines of what the Ordinator perks and Sneak Tools mods do. Adding traps, alternative actions for stealthy characters (e.g. knocking someone unconsious if you sneak up behind them). Sneaking is kind of boring if played normally for me. I don't feel like I gain anything going up the sneak tree.

    I also think that non-lethal attacks would not be a bad idea. They provide opportunities for a whole new set of playstyles, and I don't see a problem with some quests having better rewards with harder requirements. If you need to know the skill to get a bonus reward, then that's fine and makes sense. Bonus stuff is bonus, it should feel earned and semi-exclusive, in my opinion. Morrowind and Oblivion both had non-lethal damage in the form of hand-to-hand which was very cool. They also had exclusivity (especially morrowind), which many TES players enjoyed.

    I also wish for magic to be expanded, particularly with spellmaking. It was so fun and creative and made magic incredibly diverse. I understand they try to streamline things, but just have both. Have spell tomes with basic pre-made spells for people that like the simplicity, and then have spellmaking for people that want to take it to the next level. It seems like a no-brainer to me.

    Other things I'd like that I still don't think will be added:

    Expanded weapons - things like spears, halberds, new regional weapons like the katanas and japanese inspired weapons of morrowind. Think Heavy Armory if you've used that mod. Basically, more types of weapons. This I think is the most likely thing to be added.

    More impact - It would be nice to have quests with decisions and impacts. Choices are always amazing in games. From simple choices like being able to accept or deny quests again instead of having your journal be sneak attacked all the time to things like quest outcome decisions that are reflected in the game. Consequences are cool and make your character feel meaningful. Maybe even have quests that have more requirements, factions where you don't fly through the ranks and become the leader all the time, make me know how to cast a spell to go through the tomb of a powerful mage or something. I just want to feel like my character has actually accomplished something.

     

    • 274 posts
    April 16, 2018 11:52 PM EDT

    bolionce said:

    Morrowind and Oblivion both had non-lethal damage in the form of hand-to-hand which was very cool. They also had exclusivity (especially morrowind), which many TES players enjoyed.

    No Elder Scrolls game had "non-lethal damage". Even in Morrowind in Oblivion you couldn't take someone down non-lethally unless they were essential. Punching something in the face enough eventually had the same effect as it would if you brought a hammer down into their skull. There's a fine line between "non-lethal" and "unarmed".

    • 70 posts
    April 17, 2018 5:07 AM EDT

    Last time i checked it also wasnt a Building Sim but hey look at Hearthfire. Just because it isnt a stealth game dosent mean they can just shit out a heartless stealth mode and call it a day.

    Like i said i dont want Splinter Cell, but give me atleast more than the empty husk we got in Skyrim you can stand in front of someone and they wont notice you. You have to gimp yourself hard to make stealth enjoyable. 

    Yes Smoke Bombs may be gimmicks but they would still be a more immersive option to make a get away than just running away to break aggro. And about the traps, what i meant was Bear traps or Tripwire or Caltrops not a damn pit.

    Bonuses hidden behind Skills are awesome if done right and already exist in the Speech tree with wich you can bypass some steps in a quest, then why not do the same for other skills? disarming someone with a skill to save the aggresssors life and getting a bit of training in a skill as thanks, how is that so bad?

     

    • 70 posts
    April 17, 2018 5:20 AM EDT

     @bolionce i like the Weapon Idea. I would love to see Shortswords return from oblivion.  

    I agree with you about Magic. Have the Spell tomes for normal characters like Rangers or Clerics and Spellmaking for real Mages  

    @Ebonslayer Again about the Smoke bombs, How are they non Lore friendly? 

    Are you Saying that in a World where Mages can literally stop time and they had Steampowered Technology that people cant figure out how to make simple Smoke bombs?

    Even in our world are Mushrooms that can make "smoke" clouds. Look up Puffballs


    This post was edited by Vezrabuto at April 17, 2018 5:25 AM EDT
    • 1453 posts
    April 17, 2018 6:16 AM EDT

    I'd love to see Bethesda add more to just about everything honestly, fleshing out combat by making combat styles more fluid, or at least adding more of a difference between a Mace, Sword and Axe, obviously I want Spears, but you know...Spears. Generally I'd just love it if we had different fighting styles, weapons being good at different things based on their real-world uses and an infinite amount of different, new features. Spellmaking definitely needs to come back in more detail (especially if we end up in Summerset) but...eh honestly I can't see Bethesda doing that much with the game.

    At the end of the day, Bethesda only really wins if they have people creating awesome mods for their games. Of course, they need to introduce a few things to make it feel fresh so people move on from Skyrim, but they still want to leave plenty of room for people to create mods, enhance the game and keep interest for longer than most other games. I mean, there aren't many games that I've ever enjoyed that have the same lifespan as the Elder Scrolls games. I'd probably say that even The Witcher 3 won't hold a massive audience in its 7th year like Skyrim still does. So yeah, I'm eager, but a bit sceptical of Bethesda doing anything too interesting. I think Spellmaking would have to make a comeback, to be honest, a new magic-based mechanic for whatever province we end up in, but nothing too amazing.

    • 127 posts
    April 17, 2018 9:12 AM EDT

    Two things.  I want limb damage to be fully implemented in to the game.  I think it's ridiculous that it wasn't in Skyrim, especially considering that it was in the Creation Kit.  

    Also, what I've wanted (and secretly expected) since I played Fallout 4 is for the spell system to be based on the weapon modification system in Fallout 4.  Basically, each spell can be edited by the character by learning how to modify them (unlocking certain criteria e.g. levelling, perks, skills, some maybe quest-locked, others needing to be purchased).  Trade-offs can include magicka cost, spell distance, amount of splash damage, that kind of thing.  So that what starts out as a basic fire spell can become a touch-range, shotgun like blast with splash damage, or an undetectable sniping spell that causes a guaranteed crippled head.  Each spell is learnt by using a spell tome and can be custom-named by the player, and modified spells can be written into new books and sold/given to followers so they can learn an advanced spell, so long as they have the magicka to cast it and the perks for casting spells at that level.

    With this, it can make repeated Spell Tomes useful, rather than just saying "Nah, I already know that one."  It has somewhat of a return to form with custom-made spells, but keeping it limited to avoid abuse.  I can't see a reason for it not to be lore-friendly, and would be refreshing but familiar.

    • 70 posts
    April 17, 2018 10:58 AM EDT

     

    Thats a cool Concept. That way low lvl spells dons lose Use. I could see giving flesh spells an AOE like effect for Followers or Flames gaining a piercing effect that would be quite interesting ^^ 

    • 274 posts
    April 17, 2018 3:21 PM EDT

    Dragonborn1921 said:

    At the end of the day, Bethesda only really wins if they have people creating awesome mods for their games. Of course, they need to introduce a few things to make it feel fresh so people move on from Skyrim, but they still want to leave plenty of room for people to create mods, enhance the game and keep interest for longer than most other games. I mean, there aren't many games that I've ever enjoyed that have the same lifespan as the Elder Scrolls games. I'd probably say that even The Witcher 3 won't hold a massive audience in its 7th year like Skyrim still does. So yeah, I'm eager, but a bit sceptical of Bethesda doing anything too interesting. I think Spellmaking would have to make a comeback, to be honest, a new magic-based mechanic for whatever province we end up in, but nothing too amazing.

    This is another point I was going to bring up, except to further my own argument. The ENTIRE mindset of Skyrim's (and, to a lesser extent, Oblivion's) mechanics and gameplay was based around one thing: "why do it yourself when others can do it for you?". There's a reason Skyrim's gameplay sucks major ass but the modding tools were made so easily available and learnable is because they know a lot of people will play their games and a lot of those people will make mods for things they think should be in the game. I think TES:VI will go further down this route.

    • 168 posts
    April 23, 2018 4:29 PM EDT

    Some stuff I'd like to see:

    1. Shields not being classed as apparel, and the ability to use shields in either hand rather than just left. (basically, similar to how Dark Souls handled shields)

    • which could also mean, Shields could use the weapon enchants (or something similar) but instead activate on bash, like dealing fire/frost/shock damage or turn undead. Skyrim had some of this but it was only available on special unique shields, crafted shields could only use apparel enchants.
    • Alternatively, enchantments that activate upon blocking.
    • Perhaps also some more support for shield mages, especially if we're still going to have hand-wielded magic or one-handed staves. Like  some artifact shields or something.

    2. Return of hand-to-hand as a skill. Alternatively, add fist weapons to fulfill the same purpose, but allowed to be enchanted or sharpened.

    3. No more movement penalites for Two-handed, please! If my character's a master of the greatsword, it shouldn't be so unweildy for him. It only really made sense for stuff like Volendrung and the Rueful Axe. Swinging speed could be a perk (or whatever TES6's equivalent would be)

    4. More Destruction elements! wtb wind spells (I don't actually think they'll add this, but I'm still gonna want it)

    5. Penalties for swinging weapons, drawing bows, on low stamina. If mages have to deal with no magicka, then fighters and rogues should have to deal with running out of gas. It would also make restore stamina potions actually useful.   It could also be that advancing skill or perking could reduce these penalties or reduce the costs. But I also wouldn't want this to be too severe, would want to get gassed in every skirmish after all, that'd probably be bad. (not reallly important, I'm just pretty tired of people saying Skyrims magic is worthless)

    6. Additional weapon types, such as halberds, spears, maybe sabres scimitars and katanas in materials other than steel, keeping crossbows perhaps (just so that bows don't end up with an entire skill all to themselves again). And if the gaming technology allows, I'd really like to see flails make a return. Maybe boomerangs as a throwing weapon (that way you could enchant it and keep using it, unlike Morrowinds throwing knives)?

    7. If we have spellcrafting, I'd like to be able to delete spells (Looking at you, Oblivion!) or have some way of un-learning spells

     

    8. I'd also like at least one follower who can use supportive spells (not necessarily healing) on the player character (wishful thinking, but it'd be nice)

     

    and I think that's it really. Damage caps or softcaps based on weapon type might be nice too, just to help balance them and the difficulty, but I doubt Bethesda would even consider it, even if it would just be a toggle in the options menu.


    This post was edited by Chris H. at April 23, 2018 4:32 PM EDT
    • 14 posts
    May 5, 2018 10:03 PM EDT
    • So, I played Skyrim before I played Oblivion, and even after adjusting to Oblivion's combat system, I MUCH prefer Skyrim's approach. Say what you will about Skyrim's combat being spammy and less realistic, but it's a lot more fun to me than Oblivion's. In Oblivion, block was pretty much necessary if you wanted an actual opening to hit-elsewise even your strong attacks could just be deflected and stagger you. Really, a mage with a dagger can deflect a two-handed warhammer power attack?
    • However, I do agree that more diversity and strategy could be added to combat in TES:VI. I'd really love to see different types of weapons return and maybe even new ones like whips and polearms. I do prefer the system of one-handed versus two-handed weapons rather than blunt/blade, though. I would like to see shields be classed as weapons instead of apparel, it could definitely open up some cool playstyle opportunities.
    • A return to passive skills like athletics and acrobatics might be nice, but I would rather them not exist at all than handicap a character that doesn't use them. Just make them neat to use in combat and have some interesting effects
    • I absolutely expect perks to make a return in TES:VI, because I think that the reception for them was very positive. I would love to see perk trees changed and expanded, perhaps even going so far to lock certain branches of the perk tree once other perks are taken. That being said, I don't want it to be super similar to Ordinator, which somewhat limits the player's ability to branch out into many different skills. Maybe offer us more than one perk point per level?

    Moving on from combat and mechanics, Some things I'd like to see with storytelling and roleplaying are:

    • Fewer (maybe 10 to 20 instead of 75) followers who are more fully fleshed out, actually interact with the character, comment on their decisions, etc.. It would be nice if romance wasn't just "Hey you into me wanna get married?". Also, actually have followers from all races instead of 95% of them being nords or whatever the native race of TES:VI is.
    • Having more than one questline for any singular character archetype. E.X., if I am playing a mage, I might be able to join a necromancer guild or the Aldmeri Dominion instead of just 'The Mages Guild'.
    • More options within the main questline that have significant impact on the story of TES:VI. Now, I understand that the events of this questline would have to be canon, so I assume the ending would be the same, but giving the player a choice rather than making them feel like a trained dog for a group would be welcome. For example, what if I wanted to join Alduin or help Hermaeus Mora in Skyrim? What if Dagon in Oblivion tried to recruit the Hero of Kvatch? Dawnguard did a nice job with this, providing the player with two paths to the same end, but I would very much like to see those paths branch out even more.
    • 55 posts
    May 7, 2018 10:20 AM EDT

    I think they will try and not succeed at combat stealth and magic. My sense of elder scroll games is that they are roleplaying games, not magic, not stealth and not combat games. They are also games that are pretty much made to be modded. So my prediction is that when bethesda publishes elder scrolls VI in 10 years time, we will see a game with a decent story, and people will mod it to add what they want and fix all the bugs.

     

    My wish for the game is more fleshed out guilds, questlines and npcs. More unique quests than the guild quests we saw in skyrim would be great.