#elder-scrolls-general-chat

1 messages · Page 16 of 1

feral viper
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And for that reason, I would no more support a game that had a scale absolutely mandating Fast Travel, than I would one which had fast travel disabled

At least not unless you could address the core Loading Screen problem and make it as seamless as possible.

pale walrus
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I think I've played games in the past that had systems of auto-generating environments and content (within certain limits) somewhat like that before. They were fun in their own way. For my part, I actually prefer a certain amount of 'dependability' on a map. In other words, there are certain landmarks, structures, geographical features and terrains which I want to be able to 'depend on' once I've explored a certain area. The only new discoveries I want to make in terms of new dungeons/crypts/whatever need to come in the form of a DLC - not randomly. And then that feature/structure becomes a permanent part of the landscape as well. Now: whatever is within those landscapes or structures can change, and I would actually prefer if they would - again, within certain limits. Example: I find an old fort. There's bandits in the fort. I wipe them out and loot the place, then leave. A little while later, I find myself in the vicinity of this fort again and decide to investigate. I don't want to find bandits there again. Either the place is empty or somebody/something ELSE has moved in - a bear, or a weird beastie, or some people establishing a settlement, etc....this matters in particular with radiant quests. If I have 'cleared' a particular location, and then somebody sends me on a quest to retrieve the thingy/capture the guy/slay the bad dude or creature/whatever, and the radiant quest sends me back to that previously cleared location, I absolutely don't want to see the same occupants there. Either it's empty or there are new tenants.

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All of this is just me and my personal preferences. No shade on other ideas or approaches; as long as they're fun.

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Regarding fast travel: sometimes I use it, sometimes I don't. If it was removed completely, I'd object. If i'm not using it but still traversing a previously explored area, 'fast respawn' is an absolute no-no. I don't want to walk down a road towards some destination and slaughter a group of bandits on my way, then on my return run into another group of bandits on the same spot. Das Ist Verboten! 👹

nimble pond
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Yes, I want to tiptoe thru the tulips with the bunnies.

night violet
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I really hope TES VI comes out before 2028. More than ten years since V is bad enough but if it gets to 10 years after the announcement that will be too much lol

pale walrus
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This november 11th will be 13 years since ES5's release

opaque iron
# night violet I really hope TES VI comes out before 2028. More than ten years since V is bad e...

You don't want that believe me. First off nowadays it takes longer to make games because of how complex they are. Secondly TESVI has a lot riding on it. I think because its been a long time since last TES game and the last 3 TES games were masterpieces. Anddd.... because since Fallout 4 we`ve seen a decline on the quality of BGS games. They need the time to make this. Its probably gonna be there most ambitious title. They need the time. I get it I wanna play TESVI tomorrow. But I rather wait a long time and get a masterpiece and brings BGS back to its glory days. Than wait less time and have an ok game to a disappointing game

opaque iron
# pale walrus I think I've played games in the past that had systems of auto-generating enviro...

I agree with you that if you go to a bandit camp for example and clear it i dont wanna go back and have bandits in it again. It takes the illusion that im out helping the world. Also in Fallout 4 you would clear dungeons but some time later the clear sign in the dungeon would go away. I hate that because i like clearing every dungeons on a BGS game. I never 100% Fallout 4 because it became impossible for me to know what places a cleared and which ones i didnt. I hope TESVI doesn't have that

hallow temple
hallow temple
# feral viper And for that reason, I would no more support a game that had a scale absolutely ...

Well... Daggerfall actually allowed real-time travel across the entirety of the landscape. If one wanted to spend days of real time going from point A to point B. they could. Landscape was still procedurally generated, with cities and POIS tied to quests physically designed and placed. It was a truly massive world map, but limited to a 16-bit coordinate system, which means that the map was tiny compared to a map that could exist today, in full 3D, not just along a 2D plane,

Consider games like Minecraft, which produces a game world that can be up to 4x bigger than the actual Planet Earth. If a single player would try to explore the entirety of that worldspace, using only survival resources, they would not be able to see everything in their lifetime. They may be able to go from one side of the world to the other, but fully exploring? not likely.

Consider No Man's Sky and its massive seed-based procedural generation of multiple galaxies...Deformable terrain. Buildable settlements, etc. When you have a 84-bit coordinate system available, even though there is always an upper limit, it's so high that players will likely never know it. And if they do hit the ultimate boundary, there are ways that exploration can continue...

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TES6 would be ground-based. There's no need to go out into the stars and travel to different planets. But in theory we could have a an explorable overworld that is as big as our planet, handled through algorithmic rendering rather than physicalized map design. And if using Daggerfall's traversable landscape, coupled with some sort of dynamic content overlay tech that ensuresobject placement within a ProcGened interior remains consistent when revisited. All this would have to be is a list of objects, coordinates and orientation as well as essential state data, such as containers that have or have not been searched. Because the layout would have been seed-based and the seed wouldn't change, that part wouldn't have to be physically stored. The overlay would update whenever the save function is used,

Clearly there would need to be an upper limit of dynamic content overlays. I'd say maybe a couple hundred. When the limit is reached, the oldest one is purged to make room for the latest one. THIS would be the new location reset manager. making it so the Dynamic Content overlay is reprocessed if the location is visited again. after being purged.

feral viper
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Yes, Daggerfall TECHNICALLY had the ability to actively traverse the overworld, but that's not the point. It was so large it was impractical to do so. To the point where fast travel actively became a functional necessity.

Daggerfall is, in fact, a perfect example of the problem with this approach. It's paper thin. It's the embodiment of More, rather than Better. Even in terms of its actual Character Options, many of which don't actually do anything and only exist as a number on a character sheet.

Similarly, games like Minecraft and No Man's Sky aren't so much worlds, as they are sandboxes for you to build your own world in. They lack Characters, they lack Stories and Politics and much to engage with beyond the simple act of building in them. That's the sort of game they are, and there IS a sort of appeal to that.

However, that's not the sort of game TES has traditionally been. Could a TES game in that sort of genre be fun? Sure, maybe. But as a mainline game? Eeh.

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I'm not saying it's not technically possible to make something that scale. It absolutely is.

But still, to this day, that sort of scale comes with tradeoffs. Characters being a big one. Narratives being another (often related, though not always).

There is literally no example of a procedurally generated world, on that scale, which has managed to replicate even the level of Oblivion. Let alone Skyrim, ESO, or even Morrowind.

And until I see evidence of that, I'd rather a world that actually has some character and depth to it, even if it's a fraction of the size.

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Which is why I say 3x the size of Fallout 76.

In a practical sense, it's a map size you can still actually traverse in a reasonable amount of time. But it's large enough that multiple travel methods can still be used, you can effectively double the number of POIs while still making it seem more spread out, and it's still small enough that you can practically add character and life as needed to COMPLEMENT procedural generation. Rather than being entirely reliant on it.

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5x the size, and 3x the POIs, is about a big as I'm comfortable saying is possible, in a practical sense. And even that's pushing things.

native gorge
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I am learning the dragon language from Skyrim for a LARP game. Does anyone know of any groups that get together to learn? Heck Klingonese had to start somewhere.

pale walrus
hallow temple
# feral viper Yes, Daggerfall TECHNICALLY had the ability to actively traverse the overworld, ...

See that's the thing... Fast Travel has ALWAYS been the intended method of getting around in all TES games. One of the things that many people wanted in TES2 was a world you could actually physically travel to from point A to point B. I don't remember reading a single complaint about the size of the overworld, only praise that you could actually walk from one town to another in real-time, encountering monsters, finding places to explore along the way.

The Morrowind map is really small, when you mod out the distance fog and can see as far as the game can render. You can see from one city to the next, so going from Seyda Neen to Vivec might as well be like walking up to the corner convenience store. The distance fog and landscape layout makes getting from one point to the next feel further than it actually is.

Regarding the lack of characters, stories and politics in sandboxes like Minecraft and No Man's Sky, I do agree. But what I am championing here is the wild spaces of the world, where none of those things really matter. The characters, stories and politics would be tied to main cities and NPCs populating them, and plot-related POIs scattered around, which either a main quest or a faction quest will lead the player to..

Tombs, Ruins, Dungeons, Cave, Camps and settlements could be procedurally placed and populated with the correct generic NPCs with only the basic knowledge they need concerning the region and things that might be found nearby. That is if they want to talk to the player at all.

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A switch in their generation process could identify a nearby nest of a certain monster type, that they need help keeping at bay. Yes, it's a generic "quest", but it is the sort of thing that folks trying to build a small community in the wild, away from the politics of the cities, would have to face. And if outpost building mechanics are tied to these random settlements, the player could spend considerable time building up the settlement, possibly even putting down roots there, with a house they can return to when in the area. The ProcGen rules would determine what the player is exposed to, but what to do with that would be up to the player as it always is in these games.

The NPC names would likely be generic, such as "Nord Farmer" Random name generation could apply if the player asks the NPC for their name. But really, people encountered in the wild are not really going to care much about issues not related to why they are out there in the wild anyway.

native gorge
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Well that I don’t know, I never knew how they created it.

feral viper
hallow temple
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This stuff can be system-facilitated, filling the world with a wide variety of things to find. But for the deeper story, character and political stuff, the handcrafted quests and locations would continue to have all that as has always been the case.

Players who decide to take the long way to get places will likely find quite a few things that are worth turning aside to check out. But what they find and where they find it would be unique to their playthrough.

The controlling seed for their experience could be derived from the character generation parameters, including the name. The values would be converted to a string that serves as the seed.

If someone were to share their character with the player community, they would in fact share the world generation process. But unless two players use the same character, or create identical characters, no two "In the Wild" experiences will be the same...

feral viper
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We couldn't go more than a few days on the Forums without someone saying the next game should have Fast Travel entirely disabled. It was the second most common request. Right behind Multiplayer.

So making a game where playing like that isn't a viable option is going to have negative fallout. Look at the reaction to Starfield as a prime example.

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Recognising this as the simple reality the franchise exists in, a 'True Scale' game is frankly out of the question.

native gorge
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And if you do disable it, someone is just going to to make a mod to enable it.

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Could just have it in the difficulty settings, a higher level has it disabled

hallow temple
native gorge
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First level all maps open, no fog-o-war. Second tier has the fog, etc.

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And as the difficulty certain quests are opened.

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High levels there is greater chance beasties and other things can sneak attack, meaning no audio cues or are obscured so the player doesn’t see until there’s a first hit.

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Weather conditions like fog can lead the player to trip more or fall off cliffs, walk into walls, get damage. Electrical storms, with a chance of lightning strikes, even close enough strike damage.

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All this at higher level difficulty

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Icy conditions, causing slippage.

hallow temple
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The world can be to scale. but how much of an impact a player wants that to have could be left up to them.

native gorge
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Mounts that, when startled, could throw the rider.

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Oh how about a feature where, over time, can train other creatures to be mounts, like bears?

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Or spiders? Chitlins, snow tigers?

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Would have to be a specific skill tree, and time needed on it, not a level three feature

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Ok I need to stop talking

hallow temple
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One of the things I like about Lord of the Rings Online is the way you can rent a horse to travel between settlements. You climb up on the horse and autotravel engages, taking you along a road or other path. It's faster than walking, but slower than if you had your own horse and traveled the same path manually. This is ideal for getting around when you need to do something like go to the bathroom , fix a sandwich, or walk the dog.

A Tier-based travel difficulty option that includes a decreasing number of active stables along a roadcould always allow at least auto travel to the next settlement, with the highest tier leaving them only at the settlements themselves, rather than intervals along the road.

If traveling by foot causes players to pitch a tantrum, if they disabled fast travel, all they need to do is re-enable it and they can still explore a vast world around POIs whenever they want, and be able to get where they want to go quickly...

And really, the compacted size of the provinces in Oblivion and Skyrim wasn't to accommodate an easy mode for people who wanted to walk. It had to do with offering a arguably big map without taking up excessive amounts of hard drive space when installed. But with algorithm-based terrain generation, that's a moot argument. We know Bethesda can do it, because they did it in Daggerfall. So it's just a matter of bringing a similar process to th table with contemporary visual fidelity.

feral viper
# hallow temple That is the solution right there.

It isn't. Because it misses the point.

The point is, if you make the world TOO large, you invalidate it's playability for those who don't want to use Fast Travel. You take away their ability to play the game, by forcing them to play it how you want to.

It's creating the exact same problem for the other side of the equation.

And if you're going to do that, why not remove 3rd person camera while you're at it. Just dictate the proper way to play, and who cares about how people like to play.

hallow temple
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As you have indicated, you don't have a horse in this particular race, because you aren't one of those no fast travel "purists." Are there any no fast travel purists on here who can actually speak to world size as it pertains to your preferred playstyle?

If the world was designed to scale, and it took actual days to go from point A to point B, would you not bother to play it at all? How big would you consider too big?

feral viper
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My stance is born out of being where you are now, and engaging with the people who would be alienated by such an approach. And adapting my own stance to allow for the preferences of others and reaching a middle ground with more clearly defined criteria.

eager remnant
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I am a fast travel purist. Terical's proposal of a map size three times larger than Fallout 76 would be very acceptable to me.

feral viper
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Much more than 5x, and you're looking at multiple hours just to traverse the map. Any more than 1 reasonable gaming session to get from point A to B is pushing the level of functional viability.

hallow temple
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Really the best way to go is not disable anything. Always leave fast travel available, but address the no-fast-travel position with "Fine... then just don't fast travel. That way nothing stops them from spending as much time as they want wandering in a vast open world, eventually moving closer towards a destination. But also, at any time, they can fast travel if they are ready to hurry up and get on with the story.

Put it as an always available choice. Nothing is forced. .

The important thing with any large world is the relatively close scattering of things to engage with. If you have to walk too long without finding anything, then you end up with the Starfield Exploration problem. But if there's almost always SOMETHING showing up on the compass, with very few instances of total emptiness, even though it may require some sort of passive hunting/tracking skill to make some of these things show up, there's always something in the world to engage with... Travelling merchants along the main roads could buy loot from the player. Bandits may try to take items of value, wandering hunters may give clues about animal spawns nearby. wandering monsters. People who wandered off trails and got lost, needing either help getting back to the road, or maybe some food and water... Or wandering NPCs who could become potential companions.

Fill the vast wilds with any number of things that make sense to be found out there, and you have a vast world that is worth exploring. But if it's just empty landscape and foliage with nothing to attract attention, then it's as pointless as Starfield's exploration.

hallow temple
eager remnant
# hallow temple Thank you for saying so... But what if it were 4x, 5x or 10x the size. Would th...

It would not be too much for me, no. But I probably don't play like most other players. I make up my own stories. Sometimes I don't do any of Bethesda quests. My playing time is not always spent acheiving quest-related goals. Also, and this may be even more important, I use mods in Oblivion and Skyrim that add random emergent gameplay. I often never know what is going to happen to my characters at any given moment. So travelling on a familiar road is never quite the same experience as the last time I travelled that road.

forest surge
hallow temple
eager remnant
# hallow temple That's exactly the sort of experience I would want to see out of a to-scale worl...

When I think of "fast travel" I think of map-based fast travel. I dislike exiting the game world and, as a player in the real world, choosing travel destinations in an out-of-game menu. That tends to take me out of the roleplaying experience. But anything my character does, in-game, is fine with me. This is why I prefer Skyrim's crafting approach to Oblivion's crafting approach. For me, any mechanism that allows my character to interact with the fictional world is preferrable to doing things in a menu.

hallow temple
# eager remnant When I think of "fast travel" I think of map-based fast travel. I dislike exiti...

Thank you for clarifying.

So world size isn't a detractor for you, and you will use fast travel if it means interacting with a world object, like a cart driver, boat captain or Silt Strider handler (if on Vvardenfell). I assume that mark and recall spells are acceptable as well?

I like the Wayshrines in Elder Scrolls Online. Perhaps the mark and recall functionality can be applied using this. Buy an enchanted object with a teleportation spell. Interact with a wayshrine to either attune your talisman to it, or use the talisman to travel to another wayshrine you've been to, so long as the talisman has enough charges. The further away a wayshrine is, the more charges it takes. Or if you are a mage, you can learn to teleport yourself as long as you have a talisman, whether charged or empty. As long as you've been there and you have enough MP to teleport the distance.

In the wild, you would need to teleport back to a waysshrine you're attuned to and then channel either a talisman charge or your own teleportation energy into the wayshrine to go to a different one.

Of course, nothing would stop you from having a spoon enchanted for teleportation attuned for one wayshrine and a fork attuned to a different one. Ideally it can be any object that can be carried. So in that way it can work like a port key from Harry Potter. A manky old boot could be a talisman if enchanted and attuned.

Advanced magic could allow a mage to learn Linking. That is attuning a talisman to any location, but the quality of the talisman would need to be exquisite and fully charged.

At the grandmaster level of spellcasting, constructing wayshrines would be possible.

All of these teleportation based travel options require interaction with something you carry something in the world, or both.

A grandmaster-level mage could in effect build their own travel network in a to-scale world.

How does that sound?

wide garnet
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Sounds like something the Dwemer would do.

hallow temple
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Based on Pseron Wyrd's position as a no-fast-travel purist, I say bring on the to-scale world in TES6..

feral viper
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I would say Pseron is more of a Lite-Purist. A more hardcore purist wouldn't even accept things like Mages Guild Teleporters, or Silt Striders. Anything that results in a loading screen from A to B.

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And this sort of criticism is very easy to see after Starfield, which technically has entirely reasonable travel mechanics for the sort of game it is.

But the existence of the loading screen between A and B is offensive to far, far more people than you seem to give it credit for.

Another game with that sort of constant loading between locations as a necessary event of travel would be a marketing disaster.

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So TES6 needs to be smarter with its size. Bigger is not always better.

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And that's without even getting into problems with Generic NPCs. Sure, you could design a procgen to make them have some character beyond the lifeless cardboard cutouts we have (and I have designed such a system in the past, back in the forum days) but vehks brazen balls.

Even the EPCOT novelty kisok cities of Oblivion are better than the likes of San Andreas, New Atlantis, or Night City.

pale walrus
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Exploring a big map can be lots of fun. Something important: if the game designers want the player to perform certain actions, the player needs to be REWARDED for these actions. An example - say I'm in....oh, I don't know........eastern hammerfell. I'm on a road, but if I take a shortcut across the wide open prairie to my left, I can cut my journey down from 50 miles to, say, 33 miles. But it means crossing this big open space where there is seemingly nothing. I take the chance and start crossing it. As the land dips and rises, the rolling plains start revealing to me little lakes and ponds with trees and brush around them, and herd animals are going there to drink. There's also some predators nearby, stalking the herd. Weirdly enough, I notice one of these oases in the prairie, tucked into some very low rolling hills, has something that looks like an obelisk of stone poking out of the trees. I approach and investigate, and I find something which triggers a fresh quest. This is what I'm talking about - I didn't necessarily have to fight off a pack of wolves or pride of lions or a grizzly every 30 seconds, but I did see some interesting vistas and I did bump into something not on my map. That's what I want to experience as I explore. Not sure if that all made sense...

feral viper
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Exploring a big map certainly can be fun. But it can also be dreadfully boring. There's a lot of variability to it that determines one way or the other.

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For instance, Morrowind is relatively small, in comparison. And exploring it is STILL great.

Meanwhile Starfield is enormous. And exploring it is dreadfully boring 9 times out of 10.

Size is less important than what you do with it.

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The ideal is a middle ground that allows for the feeling of a huge open world, without the boring middle bits.

pale walrus
# feral viper For instance, Morrowind is relatively small, in comparison. And exploring it is ...

I agree with this one million percent. The size, the amount of content, and how that content is distributed.....this takes real skill to figure out. Not everyone gets it right. Honestly, I don't think BGS did a perfect job of it in Skyrim. Not slamming them, but there was an 'unequal distribution' of locations and they didn't use the game world optimally. It wasn't a disaster, but it did seem a bit off to me. Just IMHO.

hidden herald
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I could see it as being as a rogue-like mode in a future TES title, exploring various pockets of oblivion, but only if it's a side feature, not the main draw. I still want a game based in Tamriel.

opaque iron
# hallow temple See that's the thing... Fast Travel has ALWAYS been the intended method of getti...

" I don't remember reading a single complaint about the size of the overworld, only praise that you could actually walk from one town to another in real-time,..." If youre talking about Daggerfall. Sure at that time it was impressive but no one wants that now. But I do agree the next TES game has to have a very big map. But they also need to find a balance of empty and also content. Also I dont agree with procedurally placing caves, camps etc. Starfield literally has copy and paste caves. I`ve never seen procedural content when they make caves or camps looking different. I want every cave and camp to be hand crafted. Or it just looks like a machine made it and im playing a game and not immersed in the world

opaque iron
# hallow temple One of the things I like about Lord of the Rings Online is the way you can rent ...

Auto horse is a cool idea. Kinda like RDR2. But I imagine what you're asking is a world so huge that its just not feasible. One of Starfields main negatives is how much nothing there is to do in planets. If we make it too realistic where it would take hours to go to one town or another people would hate that and honestly thats not what TES is nowadays or most open world games. I think you're idea would be cool for a hard core type off game not a game like TES

opaque iron
opaque iron
# pale walrus I agree with this one million percent. The size, the amount of content, and how ...

I agree with you. In Skyrim it felt like there was an equal distribution of place throughout the map. And it wasn't organic. Ill give an example of what they should do in TES6. When you're around a major city there should be many locations that are next to it. But if you go to a desert there should be very few ruins and stuff you find and mostly here should be sand. AC Origins did that pretty good

hallow temple
# opaque iron " I don't remember reading a single complaint about the size of the overworld, o...

Procedural generated caves and other interiors can work if their pieces are hand-crafted. It's a matter of establishing rules governing what can and cannot contextually attach with each other, also including enough variants of the same segments with a rule preventing the same variant attaching. So a tunnel that has 3 segments would have at least 2 different variants of the corridor segment, with one variant in between the other two that cannot be a repeat of either of the others. What a lot of people fail to realize when discussing ProcGen stuff is that it isn't just about randomly chaining elements together. But also about rules that make sure that the elements randomly selected make sense.

The rules for caves might be looser than rules governing say, an abandoned fortress.. But one key element in either is that the rule ensure that segments snap together in a way that makes sense. Furniture placement within a man-made structure would reflect the purpose of the structure. Every segment would include a furniture marker where something might logically be placed. This is where handcrafting comes in. Furniture in a fort will be utilitarian rather than ornate, except for maybe in the commander's area, and maybe in a formal reception area where visiting lords and generals might be entertained. But a rule governing that would be included as well.

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Where using procedural generation becomes challenging is ensuring that what gets procedurally generated remains persistent and consistent when revisited. becoming repurposed only if whatever objective found in them are completed, or if the player has been to a cvouple hundred other places before coming back. The layout and asset set may remain the same, but the furniture and NPCs might be something different. These are not quest locations, but rather places to explore and loot that nobody will know what they will find.

Making layout remain consistent can be achieved based on a predetermined seed. The seed would never change, and could in fact derive from the x/y coordinates and orientation of the entrance to the place.

hallow temple
pale walrus
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"aain"? 😉

hallow temple
# pale walrus "aain"? 😉

Who is this directed at. My left index and middle finger don't work right due to neuropathy and arthritis. If you were referring to something I typed, which wouldn't surprise me given my tendency to make mistakes like that. "Again" is the logical fit..

pale walrus
hallow temple
feral viper
# hallow temple That contradicts your statement that TES 6 needs a very big map. I guess it aga...

The opposite. I would define a Fast Travel Purists as someone who explicitly refuses to use Fast Travel in any way.

True, there's not really any way to grammatically define it, as a Fast Travel Exclusionary Purist would it's self imply they ONLY use Fast Travel, which... Well, isn't mechanically possible really..

Maybe Fast Travel Exclusionary... I think that works actually. FTE. Hmm... I'll update my terminology and use that instead, I think.

opaque iron
opaque iron
hallow temple
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I say build the world to a scale that if the distance between two locations is 3 days on foot, then traveling on foot would tak 3 in-game days, as in the sun would cycle 3 times. Then it becomes finding a sweet spot in the time scale so that the day night cycle doesn't feel too fast or too slow. Include fast travel as it is.

When you read most fantasy novels, the distance between points on a journey is often long, taking days to reach. Invariably one or more things happen to the character(s) along the way., Even when they are traveling on a main road. Traveling by foot in the next TES game should try to capture that. The player may take a long journey to get from point A to point B. but if the encounters and POIs that can be found scattered across the expanse of the world are close enough, the journey can be an emergent story unto itself, with some elements of the main story dropped in to present hints at future dangers. Like someone thinks (correctly) that you are the Chosen One and has sent assassins after you. If traveling by foot, you camp out near a main road, your sleep might be interrupted by an attack. This might be skipped if you hop a cart from point A to point B, but similar to how Morrowind's Dark Brotherhood storyline unfolds in the Mournhold expansion, the next time you sleep anywhere might trigger the same thing.

A dynamic encounter system that may or may not be tied to active storylines can really make traveling cross-country engaging.

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A common type of poi would be spots suitable for setting up a campsite. These might be empty, have an abandoned camp which can be looted with a chance of the owner returning to catch you in the act (spawning behind you if you rummage through any sacks or boxes), occupied camps that can be either friendly or hostile. A small cluster of predators, prey, or both. All sites like this would have a scattering of trees and bushes that can be chopped for firewood. These sites would be all over the place, though the ones that may be occupied by NPCs would be closer to roads and common paths. More friendly near the road than hostile. Campsites in the wild would be more likely to have predators and/or prey associated with them, but occasional people, more hostile than friendly could be found.

Unless a campsite encounter specifically tied to a story is triggered, the NPCs would be generic architypes that, if interested in talking to the player,won't have any meaningful information, beyond what they are doing. Neutral NPCs might say something like "My business out here is my business. You may share my fire, but I warn you... no funny business."

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Some encounters could be tied to regional conditions that might be altered by faction storylines. For example, a rogue faction of Orcs have been massing in a certain region. A fighter's guild storyline might have the player joining a mercenary group charged by the guild to deal with these marauders. At night they may spawn at farms or homesteads, but by day they may be occupying campsites in the wild. This gives the player the option to defent the farms at night or hunting the orcs at their campsites by day. Either way, every one impacts the kill count and the kill count would impact how many attack the farms at night or would be at a campsite by day. Until the leader is found, more orcs would join the ranks. Of course, the FG storyline would establish where the orc leader has secured himself. A raid on a fort.

Now whether or not you've joined the fighters guild and learn about the orc raids, if you travel into the impacted area, you'll encounter them. The regional condition would override default camp site encounters, and put the orcs there.

hallow temple
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In the Arena days, traveling in procedural overworld space generated a cucontent into a general area map that you couldn't make notes on like you could with city or dungeon maps that were manually designed. As you moved it streamed out tiles while streaming in new ones, based on algorithms. You could return to previous points and find the same things as before, but you could follow a road in a single direction and always find new land.

Daggerfall continued this approach, but it added uneven terrain and traveling actually moved your position on the main overworld map, by a pixel. And how the pixels of the overworld map were designed impacted the way terrain was generated. Because 3D tech was limited at the time, and Daggerfall did not use a dedicated 3D card for rendering, just onboard memory and processor power, the geometry of a mountainous region was like tall pyramids clustered together. But now, large overlapping rockface geometry scattered along steep sloping landscape can look like actual cliffs. and thick or sparse scattering of treescan be applied for different degrees of forestation. With POI centerpoints scattered in, some decorative in nature like a tight cluster of large boulders, distributed within a circular volume via ProcGen algorithm, you get rock formations that remain consistent, thereby becoming recognizable landmarks..

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POI sites would be more or less circular areas of different sizes, where the ground is relatively level, ranging from a predetermined lowpoint to a predetermined high point. The POI would be generated according to the algorithm. So a large own might be a fort with a tower and a few support buildings inside a wall. The fort, if abandoned, may be in various degrees of disrepair. For example, the upper floors of the tower may not be reachable due to collapsed stairs or debriz from collapsed ceilings. It's what lies below where the explorable interior comes into play.

Again, interior layouts can be believably ProcGenned with carefully refined rules, and if the seed used to control the algorithm is based on some sort of static variable, like the x/y coordinates and orientation of the POI, you get unique layouts that won't identically repeat themselves due to the variation of pieces that get snapped together, even if serving the same purpose in design. Add to that clutter distributeion that conforms to rules and the seed-driven algorithm.

Even if you do get a small procedural building with the same layout, no two will easily be furnished the same way. Carpet style, tapestries, paint color on logical surfaces, etc.

A farmhouse generated at the same coordinates in different playthroughs would be identical because the coordinates are the seed driving the interior generation. But if each unique playthrough has a unique master seed which drives the ProgGen for world generation, where a farmhouse might be in one playthrough, a field of flowers used in alchemy might exist.

hallow temple
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Game world generation tech for endless, or at least massive worlds, has existed for almost 3 decades, limited heavily in the beginning by hardware constraints, but we've gone from 16-bit to 32bit to now 64-bit, and yet the road not taken remains the road not taken. Bethesda's problem with procedural generation in Starfield is that they did not take it far enough. ProcGen at the scale they talked about only works if you go all in, all the way. If you're not willing to do that, you don't need to bother.

All Bethesda games are on the rails, because every element of them have always been an A to B to C progression. Procedural generation is a great way to fill the game world with massive possibility if a player wants to go off the rails. Such content may be generic at a fundamental level, but how it systemically manifests itself can feel more complex than it actually is. And the initial set of scenarios cannot be all there is. They must continuously be added to. Same thing goes for architectural elements.

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Bethesda doesn't have to build the entire world, just the ProcGen system and rules that will build it for them, around the story specific content which they would need to build. Even large-scale cities with streets and back alleys branching off in all directions around the main center of activity where all the story-specific stuff is handcrafted and placed. If the player follows just the stories, they would always be jumping on a linear progression system, nut if says a scream echos from a side-streetand the player decides to investigate, the maze of strets and alleyways could twist and turn until the player catches up with the source of trouble. Which could be any number of possible scenarios that nobody will be able to guess.The sort of side adventure a protagonist in a fantasy novel might experience, come to life in digital space.

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Just what is it that I do? Among other creative endeavors, I write design documents and conceptual manifestos.

pale walrus
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And they better have horse armor.... 😉

hidden herald
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Dwarven horse constructs?

nimble pond
feral viper
pale walrus
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Speaking of the dwemer....A central characteristic of almost all dwemer ruins is the presence of their automatons. I think we can presume that the machinery which maintains and replaces automatons as needed is still functioning. Contrast this with daedra like Molag Bal and Mehrunes Dagon, who both have tried to invade Mundus and absorb it. Why haven't they, or maybe other ambitious daedra, have found a way to use these armies of dwemer automatons as a readily available army?

hallow temple
# pale walrus Speaking of the dwemer....A central characteristic of almost all dwemer ruins is...

Hmmm... What if through some ancient dark ritual, one of these automatons gained sentience, or became the vessel of some sort of extra-dimensional being, and it has become a warlord, ammassing its own army of automatons, in an ancient Dwemer city deep below ground. And as greedy men and mer do, (to take a page from Tolkien) they delve too deep and expose this ancient city to the world above, and all oblivion breaks loose. This is a problem that impacts everyone, regardless of status or occupation. If not stopped, this army can destroy all life first on Tamriel and later the whole of Nirn...

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A prophecy in the Elder Scrolls could speak of "Those who wait." and it would apply to this mechanical warlord and its army. Time doesn't matter. All machines go on standby... waiting for the coming of the people from above to trigger the directive to awaken.

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Put that on top of whatever the geopolitical storyline of TES6 is, and you get your oh-crap element like the threat from Oblivion was and the Dragons in Skyrim were... Only instead of fantastical beings invading, it's a technological uprising resulting from a very ancient anomaly and has simply lain dormant for thousands of years, but no longer.

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It's something that the Thalmor will be just as hard pressed to deal with asall the other factions. and this could be a catalyst that brings all the peoples of Tamriel back together.

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The machines that would invade, while retaining recognizable dwemer aesthetics, would be like nothing encountered before. These things would wield weapons that might as well be magic compared to anything else. And in the deep undercity, there could be a massive research facility dedicated to the machines trying to figure out how biological beings are able to tap into and wield magic, trying and failing to duplicate the process. The test subjects? the former dwemer masters of the city.

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The entity possessing the machine warlord? Neither Aedra nor Daedra, but on the same level as them.

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Oh look at that... an entire plotline created in the span of less than an hour.

pale walrus
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This is exactly the kind of storytelling BGS needs to develop. 😁

hallow temple
feral viper
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Eeeh... I'm not sold. Genocide robots are kinda overdone.

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Automata achieving sentience and then having to explore the consequences of that? I could get behind that kind of story.

hallow temple
# feral viper Eeeh... I'm not sold. Genocide robots are kinda overdone.

So are dragons... So are demonic forces from Hell.

All sci fi and fantasy storytelling is a collection of pre-existing tropes. The challenge is using them to good effect within the context of the IP it's applied to..

I'mm not saying that a machine warlord and its army trying to take over Nirn SNOULD be the main plot of TES6. The point I am making is that, from a single question posed, an entire premise for a plotline was developed in less than an hour by some random dude on a discord server.

feral viper
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Yes, they are.

And I'd go so far as to say neither Oblivion's of Skyrim's core stories were particularly good.

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I get your point though. I basically rewrote the Bosmer in 20 minutes because of how enraged I was over how ESO tackled them.

forest surge
hallow temple
feral viper
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Still, the best part of Skyrim's main story was when it DEVIATED from the core trope. When you get to explore Dragons and their identity, and are called on to question the nature of your goals.

It's all over very quickly, and given next to no thought outside raising the question, but those few moments are vastly superior the entire rest of the story.

Except for Season Unending. That's probably the single best quest in any TES game.

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Oblivion on the other hand just... Doesn't DO anything interesting with its story. It follows the Invasion from Hell trope like it's a Paint by Numbers book, complete with the crackpot cultist behind the whole invasion, and the heroic sacrifice with divine intervention at the end.

So I'd argue, if you're trying to justify the value of the exercise by citing Oblivion, you're already grasping at straws...

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The counter example to Oblivion, and a better example of taking a trope and doing something at least relatively novel with it, is of course Morrowind.

At its heart, Morrowind is a 'Evil demon trapped under a volcano' story.

hallow temple
# feral viper Oblivion on the other hand just... Doesn't DO anything interesting with its stor...

I wasn't... Oblivion is my least favorite TES game. Morrowind and Skyrim felt more engaged with. And Morrowind's story actually had real intrigue involved. . Skyrim could have done so much more with the civil war aspect, but ultimately results in another warp in the west type outcome on account of one side actually being able to win. .. The thalmor were behind everything, more or less. You mandate that a sovereign people stop worshioing a deity they have traditionally worshipped, and you stir up a hornet's nest. Yet this was part of the White Gold Concordance. Civil war in Skyrim ws inevitable and the Thalmor get to sit back and watch both the now puppet-empire and the Sons of Skyrim spill their own blood, whittling away at the opposition they both would be if unified. At some point, either playing as a stormcloak or as an Imperial soldier, this plot could have been exposed, resulting in Nords on both sides of the civil war to say Eff that and send every last Thalmor packing. Even General Tulius would see reason if proper evidence was presented that the Legion was being manipulated by a foreign power. He and Ulfric might still hold onto their prejudices against ewach other, but if both could be shown that they are being used as pawns in a Thalmor game, they would turn their hostilities away from each other and towards the real threat. And the bards would sing about driving out the Thalmor rather than defeating the Stormcloaks or driving out the empire. . The songs would be Age of Oppression. Age of Aggression and Age of DECEPTION...

hallow temple
feral viper
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I wouldn't go that far. The entire main quest focuses around the prophecy of a chosen one who will vanquish the demon. Which is very clearly established to be in the volcano at the centre of the island.

Morrowind is ... Actually pretty overt in its trope. If simply used the world, culture and mythology of the Dunmer to add nuance to that trope, and even make you kinda sympathise with said Demon.

hallow temple
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One thing I did like about Oblivion was the role the player has. they're not some Nereverine/Dragonborn chosen one. They are just the right person at the right place at the right time to become a kingmaker. the chosen one of the story was Martin Septim, who wouldn't have been able to achieve his destiny without help.. The player's deeds were still epic, and worthy of history. This makes the Oblivion story at least feel more... I don't know what word to use. But no trope has been more overused than the chosen one story.

feral viper
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Again, not really. They are clearly and explicitly called out right at the start as the Sun's Companion.

They are just as chosen as Martin.

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In fact, I would say Oblivion is hands down the most one dimensional in this approach, utterly lacking and nuance and going so far as to spell out the main story before you even make it out of the sewers.

Morrowind at least made you work up to hearing the Prophecy before it effectively confirmed you'd win.

And then, to its credit, Skyrim didn't ACTUALLY assure your victory like the previous two games did. The only reason we knew you'd win in The end is because of meta-knowledge as players.

hallow temple
feral viper
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I'm not saying that the tropes are bad. But approaching them from overly familiar, or one dimensional perspectives, is... Tired.

hallow temple
feral viper
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In the specific case of Automata coming to life, 'Evil AI' is such a pervasive trope it's become borderline offensive. It's an inherently egotistical and humanocentric perspective that plays on racist fears, the same as Alien Invasions.

Except, while we are unlikely to encounter aliens any time soon, AI is a very real possibility in the next century. And we should be seriously examining that in a narrative sense instead of constantly othering synthetic intelligence.

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In this regard, Mass Effect sorta touched on the better approach, then largely abandoned it because the BioWare heads cut out their own writing team at the end.

But I'll never get over how disgusted I was with Tali when she tried to justify the genocide of the Geth simply for achieving sentience.

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Still, I guess it had an emotional reaction. So it worked in that regard.

void hull
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i feel like the elder scrolls as a whole is one of those video games that deserve a movie, or a long tv show the amount of plots you can make just from the lore alone is crazy, let alone from a standalone game

nova rapids
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Anyone know if there's a light feet potion recipe?

pale walrus
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Do you mean a sneak/silence/stealth potion, a flying potion or a levitation potion?

feral viper
# void hull i feel like the elder scrolls as a whole is one of those video games that deserv...

One of the more difficult elements in converting TES to cinema (beyond the fact that Fantasy is the hardest genre to film) is the lack of ability to explore the same sort of stories that we get in the games.

The sort of mythic, heroic narratives which shape the world, while also being driven by your own agency as a character, are ... Very difficult to write. Let alone film.

And if you ere on smaller stories, you lose out on a lot of those themes and narrative options.

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At the same time, doing historical stories undermines the inherently subjective mechanism of worldbuilding that the franchise leans so heavily on.

You can't really make a series about the Alessian Slave Revolt, because that would destroy the sense of conflicting narratives, propaganda, and historical revision that makes the settings history so engaging.

glass marlin
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You're better off doing another short novel series like they did with Umbriel instead of a TV series.

feral viper
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I think you COULD do one, with enough effort. It'd just have to be either limited to a single season (which means limited reach and earnings potential) or designed as an Anthology Series where every season follows a different group of characters and story, linked only by the shared world.

hallow temple
# feral viper One of the more difficult elements in converting TES to cinema (beyond the fact...

First of all,making an Elder Scrolls movie or series would require an up-front understanding that it cannot be told from the point of view of a single character, like the games. And ideally, the different faction storylines that might take place would have their own protagonist characters, and like with most movies and shows, scenes would cut back and forth to different settings pertaining to the different storylines.

The main story protagonist would be unique in the same way, and the other protagonists may cross paths, in some cases as allies and in other cases as enemies. Think Game of Thrones (but don't think about the debacle that was season 8). In that show, everyone was the protagonist of their own point of view. They still did vile things, according to the kind of character they were, but if they were the character of focus of a scene, they weren't treated as an afterthought.

Now I believe that such a show should be a CG production, possibly done in Unreal Engine, as it has a fully functional cinematic production tool branch (Sequencer) right out of the box, with MetaHumans character creation capable of producing believable photorealistic characters. And the ability to shape virtual sets according to any visual needat any size or scale with ultra-high detail in real time would make the production pipeline efficient.

The lore is easy. It just needs to play a part in the actual writing of the stories. Questions as to why things are a certain way can be handled with dialogue. Most of the deeper lore in the games comes through books the player can read. In a show, you either need to see something happening or hear it talked about. Having a narrator can help as well.

The important thing is that the characters need to be written in such a way that the lore seems to mean something to them. The viewers will catch on..

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IfSkyrim were a movie produced using Unreal Enginer, the first time we see Solitudemight use establishing shots that look like this:
https://www.youtube.com/watch?v=QPyZhSKdLRQ

Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Solitude, capital of Skyrim – now with sixteen times the detail!

Check out my other videos in this series!

Whiterun: https://youtu.be/DrnMACWp18M?si=hYCotV_CbjVN85lh
Dawnstar: https://youtu.be/X4m1uuYcm8M?si=TKlilk9Y1fe6tXzu

If yo...

▶ Play video
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And with every iteration of Unreal Engine, it keeps getting more and more cinematically powerful.

With an extremely powerful finalization rig with the highest quality video output capabilities, Any sort of scene will be possible. And even if animated, the detail would be of high enough quality that mainstream audiences would watch it... youknow, the people who ordinarily avoid animated stuff because its animated, nevermind that the stories are far more rich and engaging than most contemporary live action productions...

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And hey... if an outoor scene produced is spot on for what the creator is shooting for, but the way the sunlight is casting shadow on faces sort of ruins the end result... Just move the sun...

feral viper
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Bah. Metahumans are old news. Post-Humans are the future

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Unsurprisingly I'm actually Team Eldar. Because in basically every setting, Humans are boring and uninspiring.

As I think Imperials and Nords have clearly demonstrated for TES.

pale walrus
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There used to be westerns on television back in the 50s and 60s. Maybe a similar approach/framework would be successful, provided the scripts were well written.

hallow temple
# feral viper Unsurprisingly I'm actually Team Eldar. Because in basically every setting, Huma...

MetaHuman does not just mean human characters. The same tech can be applied to nonhuman characters as well. This was done 6 years ago:
https://www.youtube.com/watch?v=TxErDzsIdKI

IGN

Unreal Engine is trying to take down the uncanny valley with the most cutting edge technology we've seen so far.

Watch more trailers here!
https://www.youtube.com/watch?v=2k2XGNySH0E&index=1&list=PLraFbwCoisJAvwhU-EjfZNFqj5jlAk8hk

Subscribe to IGN for more!
http://www.youtube.com/user/IGNentertainment?sub_confirmation=1

----------------------...

▶ Play video
feral viper
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I'm being deliberately facetious, I am aware of the tech and the way it works.

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And it's great for direct motion capture, but a little less useful for more... Impromptu facial generation in engine.

hallow temple
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As with anything, tweaking the facial parameters is necessary. You don't want to just randomize and go with whatever it spits out. But that Andy Serkis face on the left is a metahuman face, and the alien head on the right was uniquely modeled around the same skeletal mesh references. The animation sequence was just imported and it just worked.

And of course motion capture would be involved in production. But even a cell phone with the right software on it can be used as a capture device.

I would watch a Elder Scrolls movie or show produced with the tech from 6 years ago. An you probably would as well.

I'm beginning to think you just want to take a contrary position to anything I post about here. Because right now, on that front, you're batting a thousand.

feral viper
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Hardly. I just don't think your ideas are reasonably possible, or even really that interesting.

We clearly want very different things, and your unwillingness to even try to understand opposing viewpoints has been grating.

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But since I often end up just talking at myself here, and I'd rather you not have to feel like you are, I will continue to engage even if minimally.

hallow temple
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That's fair. I don't take insult at that at all.

You are correct. Our differences stem from us wanting different things. But sayign what I want isn't really possible isn't true. Ity is very possible... It's just not very probable that the steps needed to be taken to make it happen will actually be taken, I'm referring to the whole procedural generation concept I presented. See over the years, all the individual pieces of that massive puzzle have been realized, but to date, they have yet to all be assembled into one project.

And I have no problem understanding opposing positions. But since your opposing position is rooted in you not wanting the same thing, it does not negate my position based on what I want to see.

So I will apologize for accusing you of being intentionally contrary. That was uncalled for and I regretted saying it almost immediately. Pax?

feral viper
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Ita vero.

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Now, to be a little more constructive. My problem with a TES show has nothing to do with visuals. We are at the point where you can throw enough money at any visual problem to make it go away.

The issue is more to do with worldbuilding, and storytelling. Fantasy is difficult, because you're dropping a story into a fully developed world without the ability to lean comfortably into whole paragraphs of backstory and exposition that Text generally allows.

There's a reason that Isekai stories are so popular in Fantasy these days, it's because it's an easy way to relay information in an organic way to a viewer who doesn't know anything about the world. Simply have a character that is in the same boat, giving justification for exposition explaining it.

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Science fiction runs into this problem too, especially when you're moving further away from near-modern settings, but it's general reliance on semi-recognisable structures and natural laws makes easing into it cleaner.

hallow temple
# feral viper Science fiction runs into this problem too, especially when you're moving furthe...

It only really becomes an issue if the writers disregard the lore of the world. If they write the characters as if they understand the lore and don't contradict it, Fans of the games will not really have a problem. As to newcomers to the IP who will be experiencing it first through the show, well, if the writing is good enough to keep their attention, they'll pick up on the lore points that matter in context of the story that's being told.

There were lots of people who never played an Elder Scrolls game until Skyrim. They had zero knowledge of the lore. And you can play Skyrim from Start toFinish without reading any of the lore books that flesh out the hisdtorical and cultural elements of the wider lore. It's what's going on in the actual questlines that matters, and as long as that is communicated well, newcomers to the IP won't really have a problem. That will apply to a movie or show as well. Again, where it falls apart is if the show runner and/or writers ignore the wider lore, resulting in something that contradicts the established worldbuilding.

feral viper
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It CAN be done, but it can also feel like a convoluted mess where nothing's explained, and newcomers have no idea what's going on or why.

Worst case, you end up with something like Eregon or gag Rebel Moon.

I think, in a practical sense, starting with a mundane civilian in either Cyrodiil or Highrock, and living in a stable and we'll secured near-urban environment with few outsiders would be the best way to start, if you were to approach it.

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Then you can slowly lean in to the more fantastical world as said character is forced to expand outside their mundane life.

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Writing that is definitely outside the range for anyone at Bethesda based on the last few decades though. So they would definitely need outside writers.

hallow temple
# feral viper Writing that is definitely outside the range for anyone at Bethesda based on the...

Of course outside writers would be the go-to. Writing story for games != writing story for a movie or show.

And I do agree that starting with the mundane/generic approach and expanding outward into the deeper/esoteric lore elements would be the best way to go... On that point, it works the same as with the games. Unless a player goes online and researches all the lore and backstory elements archived, their first experience with Elder Scrolls starts with just what the immediate story and setting tells them. Over the years as they explore the world of multiple games, they learn all about the deeper lore, if they decide dive into reading the books and letters and stuff.

If some esoteric piece of lore is connected to an episode's plot, then the gist of it can be exposed through dialogue. A mage or scholar type can sit down and explain it to the protagonist..

The way Game of Thrones was written and delivered, especially early on, demonstrate excellent lore establishment. The writers and showrunners demonstrated an understanding of the wider lore of GRRM books, and people who never read those books were able to pick up on everything that mattered.

In a way, with Elder Scrolls, it's actually easier. There is no translation of game characters into show/movie characters. All new characters can be created, allowing for plenty of creative license. A story arc can be set in a variety of places none of the games have taken a player to, but are part of the official lore. And depending on when on the Elder Scrolls timeline the story is set, there's even more flexibility.

Writers need to respect the lore and write within its context, exposing what is pertinent to the story they are telling. A complete newb to the IP will still be able to follow what's going on. But yeah... It's all about core vision and solid writing to support it.

feral viper
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Core vision and solid writing not being a strong point for TES in general.

hallow temple
feral viper
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That was more a sardonic dig at the wild inconsistency in the portrayal and worldbuilding in the franchise than anything.

last dew
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Suggestion: For TESVI, we need...... Spears. That's right. Spears. One handed and two handed spears. Not arrow spears from the Dragonborn DLC, just actual spears. Had them in Morrowind. Don't understand why we don't have them from Oblivion to Skyrim. But maybe this time, let's have Spears. Spears are your friend. From steel spears, to iron spears, to elven spears, any spears. Like an ancient Greek Warrior, we need spears and shields to make a hoplite warrior, or any Tamrielic warrior with a spear. so we can thrust our spears at the Thalmor enemy (If they appear in TESVI.)

feral viper
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Well, we don't have them in Skyrim because they ultimately didn't fit into the time table, and the weapon types and behaviours for the game.

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And we didn't have them in Oblivion, because we weren't allowed to have anything nice in Oblivion

pale walrus
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A slightly off-kilter question: how does everyone feel about weather effects for TES6?

last dew
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WARNING, This is a very detailed constructive suggestion and with a wall of text. So I made them all spoiler tagged. Those that are interested in reading it and have the time, you may click the spoiler tag and read it yourself. Reader description is advised. Another suggestion for TESVI: ||New Mechanics for Elder Scrolls 6. For big new gameplay opportunities of the future game, ship travel. If Elder Scrolls 6 is setting in at least two provinces (If possible) such as High Rock and Hammerfel, the map gives you an unprecedented area of water to traverse for an Elder Scrolls game both across the Illiac Bay and the vast Abecean Sea, and so proper in-depth and player controlled ship travel could be a core new mechanic. Some might imagine some of the possibilities it would afford you with would be similar to that of spaceship travel in Starfield, but hopefully with less loading screens. You could do combat with other ships, either by using attacks or weapons built into the ships themselves like cannons, ballistas, catapults etc, or going out on deck yourself and using ranged weapons like bows or harpoons. Some like those piloted by bandits or corsairs would attack you, attempting to destroy and, or loot your own vessel. You could also do much the same and steal other people's ships making them your own and so on. There could be quite a large degree of customization available too. Though not quite on the same level as Starfield. Instead of having each individual ship being that insanely customizable, it's more like there could be a ton of different varied kinds of ship. You could have tiny one person rowing boats all the way up to gargantuan Gallions that dominate the Abecean Isles and all could control slightly differently too. The smaller boats could be faster and more maneuverable, and the bigger ones slower and less versatile. but perhaps with better firepower and higher durability. These larger ones could also (again, similarly to in Starfield) grant you the ability to make them your home in just the same way as you could with a playable homes in Skyrim, but only mobile so you could have your family live there for example.|| This suggestion is spoken by YouTuber, Linkalot from YouTube Video "The Elder Scrolls VI: Direnni - My Pitch"

pale walrus
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I would like to have my PC experience heat, cold, rain, snow, wind, hail....all of it. If we also get a chance to fly in some manner in ES6, I'd like the flying vessel to experience weather as well. This goes for any kind of water navigation, too.

feral viper
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As a general rule, of it has mechanical value and impact? I'm all for it. If it's just ambiance? Only after more directly valuable things are properly ironed out. If it's an active nuance? No thanks.

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If the Weather is only going to impact you, by impairing your visibility while having no impact mechanically on NPCs and their behaviour or detection? Then it's not worth the effort to include it.

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Basically the old adage, if you aren't going to do it right, don't do it at all.

last dew
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The reason for that is according to Linkalot, "there are dozens of islands dotted across the Abecean Sea explore. These range in size from absolutely tiny to about half a size as Solstheim at the largest. They would have a very tropical Caribbean esque vibe and would contain so many hidden secrets that I think would just be a joy to naturally uncover through exploration."

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More info I pinged you at videos.

feral viper
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I'm also fundamentally against a two province game, regarding the other topic

last dew
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Whoops! Wrong channel. My bad.

pale walrus
eager remnant
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I once used a weather mod in Skyrim that blinded the player during especially heavy snow storms up north. I initially thought this was an interesting idea. The problam was that it didn't affect enemies. Archers and mages could see my character as though it were a clear day but I could not see them at all. This got to be frustrating after awhile and I uninstalled the mod. Whenever possible, I prefer any effect placed on the player to be placed on enemies of the player as well.

strange flare
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Shengqu Games ran a short-lived elder scroll IP game?

nimble pond
# pale walrus Understood. Indeed, I'd like the weather effects to have genuine impact on the g...

I've thought about flooding too. In areas that are particularly at risk of floods from heavy rains as well as coastal flooding and how it could impact the area and NPCs and wildlife during that time. Maybe even some of the smaller islands that Commando brought up, could be potentially underwater during the rainy season. Same could be said for droughts where some lakes could be completely dried up.
And while it may be more complicated to do.. I'd like seeing damage and trees/shrubbery/branches down from particularly heavy wind storms or something as big as hurricanes or tornadoes. And simply dueling mages in the middle of a hurricane. 😄 Maybe something different like a natural magic storm (basically a high concentration of magic at unstable levels "explosive" colors everywhere like a massive pile of shooting fireworks). But maybe skillful mages could actually draw power from it instead of having their mana sapped from them.

nimble pond
nocturne solar
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ehm wheres the ESO channel?

hidden herald
#

ESO is developed by ZOS, not by BGS. This discord is specifically for titles developed by BGS.

feral viper
# nimble pond Blow darts too

Darts are a weird weapon, conceptually. They're easy enough to mechanically make, but much more awkward to integrate in a really viable way.

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Like, they have almost no penetrating power. Anyone in armour would, reasonably, be practically immune to them, unless you had something like a Fallout 1 and 2 targeting mechanic.

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There's a reason why blowguns are extremely common in hunter gatherer societies, but disappear almost entirely once you develop more complex cultures and economic systems. A heavy enough jacket renders them entirely worthless.

native gorge
#

I am learning the dragon language from Skyrim for a LARP game. Does anyone know of any groups that get together to learn? Heck Klingonese had to start somewhere.

nimble pond
# feral viper There's a reason why blowguns are extremely common in hunter gatherer societies,...

I suppose they could have some sort of chemical compound tips that eat thru most any material. But really, I think it's going overboard anyway when arrows themselves still penetrate heavy armors doing the same dmg regardless. There really is no system for that yet, so darts would be just as fine as arrows or we can simply use our imagination and say the shooter has remarkable aim since even with armor, they're are most usually exposed spots, unless they're a walking tank that can't really move or roll or swing their weapon anyway.

feral viper
#

Yeah, there's a degree of suspension of disbelief either way.

Though a Blowgun as a sort of Tranq Gun option for stealth and non-fatal engagement may be an option. Simply make it virtually useless if the enemy is aware of you.

nimble pond
#

I just thought of em bc I like quieter, distant, assassin builds and it's an alternative to bows/crosses/throwables/melee. I was thinking possibly making darts more potent, dealing 2x poison applied to them as any other weapons do. Nice lil tranquilizer and it won't leave a gaping hole like arrows would as evidence. I imagine you'd be able to collect them for re-use like arrows. Blood could be powerful too, maybe we could have an additional use with them to draw and collect various types of creature blood for alchemy. Maybe darts could also be used silently injecting viruses/illness/diseases or contagions that can slowly infect everyone else around the target, as well as subtly inserting trackers.
Furthermore, maybe that could even go into it's own thing. We already have alchemy for potions and poisons, so maybe there could be a field for diseases and antibodies. Maybe you could even genetically engineer new illnesses, viruses, contagions etc. like how you create and craft with alchemy. Create your own TES Covid.

pale walrus
hallow temple
# native gorge I am learning the dragon language from Skyrim for a LARP game. Does anyone know ...

The Klingon language was invented by a linguist named Marc Okrand for the scenes in the beginning of Star Trek: The Motion Picture. The language was expanded upon my Mr. Okarnd for Star Trek III: The Search for Spock, and again for Star Trek: The Next Generation and Star Trek VI: The Undiscovered Country, respectively. He also wrote the Klingon dictionary which was the foundation for the Klingon speakers within the Star Trek fandom.

An interesting note is that Okrand was faced with a challenge for ST6 due to rules he had established for the language. There was no allowance for the words "to be." Because ST6 required "To be or notto be" to be translated into Klingon. which became "TaH pagh taHbe'" which translates literally to "Continue (taH) or (pagh) continue not. (taHbe')" In klingon grammar, "not" isn't a word unto itself, but is expressed by applying the suffix be' to a word. Okrand reached this solution due to the context of the english words. "To be or not to be" was used in the contemplation of suicide. So the verb continue, as in to continue living, was used.

I'm not one of those Klingon speaking Trek fans, but I have always been fascinated by invented languages for literary purposes (Tolkien's elvish language) and for film. The thing is because Klingon has actual gramatical rules, rather than just gibberish words strung together, it can function as a real language, though it is not rooted in any real world culture. The same holds true for Dovahzul

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Regarding Tolkien, I remember reading an account that someone who was visiting Tolkien had commented about it being ridiculous that there were people going around speaking Elvish to each other. Then a student walked up to Tolkien, greeted him in Elvish and the two proceeded to converse briefly in Elvish, right in front of the guy who thought it was ridiculous. That had to have been a humbling moment for the guy.

pale walrus
#

No, man, it's still weird. Now - I heard somewhere that the Dragon language is actually Welsh, which is itself an old Gaelic/Gaulish/Celtic dialect. Knowing that would be neat, because it would connect a person to a language which, as far as I know, some people in Wales still speak. Dialects can be beautiful things. There are dialects across Italy that are quite different from each other, varying greatly by province and city, as well as by origins. Berber, Arabic, Gallic, Etruscan, Latin, French, Ancient Greek - each individually plays a role in the formation of regional/local Italian dialects. They can sound quite beautiful and are at times almost poetically expressive.

pale walrus
#

I just saw an article talking about a potential 'beginning' for ES6. The past 3 titles all began with the PC as a prisoner. Why not do it differently for ES6?

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I was imagining a shipwreck. You can start out with being on a large sailing vessel as it's about to hit a storm (maybe an unnatural one.) The ship enters the storm and its peril increases rapidly and dramatically. The next thing you know, the PC is waking up on a sandy beach, gentle waves rolling up to his legs and then receding. He begins by scavenging for salvage - clothes, weaponry, some other sundries. Maybe he bumps into something that looks like it could be important, but he doesn't know and decides to stick it in a satchel he's found. There is another survivor who joins the PC and also begins scavenging. A group of pirate scavenges comes up, so he and the fellow NPC from the ship fights them and drives them off. Then another group shows up, and they're genuinely dangerous. The PC is forced to flee, and the game truly starts at this point.

nimble pond
#

And he hears a beautiful voice singing in the distance, spoiler: ||(it's a red-headed mermaid).||

Also, Stu, that is basically the intro for Daggerfall.

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Personally I'd play a lil joke on the fan base. You start the game living a seemingly normal life, no shackles or executioners or dragons raining fire on your heads. No, just enjoying the sunset, frolicking thru the meadow with the bunnies, care-free as can be. But then, but then ||you wake up a prisoner yet again, as is TES tradition. It was just a dream ahahaha||

But I'll indulge in your idea Stu. So how about this.. it's no odrinary prison, no, this one is thousands of miles off the Tamriel mainland for the absolute worst of convicts. If the isolation and corrupt guards don't kill you, the other prisoners just might. A prison on an island surrounded by endless waters as well as dangers lurking within it's waters on all sides (should anyone be feeling frisky). Nope, only way off is by ship and it's no easy feat getting to one, much less sailing away undetected or being sank by the prison fortress cannons and pursuing guard ships. Basically, Alcatraz. As for who owns it, who knows, possibly Thalmor?

worthy pulsar
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Fallout 4's power armor framework could totally work in Skyrim, and for lore reasons it would be best if only the Dwemer were able to create their own power armor.

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I mean, there's already the mod on the Nexus but I feel as though we can take it a step further.

feral viper
pale walrus
#

OK, got it - you start ES6 in chains. You're a slave - a farmer who got swept up by a large bandit raid. You're being hauled off, and suddenly the slave caravan is attacked by more regular forces. In the battle and ensuing confusion, you break loose of your chains, pick up some basic equipment and weaponry, and strike out on your own.

feral viper
#

As for the starting experience in TES6, I think it really depends on the province in question. You can't generalised the reason and execution, you need to ground it in the province and political climate of that area.

pale walrus
#

Ok, makes sense. So, for ES6-HF: you are a newly captured slave caught by........the Thalmor. You are freed in an Alik'r ambush on the slave caravan. Maybe drop the farmer bit to allow players to build their own back story.

feral viper
#

I'd take a different approach. Assuming there is an element of sea travel involved...

You are on a Prison Transport, containing both convicts and political prisoners. It is then attacked by another ship, crewed by the rebel (and newly revived) Hiradirge, and you escape in the ensuing chaos, washing ashore afterward.

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You use it to establish a new mechanical feature of the game (boats) the main plot hook (Hiradirge and the HoonDing) and your secondary plot hook (the Dominion threat).

pale walrus
feral viper
#

I think the thematic relevance of the Prisoner in the setting is worth holding onto, personally.

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The nature of the Prisoner is a part of the setting, afterall.

nimble pond
hallow temple
#

I myelf am a bit tired of the same start as a prisoner trope. I mean it makes sense. You're technically a prisoner to the character creation process so why not make it an actual plot element?

What I would really like to see is starting off as a regular person with a job in the town the story starts in. You start off having a dream where you are in an etherial world of half-formed images in a void. and this is where character generation happens, as well as the learn to move and do basic functions. The images you see as you follow a guiding light pertain to the main story, but there is no immediate context. In the actual game, you'll encounter each image in actual context. But when you catch up to the light, you wake up in your own bed, in your own house/sho in a city. Not just some fleaspeck village, or town that gets destroyed, but a thriving bustling city.

Your choices in the dream include deciding your profession. so when you wake up, your profession determines where you are. You have an apprentice who will take over when the actual plot takes you away from your normal life. If you own a shop, it's your space, and you can tell your assistant/apprentice/whatever to take over for you if you want to just go off on your own.

There will be a note on a table somewhere easily noticable that will be a to-do list of tasks pertaining to your profession. These will guide you through profession-specific mechanics, and if you follow it, it will ultimately direct you to the same place in the city, where the trigger event for the main story occurs. But there will be nothing rushing you into that. The trigger will always be there waiting for you, but you'll be free to do whatever you want and go wherever you want. The to do list is not a quest starter. Just a list of gameplay activities that are associated with your profession. The last item will be something pertaining to getting supplies from the central market. The trigger event happens when you do that one.

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So you start out as a regular citizen, doing things that make sense for your chosen profession. Life is normal, with the only hint of things to come being the strange dreams you have been having. The trigger event will happen in a way that feels like a right place at the right time occurance. You just happen to be somewhere, going about your business, when it happens. And what you do after it happens is up to you. Just like in all TES games once you are past the intro sequences.

feral viper
pale walrus
#

I was just thinking about that. You start out confined and stifled, and suddenly you are free and life is full of options. That's the basic 'psychology' of it. Maybe there's another way to follow this same paradigm but with a different approach.

nimble pond
#

Well like in Daggerfall, you're more a prisoner of "circumstance." Though there also is a roll you get that refers to you being a prisoner.

hallow temple
# feral viper The issue is, being a Prisoner has metaphysical significance in the setting.

I just see it as an overused trope. The player wasn't a prisoner in TES2. Survivor of a shipwreck who found shelter in a cave that connected to a dungeon. But aside from that as the reason for being stuck in a dungeon, the player has free agency from the moment they take their first step. I guess I'm ready for the player to start out with total freedomfrom the beginning.If we have to have another chosen one story, then I'd like to start off as just a regular person who keeps having strange dreams, seeing images of the future but no clue as to the context.

In this sense, the player is a prisoner of destiny so that metaphysical element can still apply.

nimble pond
#

Anyway, for the humor of it, I thought it'd be pretty funny with a chain gang of 3 ppl (including you), so not only do you have to get out a prison, but part 2 of the intro would be getting the damn shackles off so you're not all tied to each other. 😄
https://m.youtube.com/watch?v=XcCHWbAT30k even something as simple as who the 3 that are temporarily stuck together happen to be, whether it's a 3 stooges kind of thing or polar opposites, example a stormcloak, imperial, and you, all on the same chain seeking freedom.

Three convicts, Ulysses Everett McGill, Pete Hogwallop, and Delmar O'Donnell, escape from a chain gang and set out to retrieve a supposed treasure Everett buried before the area is flooded to make a lake.

O Brother, Where Art Thou? is a 2000 crime comedy-drama film

▶ Play video
feral viper
#

Somewhat convolutedly, the Prisoner ISN'T trapped by destiny. Normal people are, while the Prisoner has the choice to either accept their prison or leave it.

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As for TES 2, you were actually a prisoner. You were the survivor of the shipwreck that was then taken prisoner by bandits. It's just terribly relayed in the game it's self.

hallow temple
feral viper
#

The ship was overtaken, yes. But your character was apparently apprehended by pirates and thrown in a cell in Privateers Hold.

The manual was more explicit about it, if memory serves, though the game was absolutely terrible at relating it.

feral viper
#

From a broader, introductory context however, part of the reason the Prisoner trope works, is that what it imposes on your character is very minor.

All it means is that at some point you were arrested. Why, how, and under what pretense is left up in the air. Was it ligitimate? Were you framed? Were you simply in the wrong place at the wrong time? That's up to the Player to decide.

Similarly, who you were and what you did beforehand becomes irrelevant. Were you a Farmer? A Cooper? A professional Soldier? A pickpocket?

Well, none of that has to matter. And more importantly from a design standpoint, none of it has to be necessarily accounted for.

#

You CAN account for them with a half functional Background system, yes. And character creation would be better for it. But you don't NEED to.

Meanwhile, alternative starts tend to be heavily restricted by what starting experiences you want to create. Dragon Age Origins is a prime example of this.

pale walrus
#

For fun, let's compare this to FO. Starting from #3 - you're expelled from the Vault and go looking for your father; in NV, you're just a mailman (courier); and in FO4, you're a father looking for his son. This makes the PC a clearly defined person from the get-go and drives the main storyline. You lose flexibility in terms of character creation/backstory and motivations, but you gain in terms of foundational variety. So it's 6 of this, a half dozen of the other.

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The question is: would TES be able to abandon the Prisoner paradigm and still maintain the player's freedom in crafting their own story and character? If Yes, what might a new paradigm look like? There are those who argue that it's unnecessary to abandon the current paradigm, and one can see the logic in that view.

feral viper
#

Indeed. And it depends largely on individual preferences.

I'm generally in the middle. Both are good. However, TES has traditionally been one, while Fallout has traditionally been the other.

feral viper
#

For the record though, you aren't JUST a mailman in New Vegas. You're Mail Man Jesus, with Lonesome Road basically expositing your entire backstory at you while constantly reminding you how immensely significant you are.

But that's more a point of clarity rather than anything pertinent here.

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A Prisoner start has the advantage of making your background non-binding, established a reason for your engagement in a life of adventure, fits in the metaphysical rules of the setting, and imposing the absolute bare minimum on your character that's really possible.

Other approaches can do some of those. And there's probably something that can do all of them. But I mean... Why fix what ain't broke.

hallow temple
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I'm not saying the element is broke. and needs fixing. If Bethesda does the prisoner trope again in the next one, it won't really bother me. I just think that being able to start out as just an average citizen just living his life and doing his job as part of the introduction/tutorial sequence can serve the same function as starting out as a prisoner. It would be nice to have it where the background you select for yourself while creating your character had some real meaning for how you start the game, aside from just giving you some skills. If I select that I'm a chef, then in addition to starting with logical skills, I want to start as the chef in an in in the starting city.

Having alternative starting point is really only problematic if the player has to start in significantly different areas, having to make their way across potentially great distances to get where the main quest actually starts. That's why I suggested starting in a thriving and bustling city, where potentially every walk of life might have a focal point. And at some point, anyone from any of those walks of life will find their way to the place where the trigger event happens.

native gorge
deft gate
#

I played the scenarios through Elder Scrolls Morrowind Through Online. Here is what I discovered in Every Intro.
Morrowind - you exit a boat
Oblivion - You are then put in prison
Skyrim - You are now being executed
Online - You're dead.
Prediction for Elder Scrolls 6 - You're Hatched/Born

granite star
#

Hi everyone. For The Elder Scrolls Series, can someone please tell me the "canon race" and "canon gender" of each of the protagonists from "the very first game" to "the current game aka skyrim"?

hallow temple
hallow temple
deft gate
hallow temple
#

Still, the birth scenario has been done... It isn't a bad idea, though. It can work in a TES game as well as any other scenario.

feral viper
deft gate
granite star
#

Who here hopes that the elder scrolls 6 has/brings back a "unarmed/hand to hand" skill tree?

feral viper
#

Significantly changed, yes. As it was...

Well, as they were, I'm not for bringing back anything.

#

Pretty much all the removed skills in the franchise were so terribly implemented that your practical loss for removing them was negligible.

feral viper
pale walrus
night violet
#

Inspired by the Insane song about Alastor from Hazbin Hotel

"Ladies and Gentlemen, it's my pleasure to present to you, Oblivions lastest arrival. Equal opportunity killer, Sheogarth!"

"Well hello it's nice to meet you. Can you tell me where I am? I'm not sure how I got here but I think I'm starting to understand. I don't belong among the sane, and baby that's just fine with me. The things I did as Jyalagg were high school, now I'm going for my degree!'

feral viper
#

Hah. Love it.

last dew
#

Guess they don't like my ship travel idea. 😢

feral viper
#

Oh, I don't use emojies to interact with ideas. I prefer to discuss and engage with them rather than just slap imaginary internet points on things.

pale walrus
wide garnet
#

Just stopping by for an announcement. @pale walrus and I have been playing with some interactions between my characters (Matthias, Maxwell, etc.) and Viarmo and Giraud (or, as @pale walrus plays them, Abbot and Costello). Right now, however, we need some other characters to play the Mage teachers at the College of Winterhold, since @pale walrus doesn’t want to turn the College into TES Animal House. Anyone interested, let us know.

pale walrus
#

The thread is over in the Lore section, btw

feral viper
#

As far as sailing goes, if you had asked me back in 2015, I would have given a hard No.

At the time, all we really had was AC: Black Flag. And, as an entirely 3rd person game with. Little to no real character interactions involved, it didn't really offer any insight into how to approach sailing for a game like TES.

And no, I don't count Windwaker, because A: I've played probably a grand total of 3 hours in the entire Zelda franchise, an B: I don't count a dingy as sailing.

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However, SINCE then, we've had Blackwake, Sea of Thieves, Raft, and now Starfield. Showing that it is not only possible to have a good sailing experience in a first person perspective, but also that Bethesda is at least somewhat capable of vehicle mechanics.

So I'm now fully converted to Team Sailing (as if I wasn't pro-Sailing in the first place. It was more an issue of doubting they could do it justice).

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The only issue I see with it is the Scale issue. Their standard world size is much too small to make it viable, while Starfield shows serious scale issues with their game design.

The world needs to be larger, but if it goes too large then it will lose all real depth and engagement. So finding the happy medium that makes sailing viable, while also not turning the world into a paper thin and largely worthless blank canvas, is the tricky part.

pale walrus
#

Some random thoughts on boat travel:

#
  1. For sailing, we should need to do some basic tacking. I don't mean having to run up and down a boat and change multiple sails every few minutes, but something that still reflects how sailboats basically work.
#
  1. There need to be waves. Sometimes big or small, depending on currents, storms and such. A small enough boat should get swamped or capsized by a large enough wave.
#
  1. I want to be able to go up rivers and across lakes. If I have to switch to a canoe, that's fine.
#
  1. I'd like to keep the encounters with wildlife and/or dangerous critters to a relatively low level. If every time I take my little sunfish out on the ocean I'm attacked by megalodons or lusca every minute. If I see some wildlife - a big shark, a crocodile, a hippo, etc.....then I'd like to have the option of avoiding trouble by taking some reasonable precautions (keeping my distance and such.)
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  1. I'd like to be able to do some fishing. I also want ample opportunity to simply enjoy the experience of sailing or boating. Sometimes the wind and waves and shore scenery can be enchanting IRL.
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I grant that I'm asking quite a bit.

livid ingot
pale walrus
# livid ingot This sounds like exactly what I would have requested 15 years ago. All great stu...

Likely correct. But one can hope that BGS can do at least some of these things for ES6. Boats are hardly new to video games. I remember non-BGS titles from the last 15 years where you could do almost all of this stuff. This also plays to one of my favorite things to do in my free time - going outdoors into the woods or up into the mountains or even to the sea. Canoeing, sailing, fishing - all are happy memories for me. Except for once. I remember having a very unpleasant time fishing off the california coast about 15 years ago. 6 hours of absolute misery.

livid ingot
# pale walrus Likely correct. But one can hope that BGS can do at least some of these things f...

It's all very doable, I agree. But with how Bethesda Game Studios has described their philosophy towards a game development in the past, I'm pretty cynical that we'll get a whole lot. Sailing will have to be a defining feature of the game to get that much attention from the dev team. TESVI: Abacean would do it, TESVI: Hammerfell... probably not.
I always think of this talk Todd gave (linked to the moment he talks about why horses weren't given saddlebags in Skyrim) https://www.youtube.com/watch?v=7awkYKbKHik&t=958s

Entitled - "Why we Play, Why we Create." Bethesda's Todd Howard talks about best practices in creating compelling games.

Follow The Elder Scrolls V: Skyrim at GameSpot.com!
http://www.gamespot.com/the-elder-scrolls-v-skyrim/
Official Site - http://www.elderscrolls.com/skyrim/

http://www.gamespot.com

▶ Play video
#

Ships would have to be in the spotlight, not a fun diversion, basically.

pale walrus
#

Wow, 12 years ago. Well, we're not going to have dragons in ES6 (I'd bet), so vehicles (air and sea) would be a perfectly legit thing to put in the spotlight. Hopefully BGS will agree.

livid ingot
# pale walrus Wow, 12 years ago. Well, we're not going to have dragons in ES6 (I'd bet), so ve...

12 years ago
whenever I think about how long its been since Skyrim was released I die a little on the inside 💀
I did find a podcast from 6 years ago where he says something very similar, if you're worried it might be too out of date.
Thinking about what it would take to spotlight ships though, I do have a idea. If the next game is set in Hammerfell (which I think is highly plausible) then they could give us something like land ships to cruise across the desert and steppe landscape with. Then you'd be able to utilize the same mechanic (with different flavoring) over quite a bit of the map.
Another possibility (although also rather unlikely) is that we get another game set in the Illiac Bay, where the whole center of the map is occupied by water. In that sense a ship-centric game might make a lot of good sense.

pale walrus
livid ingot
zealous flame
#

Can a professional please assist me in examining my Skyrim load order on Xbox? I want to make sure things are in as proper order as possible

surreal garnet
#

Hello everyone, can someone please tell me why sometimes npcs freeze up at the beginning in Helgen. Also tell me why some of my quests doesn't appear at all like mjoll grimsever and the wolf queen

feral viper
#

I think, as far as ships go, the bare minimum we should expect is something along the lines of Black Flag meets Sea of Thieves. While limited tracking and jibing could be included, too much can cause major gameplay lags and drag on.

Personally, I think having to contend with Wind at all should only be a Combat thing. While not realistic, it would mean that naval combat would still have some tactical consideration, without directly impairing general travel.

Still, the map size and interaction remains an issue. Due to the landmasses of Tamriel in general, there's only so much application water travel has. Because the world wasn't designed with that realistic consideration in mind.

nimble pond
#

Wouldn't mind finding an unmarked/unclaimed island out there to build an entire kingdom on and setup ship routes/trades with the mainland (Tamriel).
Maybe they could actually put some underwater locations too, a variety of dungeon types (caverns, shipwrecks, etc.) out there like with much of the usual fast-travel locations on the land. Of course Argonians will excel in the ones flooded with water, but we can have water-breathing potions and spells too. Or perhaps you would need special diving gear, considering depth pressure?

pale walrus
#

A thought:

#

I'm wondering if SF, FO76 and ESO are giving us a roadmap we can anticipate for ES6. Be patient, I need to explain that weird statement.

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FO76 and ESO are not single player, of course. But the way they were built, there was the release of a 'base game' and then semi-regular content releases afterwards. For FO76, it consisted of filling out what was a rather barren world in the first release (which got a LOT of negative feedback), fixing plenty of technical problems (again from complaints on the first release), and eventually producing actual DLC (Wastelanders.) For ESO, the reception and subsequent post-release activity was similar, though there's been a LOT more DLC and the overall audience satisfaction has been better for longer.

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Now look at SF. Some good reactions to new or improved approaches, some serious disappointment with others, mixed reviews overall on gameplay and stories, and serious irritation with going off-world to other planets. But BGS seems set on fixing all those complaints and is about to release its first DLC. I suspect there will be many more, to be honest.

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I would not be surprised in the least if ES6 follows the same path. That would be a release of the base game with some praised new/improved features and others that are being offered deliberately for the sake of hearing feedback and improving on them later. 1-2 years after general release we can probably expect to see the first of many substantive DLCs.

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Whaddaya think, gents? Are you seeing the same pattern, or have I assessed the situation incorrectly?

eager remnant
# pale walrus Whaddaya think, gents? Are you seeing the same pattern, or have I assessed the s...

I think you're correct that BGS seems to be reworking and improving their games these days more than in the past. Back in the old days a game would typically get one patch for the base game, one patch after a major expansion, then they'd move on to the next game. I am actually pretty impressed with the work they continue to put into their latest games. Even Skyrim was still getting love with the Anniversary Edition, 11 years after release. I expect this encouraging trend to continue with TES VI.

pale walrus
# eager remnant I think you're correct that BGS seems to be reworking and improving their games ...

Yeah, I think we're seeing the 'new' pattern of work for BGS - a sort of 'continuous improvement' paradigm. That's actually ok with me - having new content generated over time means that there's less pressure to make the first release a 'blowout' in terms of quantity of content. I can actually live with less content up front (within reason) if it means that it will come later, in greater quantity, and be of higher quality. I very strongly suspect we'll see this with SF. It's one of the main reasons I haven't bought it yet - I'm waiting for the user base to come back and say "OK, NOW it's a tremendous game." Might take another year or two, but as they say - patience is a virtue. And considering the wait for ES6, I'd say everyone contributing on these discussion boards is a Marcus Aurelius at this point. VaultBoySunglasses

primal ferry
#

I need an opinion from everyone what’s the best elder scrolls?

feral viper
#

Personally, I think Morrowind is the best. It has the best world, and has not aged as poorly as Daggerfall.

For sheer size, Daggerfall can't be beat. Well, technically Arena is bigger, but there's nothing to do in 99.99% of it.

For playability, Skyrim is top dog.

nimble pond
#

If they do add ships that you can use and open up a sizeable chunk of ocean to go along with the land, it could become the new standard. All the provinces have ocean bordering them, only one that doesn't is Cyrodiil and we've already visited there in TES4 (and TES1) ofc.

pale walrus
feral viper
#

Unfortunately we still run into the viability problem. Even Summerset, which is a literal archipelago, only really has 3 islands. One of which isn't even there half the time.

Compare that to the Carribean Archipelago, which contains some 700 islands.

The whole map of Tamriel really isn't suited for major naval travel.

nimble pond
#

My bad I think you're right, Stu, but that's great actually. Bad memory 😆

feral viper
#

As much as I know the grognards would complain... I would personally be all for a massive map rework for Tamriel.

nimble pond
#

I feel like it just needs filling. Already have all that open water and space, so it just seems small for now. There's more to it then just islands.. yk. Plus, can use some of the lore too while adding new lore. But if they can take a single province and make it feel like a whole planet from size and detail, I'd suspect the same could be done for water.

pale walrus
#

There might be some possibilities with HF. Sailing to Yokuda means going to a place that is likely fragmented into several or perhaps many islands. Then there's several island groups off the coast of HF proper.

feral viper
#

If we were to look at Hammerfell... Split off the southern peninsula and turn it into an archipelago with a large central island. Stros M'kai would serve as the furthest south Island of the archipelago.

pale walrus
feral viper
#

Climates are a little more complicated than that. And Tamriel doesn't make TOO bad sense in that regard.

pale walrus
#

Also - there's a great expanse going east to west, but less so north to south. Seems like it's 'off', somehow.

feral viper
#

Morrowind being the major outlier, though it's also... Well, Morrowind, and fed by a volcano at least the size of Olympus Mons.

pale walrus
feral viper
#

And better. Morrowind is STILL the best province, because everywhere else is absolutely petrified of being remotely magical.

#

Sometimes I feel like Bethesda resents having a Fantasy setting, in that regard. But I digress.

#

I don't think the map needs to have a total rework. Rather, it needs a significant retooling in terms of fidelity. Less continuous coastlines, more consideration for islands, waterways and breakups of that coastline..

#

It can still look largely the same zoomed out, but not zoomed in.

nimble pond
#

I mean can always add islands, but there's more to it than just that. You can fill an ocean border with a variety of explorable locations plus whatever radiant interactions and other things, much of what they already do on land.

feral viper
#

Yeah, it's definitely more complex than just dotting the coastlines with islands. At the same time, you can't just cram the oceans with islands either.

#

It's a complicated balancing act.

pale walrus
feral viper
#

Of course, then we run into the scale problem again. Skyrim's scale is too small to make any practical use of these sorts of things.

But if you go TOO big, you end up with Loading Screen problem

pale walrus
# feral viper Of course, then we run into the scale problem again. Skyrim's scale is too small...

Some games have made waterways useful and interesting. A few that come to mind - far cry 2; far cry 3; gta 5. Very different from ES, of course. But still - there is a way to make a world that is of large enough scale to be fun, not cluttered, and not cursed with boring, empty, useless expanses. Also, that world can include water (rivers, oceans, lake) that are reasonably large and interesting without being cumbersome. I don't know what the 'formula' is, but somebody with experience in this field would have an 'eye' for it. If we look specifically at ES, I think Skyrim edged towards having potentially useful waterways but didn't quite 'cross the bridge.' I remember rivers in Hjaalmarch (solitude province) and East March (Windhelm province) that made me want to have a canoe. If those rivers were just 10-20% larger and canoeing provided a little interaction with the environment (running a mild rapid or two, fishing, and a very occasional encounter with a critter that maybe turned out to be potentially dangerous), that would have been attractive to me. Islands and ocean sailing are another thing altogether. I also still like the idea of flight. Perhaps elevated areas that are otherwise inaccessible could become part of the game in various interesting ways.

feral viper
#

Yeah, but then you get into the problem of... Does a canoe or a dingy actually represent the sort of travel that would be used along that waterway?

The Karth river, for instance, is a major waterway that flows from the North Jeral Mountains all the way to the Sea of Ghosts. It's likely a massive trade bearing waterway that can support large ships. So would being able to canoe up it be a good representation of it?

And how much does an honest approximation of the world even matter at the end of the day?

pale walrus
#

Oh, believe me, I have no objections if waterways are designed with particular sailing vessels in mind. The real point is that I like waterways and having more interaction with them in future ES titles will be welcomed by me. You know, I actually swam all the rivers and lakes in Skyrim. I would have preferred a canoe or kayak, but even swimming them was enough to feed my desire to explore. I find the presence of water to be immensely soothing. Let's see what BGS does in ES6. Like I said - anything extra they do with water will draw my interest.

nimble pond
# pale walrus I would love this. Waterways especially.

Would be nice to watch ships go under a bridge. Going about their trade routes, importing & exporting goods (I'm sure some of you would be pirating them). Much like alot of the activity we do with our own ships in life. Smuggling. Probably prisoner ships to free if you consider them allies. Perhaps there is some wild research being done out there too on a ship and/or submersible for you to partake in. Maybe even some magic-designed sky islands floating over the oceans. Can chalk up crap all day till you basically get two detailed & sizeable worlds (land & water), and with subworlds within, in one game.

nimble pond
pale walrus
#

Don't know why this just popped into my head, but: regarding ES and wild animals - I'd like the method of handling them to be different.

#

In skyrim, if you ran into a bear, he would attack you once you reached a given distance. Same with wolves and sabre tooths. I don't want that to happen any more. I'd rather that they ran away at least 9 times out of 10. That's more normal behavior. If they stopped and studied the situation for a bit, that's fine. If, in ES6, we run into other sorts of wild predators - sharks, tigers, leopards, whatever - I'd like to see the same behavior. Avoidance instead of aggression. It would feel more natural. Anyone have any strong feelings about this?

slow garnet
#

Players need monsters to train their combat skills against.

And also, to train their imagination on.

Imagine that there's actually 10 times the number of wild animals out there and you don't see the ones that run away, because, erm, they run away.

Imagine that the cities, and even the villages, are a lot larger and a lot more populated in the "reality" of the world, and that what you see is a stripped-down version for game purpose because the computer couldn't handle a city of even 1000 people, let alone 10000 people, let alone 100000 or a million.

Imagine that in reality all the distances and heights are a whole lot bigger and you can't run from one side of Skyrim to the other in a day on foot.

All of these things that you see in game are not, and cannot be, "realistic": they're representative.

pale walrus
# slow garnet Players need monsters to train their combat skills against. And also, to train...

I hear you. It's just that I've been out in the woods with critters, including bears and wolves. We've always kept a respectful distance from each other, and I prefer to be heavily armed out in the back country. But I respect them and don't want to either be harmed or to harm them. Now monsters are something else. Things like trolls and goblins and such PREY on humans, so it's more than a fair fight. The critters, though - I harbor no ill will. This is just me, of course.

primal ferry
#

I always thought oblivion also looks great though

nimble pond
#

@pale walrus regarding the sea travel topic, dear I say.. deep sea dwemer ruins? 👀 it just came up when I was thinking about what kind of stuff the ppl of tamriel might build out on the open sea (like how we have oil platforms, perhaps in TES there are other fantasy resources to mine out there). Fishing ships too. Maybe we can see the Imperial Navy in action out there too (or sink em). Would like to explore their militant tech. And there was the whole Bermuda Triangle idea for TES earlier, but that's like a month or so back in the chat log.

stuck minnow
#

Es6 needs to add mod support

feral viper
hallow temple
safe zinc
#

I am a traveler from the future. TES6 will be delayed 2 years and it will be daggerfall clone with procedural generated lands and ai companions …mark my words 👍🤓

pale walrus
nimble pond
pale walrus
# nimble pond Loch Nessy 🦕 Yea, considering ship customization, we could have different optio...

Here's an idea: I want a cruise ship. I would offer the cruise ship as a service to every law enforcement organization in Tamriel. They could load up their prisoners, and the convicts would have a great time on the cruise as they were wined and dined, gambled in the casino with house money, and generally frolicked as if there was no tomorrow. And the end of the cruise would be marked by debarking in....THRAAS. The Sload would get all of the convicts to use in their various experiments, or used as a food source for their larvae. The kicker is that you could charge the Sload as well, in effect getting double paid for the passengers! 👹

nimble pond
#

Oh that kinda reminds me of the sacrificing thing in the Fable series. Evil 😄

feral viper
safe zinc
# feral viper Due to the statues and responsibilities of the Federation Temporal Integrity Com...

I understand your skepticism, but consider this perspective: if we were to humor the idea of time travel for a moment, perhaps there are reasons beyond our understanding why the comment remains unaddressed. It's possible that our current understanding of time and its enforcement isn't complete or absolute. Instead of outright dismissal, let's approach this with an open mind, as a thought experiment. If my prediction comes true, it could challenge our understanding of time and reality in fascinating ways. At the very least, it's an intriguing concept worth exploring with curiosity rather than immediate skepticism. What if there's more to the story than we currently know?

feral viper
#

I am first and foremost an academic in a field that deals with a lot of pseudoscience nonsense, and regurgitation of idioms like 'If we humour the idea' and 'Keep an open mind' in order to support factually incorrect claims. And those Hancockisms are not more valuable here, than they are there.

So no. Even if you are correct about your prediction, all that will make it is a good guess. Nothing more.

safe zinc
# feral viper I am first and foremost an academic in a field that deals with a lot of pseudosc...

It's important to note that if I were indeed a time traveler, I wouldn't be able to disclose every accurate detail about the future. Revealing too much could potentially alter the course of events, creating unintended consequences. However, consider this: if I can share certain specific insights that later prove to be accurate without compromising the integrity of the future, it could hint at the validity of my claims.

pale walrus
#

There is a Select cabal of people on this board who have the inside scoop on all things ES6. However, they have also been sworn to secrecy. Furthermore, I cannot reveal their names/monikers. That's all I can say for now. 😉

granite star
#

Hi everyone. For "the elder scrolls 6", who hopes that "the elder 6" has: 1. "creations" from "the start/very beginning/day one/when it comes out" and 2. An unarmed/hand to hand skill tree?

night violet
#

If we did get a TES game set in Hammerfell, I really want a survival metric option so we have to worry about sun exposure and thirst in particular. Give me a reason to rest in inns and seek civilization. Maybe have the price of water by high and we have to root out corruption in the water system

feral viper
# granite star Hi everyone. For "the elder scrolls 6", who hopes that "the elder 6" has: 1. "c...

I highly doubt we will see creation or mod support from day 1. Not only would that likely trigger significant backlash (day 1 DLC is generally a surefire way to generate bad press) but Bethesda's modus operandi for decades has been a later release of modding tools.

As for Hand to Hand... With the state of combat in the franchise, I really see no practical use for it. The way weapons work is so shallow that it doesn't really leave room to expand the types, and including it would simply be meaningless window dressing.

Now, if Combat were to be significantly changed, you could make room for it. But as it stands... Combat in TES only really works with the 3 types of weapons we have.

pale walrus
pale walrus
night violet
#

I just feel having some kind of survival metrics makes it more immersive. Hoenstly i would be alright if we got it at launch but I suspect it will be like Starfield and Fallout 4 and not come at launch

feral viper
# pale walrus For hand to hand, the FO titles have something very basic (that powered fist thi...

Pick pretty much any game made in the last 15 years that has melee combat, and you've got something better than Bethesda's. Vermintide, Kingdom Come, Mordau, Chivalry, even 3rd person games like Ryse, Dark Knight, Nier, Dark Souls, etc.

I'd say you can even go back as far as 2006 with Dark Messiah of Might and Magic as an example.

The issue isn't so much the inability to do a basic 'I punch you' like Fallout does, it's a general lack of functionality in the core mechanics it's self.

TES, and really all Bethesda games, lack mobility, counter play, versatility, control and interactive variables in their combat. Things which would make it dynamic and engaging, which would offer tactical decisions and actual player consideration and reaction.

Instead, they rely on the decades old 'Hit it till it stops moving' style of combat which really might as well just be automated at this point.

feral viper
# night violet I just feel having some kind of survival metrics makes it more immersive. Hoenst...

I'm on the opposite side. I find survival mechanics typically to be clunky and unintuitive, lacking any really effective way to convey their states while being a drag on minute to minute interaction. So I find them incredibly unimmersive, as they constantly require me to bring up menus to check my status and make sure I'm not accidentally starving or something. And the more I have to look at a menu rather than play and engage with the world, the less immersed I am. At least for RPGs...

So while I do think the ideas have value... The general execution of them has been very lackluster for me.

livid ingot
feral viper
#

Yes. But not that one.

chrome crown
#

Anyone else still play the mobile card game

rose fjord
#

Skyrim ae Xbox series x is there still a bug where you fall through the world on bridges

eager remnant
# rose fjord Skyrim ae Xbox series x is there still a bug where you fall through the world on...

Odd. I have never experienced this. So I did a bit of Googling. One piece of advice was to cap framerates at (or below) 60 FPS. Physics is tied to framerates in this game and high framerates are known to cause problems. Here is a link to a reddit post I found: https://www.reddit.com/r/skyrimvr/comments/a0i5s0/falling_through_bridges_physics_issue/

Reddit

Explore this post and more from the skyrimvr community

pale walrus
#

OK, something seems to be cooking. 2 articles of interest. One I saw a few days ago. The article suggested that MSFT was trying to find some way of getting a new single player FO title developed before FO5, which is probably out in the 2030's. The other I saw today - Todd Howard said that for both ES and FO, BGS is 'trying to find ways to increase its output.' Let me see if I can find links, hang on...

#

Sorry about all the links - don't mean to spam. I think all the news is of interest, though. Assuming any of it can be taken at face value, it suggests an interest on the part of MSFT to make more development resources available to support both the ES and FO franchises. Assuming they are managed properly and story development is of high quality, it's good news (again, assuming it's all true.)

nimble pond
#

Knew Microsoft would want to put their hands in the jar eventually.

livid ingot
#

Yeah I saw that

#

Do people really want the next game to be rushed?

#

We've waited 13 years so far. I don't want to a game rushed out to to make some arbitrary 15 year anniversary

hidden herald
#

Depends on how they do it, they have a new engine, just need to fill the procedurally generated landscape, wherever TESVI and FO5 are?

pale walrus
#

Rushed? No. I'm sure we'd all be unanimous on that. However: there are mechanical aspects and story aspects to ES and FO. Bringing more people to bear for both could be beneficial, provided the teams are well managed and the overall development is also properly managed. It still might take a long time to develop a fresh title for either franchise, but wherever having extra resources could help, I'm sure it would be a welcome development and would like help at least some in getting a quality title completed more rapidly.

pale walrus
#

Speaking of development: I've been thinking about ES6 in terms of DLC. I think it could be quite interesting if the first two DLC took us off-continent - one going to Yokuda, the other to the Thrassian Archipelago. A Yokuda DLC would help fill out a substantial amount of Redguard lore. A Thras DLC would be more 'free form', since the lore on Thras is not rock solid. What little lore there is leaves plenty of room for imagination. I could see a combined evil daedric and Lovecraftian theme in the entire layout/framework for Thras and the Sload. I include Deadric because of the relationship the Sload evidently have with Molag Bal. The Sload may have relationships with other Daedra - Peryite comes to mind as a possibility, along with Clavicus Vile and maybe even Hermaeus Mora. Also, such exotic locations for DLC take some pressure off BGS to craft returns to High Rock, Morrowind, Cyrodiil and Skyrim.

solemn socket
#

when is castles dropping in UK

nimble pond
dusk iron
#

My question about tes6 was deleted?

#

I was just hoping they will improve something I want to see...

#

As a fan

#

I would love to see some cool dialogues

#

And npc reactions what was my original question

feral viper
dusk iron
#

Is castles in Europe

feral viper
#

There are many castles in Europe.

dusk iron
#

Ahh its not out in my country

#

What do you think about that game

feral viper
#

That was a pun.

dusk iron
#

I prolly wont try it

feral viper
#

Though I did play it during Early Access, and I thought it was a pretty solid mobile game.

It needed more Rulings on the throne, as those got quite repetitive very quickly, but otherwise it was solid.

dusk iron
#

I asked a question here earlier will npc ai be improved in tes6 and mods deleted my question so what do you think

#

Its annoying when they glitch

#

I dont play mobile games so I probably wont try castles but it looks Nice

feral viper
#

Almost certainly yes.

Pathfinding and general NPC AI has been steadily improving with every subsequent game. Sometimes more than others, but it has been improving. And I doubt that trend will change.

#

How much it improves, is always a toss up, but it will improvem

dusk iron
#

Just hope they have reactions when you do something

#

I didnt like how they dont say anything when you shoot around

feral viper
#

They could definitely use a wider range of reactions, yes.

#

Though I don't think running from gunshots is going to be a specific issue in TES

feral viper
atomic jay
#

Hey sorry to like interrupt in the conversation this has probs already been talked about but do yall think we’re gonna hear anything about elder scrolls 6 this year ?

feral viper
#

Unlikely. At least not anything beyond 'We are working on it'.

atomic jay
#

Where do yall expect it to be set ?

feral viper
#

The general opinion is that it's most likely going to be in Hammerfell, at least. Potentially Hammerfell and Highrock.

#

I am against 2 provinces on principle, but it's a popular ask, so I include the speculation for completeness.

atomic jay
#

I do have a feeling we could hear something.

safe zinc
#

I stick to my prediction: 🤣all provinces in the same game

atomic jay
#

Wasn’t it said recently that theirs people playing early versions of it right now.

safe zinc
#

Starfield was a test of the procedurally generated content for TES6🙈 and outpost building a test for building own castle/city within a province…but I am just applying the patterns from the last games from Beth

atomic jay
#

Oh dear heavens

pale walrus
atomic jay
#

What’s Yokuda again ?

safe zinc
#

There are videos which claim that the fortress we see in the trailer is Azras crossing and the town after it, Satakalaam, could be used as starting point. The music from the trailer also sounds somehow „Hammerfellish“ to me

forest surge
atomic jay
#

I do feel like that would be a refreshing take.

feral viper
#

Nah, it sunk

#

Only thing that would be refreshing about Yokuda would be the gentle waves lapping at its ruined remains.

forest surge
#

Yokudan’s as a people still exist really since there is trade still happening from there.

feral viper
#

Considering Bethesda's handing of Ancient Elves though, I'd almost rather not see Yokuda.

forest surge
feral viper
#

They haven't really done much better

#

As far as Ancient Elves go

forest surge
feral viper
#

Ayleids, Dwemer, Falmer and Aldmer.

#

And potentially the erasure of the Left-handers.

forest surge
# feral viper Ayleids, Dwemer, Falmer and Aldmer.

They expanded on Ayleids in ESO, Aldmer is likely because they have been explored in other areas so not much ESO can do atm, plus if we are talking Aldmeris time of the Aldmer I don’t expect that to be explored since it’s a mystery about the time of Aldmeris. Falmer is something that’s in the air atm, no telling if something will be done to explore them before they went mad. Dwemer is because Beth doesn’t want them to unravel to much about the Dwemer which I think is nonsense.

forest surge
feral viper
#

No do I, but a lot of people seem super gung ho on it

#

Not realising that the linguistic evidence works the other way too.

forest surge
# feral viper Not realising that the linguistic evidence works the other way too.

Regardless Ayleids are also getting expanded on the Recollection Ayelid Wood Elf Cult, which is its own addition and those Two Lorebooks regarding their views on Magne-ge and such. Falmer is wait and see atm. Dwemer is Beth not wanting anything done with them beyond what other Steam Machines they worked on. Armor sets and weapons.

feral viper
#

It's more that... The Ayleids were shifted from 'Daedraphile Ayleids were cruel monsters' to 'All Ayleids were cruel monsters'.

Falmer have been shifted from 'maybe not existing at all' to 'power hungry artifact stealers with no brain Power'.

And Dwemer have gone from 'enigmatic isolationists heathens' to 'cruel backstabbers and amoral mad scientists'.

#

Most of which seems to have been done as a way to justify TES Humans and their tendency to commit a little bit of genocide.

#

And I suspect that the Left-handers change may have been motivated by the same. Because ANOTHER group of humans exterminating ANOTHER group of Elves is starting to look like a pattern of behaviour.

If you make the Left-handers other humans though, it's less suspicious

forest surge
# feral viper It's more that... The Ayleids were shifted from 'Daedraphile Ayleids were cruel ...

Well we know all Ayelids are cruel monsters isn’t true as ESO did show Good Ayleids, especially when some of them helped fight for Human Freedom.

Falmer atm we need to see them again to really get a grasp on them besides what the Nords told us because I don’t believe the Nords are innocent in that conflict no matter how much they may spin it.

As for Backstabbers, really it was only the one Clan in Skyrim that were backstabbers perse with the Falmer. We just ultimately don’t know much regarding the people and their overall moralities from Clan to Clan.

feral viper
#

The only real good Ayleid we see in ESO was a Daedraphile who outright admits his people were cruel oppressors. And it's notably cut down on the references to Alessia's Ayleid Allies, who quite frankly are probably the ones who won the war for her.

The Nord Narrative about the Falmer frankly makes no sense. But I generally chock that up to poor writing rather than intent.

And nah, the 'Evil Mad Scientist' vibe was extended to basically all Dwemer in ESO. As much as they definitely do not deserve it.

#

Still, all of that started with Bethesda, so I don't blame ESO for it.

forest surge
# feral viper Still, all of that started with Bethesda, so I don't blame ESO for it.

Regardless I don’t think it’s that cut and dry as even then ESO people have been showing the other Elf Races, like Ayleids are not all cruel, not all agreed with the Enslavement of Humans among other things. Dwemer Clans share the Science aspect yes but that isn’t to say all the Clans were necessarily mad scientist levels as there are some Dwemer Ruin stuff where their science isn’t so much amoral but is more them doing their own thing at the time before they disappeared.

#

Even not all Sea Elves have been shown to be evil themselves.

#

The Importance I wanna point out is that while Bethesda’s narrative seems to be making Elves in General look like the Bad guys in these scenarios, ZOS tends to show that there are clear outliers to this mindset.

feral viper
#

Oh absolutely. ZOS has done far better in that regard.

#

Especially with extant populations

forest surge
#

But the best we got is merely that some Dwemer did Amoral Experiments and some did not

feral viper
#

The Dwemer have an added problem in that... Well... They are basically the only Atheist or Agnostic representation in the entire setting. And they are largely developed over the last 15 years to play right into the 'Amoral Science' stereotype.

Something which the Fallout show also fell afoul of, but at least that's more or less been a theme if the setting since it's inception.

forest surge
feral viper
#

Come to think of it... Starfield fell into similar pitfalls...

But yeah. It's someting that needs WAY more thought and nuance than it's been getting.

pale walrus
# atomic jay What’s Yokuda again ?

It was a continent (apparently mostly dry, I guess like Australia) that was the homeland of the Redguards. There was a civil war, it seems, and the participants apparently took things to extremes, because the end result was that the continent was badly damaged and subsided into the ocean. The Redguard fled to Hammerfell where I think they already had a 'beachhead' of sorts. Though the continent sank, some islands remained and at least some of those islands are still inhabited. For me, it would be interesting to go there in order to discover the roots of the Redguard culture and determine (if possible) what it was that caused the catastrophe which destroyed the continent. There is also a Tower there - the Orichalc tower - which also sank under the waves. Finding out what remains of it and whether or not it's still active would be of interest. I also wonder what the tectonics of the islands are at this point. Maybe the islands themselves will sink; maybe the continent will rise up again; or maybe the islands will change in a more complex way due to volcanism and earthquakes.

solemn socket
#

elder scrolls 7 when?

minor dew
#

nature spells would be an awesome addition to elder scrolls

glad cypress
#

They certainly would, even just wind and earth spells would expand the roster nicely. They make sense too, magic is pretty much imagination made real through sufficient energy

pale walrus
glad cypress
eager remnant
#

In World of Warcraft Nature magic is centered around acids, diseases, and poisons. Shaman and Druid healing spells are Nature spells. Crowd control spells like Entangling Roots and Faerie Fire (a debuff) are also Nature-spells. Here is a list of Nature spells alphabetized and divided by category: https://wowpedia.fandom.com/wiki/Category:Nature_spells

Wowpedia

This category contains spells that belong to the Nature school of magic.

nimble pond
#

It'd be a twist if they were to make it to where you could "control" nature around you more specifically, like making animals more like companions in a way with the orders you give them. I wonder if there would be option for a guild of creatures? Like idk, a joinable faction of trolls, giants, or goblins or something less humanoid but can still communicate with you on some level? 😄

feral viper
#

The issue with other forms of Magic in TES, is that they don't really fit into how magic is mechanically structured in the setting.

Earth Magic, for instance, isn't a destructive force, but rather a use of Alteration Magic to shape stone and other materials.

So you'd need to significantly change how the Schools of Magic are perceived, in order to really implement anything outside of the current model. And we all know how the TES community reacts to change.

minor dew
#

I think the current version of sjyrim is way over the top,hopefully they will tone it down a bit in the next es

#

I may just be sick of the game

#

its a shame man cause theres gonna be some young heads who think lets make it as big and flashy as we can, I really hope theres some old heads in that team that know what there doing.....

#

gaming keeps going forward man and it might as well be going backward as of this minute there are very little games on the ps5

pale walrus
#

One thing that I absolutely do NOT want to see in ES: firearms. Not even 'steampunk' versions.

late dagger
#

Once can only assume the next ES game will strongly feature procedural generation, otherwise why would they spend so much effort on a terrain generation engine. I am personally not against the idea of procedural generation if we get a 1:1 scale map of the province. Daggerfall style :3

feral viper
#

No rifles, no muskets, no pistols. None of that nonsense. Handgonne, or Arquebus at best.

crude cedar
#

If we get a Tes6 that isn't a complete pos I'd be happy lol.

But it's not looking good

modern patrol
#

peryite = nurgle

#

same angle on the disease god thing, the pus in the wound, god of disease but also rebirth and love

minor dew
#

high and cam, this is a good game, who woud agree with this?

#

ps3 ruined the final fantasies,they started getting too flashy

#

I really hope the next consoles dont do this wih elder scrolls

#

there never gonna top skyrim though,whatever comes after skyrim is gonna be an imposible fet

#

feel like a rant, but i cant be bothered with an argument, so im talking in third person, I know this is a bethesda page, thx ❤️

#

we where all waiting on a elder scrolls 6 10 years ago

#

as soon as you can get rid of the memory of sktrim you can make another elder scrolls, the internet is keeping it going like a plague.

nimble pond
#

Each TES game is more in a league of their own rather than trying to out-do the prior one.

#

I hope they bring back some of the exoticness from Morrowind though. Skyrim was nice, but it felt a lil more medival and a lil less fantasy.

minor dew
#

yeah kinda true, i can see them going back tot hat, a morrowind or a obliion style but it wont score as high, but il still play the hell out of it

#

I think the khajits in the high treehuts was a great idea

#

like the hayey treehuts,something like you would see the ewoks living in ha

feral viper
minor dew
#

what does that mean

#

ewoks was the only example i could think of, i do not remeber any worms in it

feral viper
#

Warhammer joke.

Peyrite is depicted as a snake like dragon. ie a worm with wings.

Greatfather Nurgle is a massive, corpulent mass of rotting flesh, blisters, oozing pus and mouths where there shouldn't be mouths.

#

One is a flappy worm. The other is a true God Of Plagues and Father of Decay.

#

Who also makes a charming chamomile tea.

minor dew
#

dont pay much to lore man

#

im all about the rpg system in elder scrolls, I get that some people do though

feral viper
#

I generally try to keep serious lore conversation to the lore channel, yeah.

This channel is for more direct game topics.

But I saw a Warhammer reference and had to take it.

minor dew
#

whos the greatfather

feral viper
#

It is one of the titles of Nurgle, who is himself one of the Four Gods of Chaos in the Warhammer IPs by Games Workshop.

It's not actually related to TES in any way.

minor dew
#

o i thought it was an anonym

feral viper
#

Nah. The Chaos Gods have many names.

Khorne, for instance, is the Blood God, the Rage Lord, the King of Skulls, the Berzerker, the Brazen King etc.

minor dew
#

I know him,the brazer king

feral viper
#

In that regard, TES could learn from Warhammer. The various gods need more titles and diverse cults, rather than always just being the same thing from culture to culture.

minor dew
#

nah

#

same

#

man

#

theyve always got different questlines

minor dew
#

how does elder scrolls online play these days,the game lloks good, do other people still playit :p in groups of more than 1 for 15 minute conversations

#

world of warcraft was good this way but then there where people

feral viper
#

You can successfully play the majority of ESO's content without having to do much as talk to another real player. So there's that.

minor dew
#

yeah II played most of the original game

#

final fantasy was the best out of all the mmo for communities for sure

#

tried fallout,never really like the idea of bethesda games studios going online,they where always single players for me

feral viper
#

I actually quite enjoyed 76 on launch, and put about 200 hours into it before getting distracted by other games. Recently reinstalled it to play with friends again after the show.

It does however highlight a lot of the general problems that would need to be addressed for any future Bethesda style multiplayer. TES included.

Which is why I still generally support single player TES on principle.

minor dew
#

yeah ive played a lot of mmos but single player games are my thing.....

feral viper
#

I have pretty diverse gaming habits. From multiplayer to single player, RPG to City Builder.

minor dew
#

well I guess both are rpg but city builder yeah like fallout 4?

#

i only played a little of fallout 76 i didnt like that you couldnt go in to vats :p

feral viper
#

Oh no no, more like Cities Skylines or the Anno series.

You could kinda count Factory games like Factorio, Dyson Sphere Program and Satisfactory in 'City Building' because they rely on a lot of the same infrastructure chain dynamics, but they're usually classed as their own genre.

minor dew
#

aw yeah there was an old game called sim city I liked it

feral viper
#

Mmhmm.

I generally find that engagement with a diverse range of games helps broaden ones perspectives. And that allows you to see new and novel ways to combine elements to make BETTER games.

minor dew
#

yeah for thats why /i think this is the most creative page

#

il head on here anyway m8 nice talking

forest surge
#

Because no way does Time actually slow down in Universe when using Vats, has to be gameplay purposes.

feral viper
#

Indeed. And multiplayer kinda changes how that has to work.

#

Anywho, back to work. I'll steer this conversation into technical jargon later.

minor dew
feral viper
#

It is. It just doesn't slow time

minor dew
#

ah may give it another go then

#

may not be calm enough :),

feral viper
#

My brother absolutely relied on it because his computer was too old to get a stable FPS to aim at things.

minor dew
#

not a fan of first person shooter,borderlands

#

resistance

#

an old call of duty years ago

#

destiny ah i play some i suppose

feral viper
#

I remember the days when people were trying to decide what DooM was, because it was technically an RPG at the time

minor dew
#

yeeeeaaah

#

jargons my brain that game

#

i prefered doom 2017 over doom eternal onlt played a little of both of them though

#

quake....the remaster was probably the best game i played last year

#

starfield deadisland 2 final fantasy 16 forspoken and steelrising

feral viper
#

In the last year I've put... Faaar too many hours into Dyson Sphere Program... And the only real value for TES there I can think of is the optimisation. That game is so well optimized it takes 20,000 items before it even starts to chug...

But that's neither here nor there.

#

Mechanically, I don't think I've really played anything in the last year that has any major useful applications for TES. At least, not that didn't come out before.

minor dew
#

I replayed the outer worlds and ff 12 :p

#

dead space was AWESOME

#

anyway elder scrolls chat I think weve chatted enough 😄

feral viper
#

Indeed. Onward to technobabble

minor dew
#

hehe

feral viper
#

One problem I have with procedural generation, is it's general inability to replicate natural landforms. There isn't a single procgen title out there that actually managed to create natural elevation, water flows or environments in a remotely believable way.

Not No Man's Sky, not Minecraft, not 7 Days to Die. None of them.

#

The CLOSEST is Dwarf Fortress, but it's significantly helped by its very minimalist visual style.

minor dew
#

cant be done in a elder scrolls game of todays standards, it just wouldnt feel right

feral viper
#

Indeed.

That doesn't mean I don't think procgen has a place, but it can't be used in the same way it was used in Starfield. Because it's landforms are... Well, not great.

minor dew
#

procgen?

feral viper
#

Procedural Generation

minor dew
#

aw yeah,nah

#

just build a world man....

feral viper
#

Manual landform sculpting, followed by manual biome designation, then you use procgen to fill the world with clutter. trees, rocks, shrubs. Then you go back and manually prune the wilderness to add man-made featured and greater detail through POIs

minor dew
#

wasnt a fan of procgen I like exploring a world and figuring it out

feral viper
#

Having used a lot of map making tools for D&D over the last few years, I think the best systemic approach is developing a procedural generation Paint Tool. So you can effectively paint regions with a particular generation parameter to fill in the general natural clutter of that area.

minor dew
#

yeah i just play the games m8 not in to the creation club.....although a personailty test say i could of been a graphic designer:p..

#

the comment i left yesterday, I already have a story line planned out and how it would look, it would fit the elder scrolls perfectly

#

here can someone draw it for me im**** at art

#

I know exactly how the druid would look who learns you the nature spells

#

his cave his surroundings everything haha......later

feral viper
#

I am notoriously anti-Druid. At least, D&D Druids. But I am supporting of nature magic as a concept. It's just a matter of how to implement it organically.

minor dew
#

he how id go about it, the fifth quest of the mages guild you find a secret character who tells you of a druid, the only one to be alive, who hangs out in a cave, he is a hermit and no one knows of his existance, that way you get to learn the nature spells and the dovahkin of elder scrolls 6 is the only one who knew them, this also doesnt interfere with the lore

feral viper
#

I'd detach it entirely from the Mages Guild and root it more in traditional, non-scholarly magic.

#

Root it in, depending on the province... The Breton Wyrds, Goblin Shamen, Bosmer Spinners, etc.

minor dew
#

yes with unique skills

#

not too far away from the major trees though

feral viper
#

One of the biggest strengths of Skyrim's trees was squandered by the artistic decision to link them to the Constellations. They could have left it open to so much more, including whole other specialisations of Magic.

minor dew
#

hmm i thoguht the trees where good man very good

feral viper
#

Oh they absolutely were. They were a vast improvement over how things were approached previously.

minor dew
#

ah yeah in oblivn the spell set up for sure

feral viper
#

But they hamstrung that improvement with artistic decisions that limited the number of skills and how those skills could be developed..

minor dew
#

im unsure I dont think i agree with you

#

sorry

#

off to watch the snooker here

feral viper
#

No worries, I'll ramble on to explain in more detail what I mean.

minor dew
#

ok explain

#

the melle trees way overpowered the magic trees is the only fault i could near find

minor dew
#

might folks.

minor dew
nimble pond
#

Bring in the fantasy that makes Elder Scrolls so magical, not just another medieval game, we have an abundance of those already. I feel like too much realism kills the intended fantasy aspect of the series.

minor dew
#

there was a lot of fantasy in skyrim though, it just had a bit more of what you say

#

all elder scrolls are kinda dark? man thats for sure, but dark fantasy always does good

#

how is everyone this mornin?

feral viper
#

Alright, sorry, got distracted after work with the abomination that is Rebel Moon ptII.

Anyway, the way Skyrim approached it's Skills was through elective bonuses in skill trees. YOU get to decide how YOUR skills develop.

Compared to Morrowind and Oblivion, where you level a skill and your bonuses are all automatic.

The core mechanical difference here being that in Skyrim, if you have 50 Destruction Skill, you can have a diverse range of expressions of that. Previously, every single level 50 Destruction Skill is exactly the same. So Skyrim allows for far more diverse character outcomes and range than what came before.

#

The problem with the execution, was the artistic decision to shape these trees along constellations. That limited not only the number of skills to explore, but also the amount of points you could explore along them. It was a cool visual thing, but ultimately hamstrung the systems potential by locking it into restrictive visual designs.

#

Similarly, due to the way Perks work, you could every easily include literally every Attribute bonus IN those skill trees, if you wanted to. This would serve to express how those bonuses are reflected in particular ways within particular skills. Rather than the old solution of just applying blanket bonuses across the board automatically.

So again, Skyrim is better in this regard than what came before. It simply didn't really USE this advantage in an optimal way.

minor dew
#

yousd rahter it opened up to a dager a spade and pitchfork or 4 striaght lines

feral viper
#

I much prefer the branching trees of Skyrim. I just think using the Constellations as visual templates restricted what you could do with it.

minor dew
#

your not a straight thinker man

feral viper
#

I have an academic background. Nothing works in simple, straight lines.

minor dew
#

4 straight lines then ,elder scrolls 6 nailed it, and we'll have matchstick men too, it'll be so like daggerfall

#

you want it a thinking tree where there are no trees at all

feral viper
#

I... Have no idea what you mean by that.

minor dew
#

what would you have done.

#

there arent enough gods for the trees to be the shape of gods

#

or youd rather go back to an auto level up system like oblivion

pale walrus
#

I think I understand. I believe Terical is trying to say that the skill tree branching should be independent of any visual constraint. In other words, the branching of the tree should not be limited to fitting some particular visual pattern. Makes tons of sense.

minor dew
#

you put it in to better words sure, but the viusal pattern doesnt matter, you could put these visual patterns in to any shape and still fit the skils in

#

but if its just the visual things thing that upsets her, cool, I personally loved it

#

what other way could you do it, unless you had puzzle to unlock skils which would just be anoying

#

I think the games been out to long, we all loved these trees at the start

#

you need skill trees, it didnt prevent the use of anything by the shape of them

#

but if you they do a thing ok level 50, you can now buy all level 50 destruction spells ,. that was ok

#

what would i do if i was doin g it again,nature nice, you can pick your spells from a tree

#

the maple tree in blaza, the oak tree in pum,just throwin out ideas

minor dew
#

or you could make your skill trees in the shape of trees theres an idea! and they can have as many branches as you want and as many skills as you want

#

@feral viper or would you have thought that branch shouldnt have been there it should clearly have been 6 inches up, i just joke

feral viper
#

More that... They shouldn't have locked into a stylistic shape based on Constellations.

There's plenty of other visual representations they could have used, including the actual design used on the Elder Scrolls themselves..

minor dew
#

these trees could work sure

feral viper
#

The reason to use the Constellations, I think, was to try and maintain a perceived continuity with the Birthsigns of previous games. But all it ended up doing was imposing unnecessary restrictions on the trees themselves.

#

Trees which, at least in principle, could contain an infinite number of variable options..

minor dew
#

i see what your saying man

#

but its basically the same thing, you diidnt like the constalation design?

feral viper
#

I think it was too restrictive a limitation that hurt the system in the end, yes.

#

It LOOKED cool, but at the expense of actual character options.

Still, it was better than Oblivion.

minor dew
#

lets say the picture you just put up is the one skill tree that has every skill on it, you have blade branching out from here whatver branching out from here,man there were loads of skills

feral viper
#

That gets into a much deeper discussion on how to actually divide things, but yeah.

minor dew
#

you could it like a baldurs gate, where you have like a plus 5 stamia in your skill tree plus 5 magic power or even like a final fantasy 10

feral viper
#

I think, at a very basic level, Skills should be limited to broad behaviour based interactions. The Player/Character actively engaging in a particular activity, in a particular way.

So, for instance, 1-Handed Weapon is a good skill. This is because it's a very clear activity that you understand when you're engaging with it.

minor dew
#

im ...not acutally sure why i said baldurs gate i have no idea how the sill tree worked i never plyed that much of it

feral viper
#

Baldur's Gate doesn't actually use Skill Trees, it's a very different kind of system

minor dew
#

yeah i only played a few hours

#

but say final fantasy 10 just as an example

#

youve played it?

#

you know you got 5 magic 5 health would that work

feral viper
#

10, I have not. Though I know how it works generally.

minor dew
#

I thought the rpg system in it was one of the best

#

but it was multi player

#

multi party :p

feral viper
#

Aaah, I was about to say.

minor dew
#

now i know where your at

#

you didnt like the constalations

#

bigger trees....trees

feral viper
#

Indeed.

#

But, I will be back. I have 30kg of peat to turn into a garden.

minor dew
#

a level up tree, the gildegreen 😛

#

later

#

I dont think a final fantasy sytem would give enough freedom

#

I think you could overcomplicate the trees if you made them too big

#

all depnds on how elder scrolls 6 looks and playes

#

its very intrigut, i have absolutely no idea how to spell that word

#

im aware its wrong cause google didnt even recognise it :p

#

im no talking to you btw tectrical im basically just rambling to anyone whos listening

livid ingot
minor dew
#

int-tra-git

#

dont even know how to explain the word that probly why i dont know how to spell it

#

thoguht through to much thinking

livid ingot
#

Oh, intricate

minor dew
#

ah ...

livid ingot
#

I gotcha

minor dew
#

lol,yes i knew how to spell that lol

#

bye later folks

candid barn
#

Anyone able to help with fixing and?

#

Mod

eager remnant
pale walrus
#

I'm not sure I agree with the premise. However, seeing NPCs from previous titles does have some merit. Maiq the Liar HAS to be in ES6, for instance. Pulling over Serana from Skyrim is of some potential interest - not as a companion, but perhaps as someone who is important in some event or quest.

#

Anyone have other ideas regarding NPCs they'd like to see from previous titles?

minor dew
#

ulfric stormcloaks grave

minor dew
#

lydia lol

#

im aware this idea woulnt work

#

but i thought it would make yous laugh

pale walrus
# minor dew ulfric stormcloaks grave

His grave is likely to become some sort of landmark - maybe even a pilgrimage location. Civil wars can generate symbolic heroes, worthy or not though they may be.

clever falcon
#

Does oblivion have any Morrowind characters actually

pale walrus
#

But this raises a pretty important question: who wins the civil war? My guess is that in ES6 the lore will take the 'easy' way out, stating that there were several reversals in the civil war with both the Empire and the Stormcloaks seeming to have won at some point or other. But in the end, I'm guessing that Skyrim will collapse into anarchy, as the Reachmen take over the Reach and the Falmer erupt from their underground strongholds to contest the surface with the Nords. Cyrodiil will be powerless to do anything about it, as I suspect the Thalmor will invade again and take over the Imperial City, ending the Empire. But they won't be able to extend the conquest as the colovians and nibenese 'dig in' and both the Redguard and Dunmer inform the Thalmor that any attempts to take over the entire province will be met by them entering the war against the Altmer.

pale walrus
clever falcon
#

Jiub is brought up but that's like it

#

Uriel, I guess, though he wasn't physically in Morrowind. I guess it counts as a Daggerfall character though.

nimble pond
nimble pond
eager remnant
#

I hope Bethesda allows us to customize our gameplay like this in TES VI. https://www.youtube.com/watch?v=XPhMhAvFwXE&t=315s

Starfield's latest Beta patch which was released May 1, 2024 adds a ton of new gameplay options including Extreme Difficulty setting, Survival Mode, detailed surface maps, new fast travel options and more! This patch will go live for everyone on May 15.

ABOUT MAJOR SLACK

Major Slack is a veteran gamer who has been playing video games ever sinc...

▶ Play video
pale walrus
#

Not actually surprising. I think we may be witnessing the finalization of a new development methodology for BGS going forward. A base game is released with some experimental stuff; the user base reacts (typically with significant negativity); BGS goes back to fix a bunch of things and add a few more things to greatly enhance the title, with an eye to giving it a long lifecycle.

minor dew
eager remnant
minor dew
#

ulfric was the man 🙂

eager remnant
#

Only if TES VI is so far in the future that Ulfric's natural lifespan is over. However, if TES VI is set only a few years after the events of Skyrim, when Ulfric could still be alive, then it causes problems.

minor dew
#

yeah well this would also prevet this

#

but if its set even a few hundred years after skyrim it could be shallow grave

#

would be coolest though if it was like 100 tears after skyim,here lies ulfric stormcloak betrayer of skyrim, banished my the empire for war crimes

#

I feel like it would be best placed about quite a chunk through the gmae,with something that barely caught your attention and drew you towards it

minor dew
#

probably about a third thourgh the game, the main quest would probably be the best place to put it?

#

or just random, not everyone would find it, normal elder scrolls shiz

#

tohse will be the only 2 ideads I will be adding to the game, the rest will be paid idead hahaha?

minor dew
#

apart from roy kean as a playable character

#

anyone here how kinda thinks they know what theyre talking about, woh wants to talk to me, apart from Todd howard

minor dew
#

mounts?

pale walrus
#

What would happen to the remains of a deceased Ulfric is actually a complicated question. If the Empire were to win the Civil War, they would likely want to dispose of the body and not have Ulfric formally buried somewhere in an effort to expunge the memory of his resistance, while his adherents would almost certainly want to obtain the body and bury it somewhere in secret in a place of honor. If, on the other hand, the Stormcloaks prevailed, Ulfric would probably be considered a heroic figure, and a monument would be built on or near the location of his interment. Think of the Talos monument south of Windhelm - the Stormcloaks would likely do something less extravagant, but in the same general vein. So what will BGS do, if ES6 is set a good century or more into the future? They'll have to muddle thru this. My guess is that his burial location will not be mentioned in lore.

minor dew
#

the way i thought of it would be the empire nanished him after the events of skyrim but it would be up to the viewer to decide what happened

#

I guess the stormcloaks themsleves would have burried him in hammerfell?.. or even the empire the empire,THE EMPIRE took skyrim back of him

#

probalby not m8

#

the burial lore would not be mentioned

#

i hadnt really any other idead in my head unless you where desiginig the game, i cant really think of any ideas form here on out

pale walrus
#

To be honest, I suspect we will hear about Skyrim in ES6 as a place in truly dreadful shape. Think of Morrowind for a point of comparison - after ES3, the Tribunal lost power, an asteroid destroyed Vivec city, the Red Mountain devastated Vvardenfell and, likely, large areas of mainland Morrowind, and finally the Argonians invaded and sacked Mournhold. During ES5, Morrowind was an absolute wreck. It wouldn't surprise me in the least if, between the Forsworn in the Reach, the Stormcloaks everywhere else, and the emergence of the Falmer, Skyrim became such a catastrophe that the Empire abandoned it and a significant number of Nords fled to eastern HR, the Dragonstar region of HF, Solstheim and the Velothi range.

minor dew
#

yeah i didnt like the dlc

#

well it was ok

#

I dont like any dlc,if i was a game developer, i would just be working on a new game....damned internet

#

I dont know anything about the lore the only person i know is nazeem

#

more in to grapic desgin....and ...the ..rp.g system

#

was there much context to oblivion in skyrim lore wise?

#

I dont remeber it being mentioned,maybe once

#

im gonna play skyrim see if i can think of anything else, only thing i can recall lately was nature spells but then the gaes been out ages

#

my gut instict tells me nature spells are worth considering

#

I actually feel a nature spell would give the game longevity

#

why it would be good to add to the game part way through

#

plus if its rocky plains this works well

#

I doubt t will al be like the teasrer showed though,might run janky i say there will be swamps

#

I guess the best way to go about it then would be better caves

#

maybe they would be too distincht then there a problem with I dunno..later

minor dew
#

if nature spells ruined the game for the first playthrough they probably wouldnt be worth adding, its all about that first playthrough, fire ice and lightning works well

#

skyrims been out so long i want a new spell hurry up

dim reef
#

So is there a ESO specific chat, I'm curious of playing the game is something I would be into, granted I'm not into dumping countless hours into game all the time.

I play like 1-5 hours every other day at times

eager remnant
dim reef
#

Ok but I assume Elder scrolls online players are here as well right

pale walrus
dim reef
#

Well it's free with Gamepass so I think I'll take a look at it.

I just hope I don't need to read an entire encyclopedia to understand what to do in the game lol

dim reef
#

Hey people, i was on YT then i was recomended the teaser trailer from 2018 so i remembered about the game we still have not lol, any news or rumors about it coming? I mean... I played the $ out of Skyrim more than a decade ago so i'm sure they are on their way to deliver it not a long time from now?

feral viper
#

It is actively in its vertical slice phase, if the last official statements are true. Which means it's well and truely under development, and not just a bunch of notes on a chalkboard anymore.

pale walrus
#

Speculation: once the Shattered Stars SF DLC is released, BGS will give it a bit of time to 'take' with the audience. I am betting it will be a very successful DLC, btw. After that 'post-release' period ends, BGS will actually drop a bit of info about ES6. Nothing dramatic, but some info will trickle out. Time frame? My guess is right around Labor Day. Pure speculation, but I wouldn't be surprised if it proves true. I bet we'll hear something about FO as well.

#

My eye was drawn by the basic map of HF. Take a look at it with me. Notice there are two obvious river basins - the Bjoulsae up north flowing east to west and emptying into Iliac Bay, and the Brena flowing along the HF-Cyrodiil border, emptying into the Abecean Sea just east of Rihad (though I bet Rihad has an extended set of docks there in the bay.) I would VERY MUCH like the Brena to be explorable by kayak/canoe far up towards the three-way intersection of Cyrodiil, Skyrim and HF. I imagine there would be several portages required, but that's cool. My eye is also drawn by the left branch of the Brena a bit above the mouth of the river - I want to go up that branch as well, as far as I can. Same goes for the Bjoulsae - I want to go way up-river by canoe/kayak. This would fuel my favorite part of the experience in playing ES titles: the EXPLORATION. Indulging in wanderlust has always been an important part of my life.

nimble pond
#

It's irrelevant the size of the province in this context. They're just gonna keep making the games bigger as tech advances anyway. Even if the next map is High Rock, it might look small on the drawn map, but in-game, the world (High Rock) would probably be larger than what Skyrim was, same could be said for any of the provinces.

..And I wouldn't pay gamerant much attention. I think they get their info from shaking a magic 8 ball. 😆

dim reef
#

Ok so I have a problem I want to add my ultimate to my abilities I'm a warden and I want to add the Grizzly bear thing but it says I don't have the requirements to purchase it . I have a skill point but it won't let me get it

#

Ok now it works not sure why it wasn't letting me get it before

pale walrus
#

😉

pale walrus
# nimble pond It's irrelevant the size of the province in this context. They're just gonna kee...

Agreed - I'm sure HF will be plenty big and will 'feel' bigger than Skyrim. The islands will add quite a bit as well. Looking forward to wandering that province - the coast, seeing the Iliac Bay and maybe catching a glimpse of Balfiera and the HR coast, several different mountain ranges, lots of different climates and terrains with a likely huge variety of flora and fauna....this could be a WONDERLAND for exploration.

glad cypress
glad cypress
nimble pond
#

Only location confirmation is the setting taking place in Tamriel. They never really did all of High Rock though, a lot of detail was left out back then. Daggerfall, despite the title name, was really more the bay area area which included small portions of HR & HF rather than it really being focused on either single province. And Morrowind was actually Vvardenfell.. I suspect we'll get to see the rest of Morrowind in great detail eventually, maybe with Argonia. But for now most speculation lies between HR or HF or both (may not be two entire provinces, but one whole one and a small portion of the other, taken into account the way Orsinium likes to bounce around), based on the appearance in the very loosely generated teaser trailer. Some have stated the image of desert rocks in the 25th anniversary video suggested it was HF, but that turned out to just be them showing off photogrammetry when it popped up again in a Starfield video not long after revealing it was actually one of the concept images in Starfield.

potent ember
#

Okay, so I have an idea for the werewolf/vampire equivalent for Namria.

The Wendigo

#

It would have the pale skin and skinny structure of a wendigo, not the hairy skull face looking one. The idea is if eat human flesh under a specific ritual, you can be choose to become a Wendigo, the origin is when a group of Hircine werewolf cultists hunted down and attacked a group of Namria worshippers.

Calling upon their master for aid, the cultists went through a new and brutal ritual to allow themselves to hold some of her power.

This Wendigo slaughtered the overconfident werewolves, but soon, the savior couldn’t contain their wish for more, and ate his fellow cultists.

feral viper
potent ember
#

The idea for the base mechanic is if you are a cannibal and have eaten multiple people, you can turn into a wendigo, a very strong form, however you can only exit the form by eating a enemy you slayed in the form

feral viper
#

Actually, that looks more like a scamp...

potent ember
#

The way of reversing it, as in no longe being able to do it, is to find, and eat the heart of another wendigo

feral viper
#

Maybe the typical Elk Skull look is better. More iconic, despite not being how they were ever described in mythology.

potent ember
#

I think a pale skinned, frail and mannequin like corpse looking form would fit Namria better

potent ember
feral viper
#

I could see a Wendigo Skin for Werewolves as a Creation Club thing...

#

But I think that, typically, Wendigos as a concept have too much thematic and mechanical overlap with Werewolves to have both being present in game.

At least as a player option.

feral viper
#

It's a forest monster that hunts and eats people, has enhanced strength, and represents the wild brutality of the wilderness.

potent ember
feral viper
#

Functionally, it's a 'Warrior' type transformation that is about dealing melee damage and enhanced durability.

potent ember
#

Well to my perspective there is not much choice, I suppose perhaps a stealthy type could work thought

feral viper
#

Though... Now that I'm thinking about it... Having it as a particular branch of a Werewolf skill tree could be interesting.

#

Having it as something like a Namira worshiping Werewolf, which twists the form Hercine imposes into something more like Namiras

potent ember
#

Maybe when pressing the sneak button in wendigo form cause you to lay completely on the ground, crawling to your foe/victim,

potent ember
feral viper
#

In concept, you could extend that to other transformations as well.

So, for instance, you have for Werewolves: Hercine, Namira, Peyrite.

For Vampires: Molag Bal, Mephala, Lamae Bal.

For Liches: Mannimarco, Vaermina, Uuuh... I want to say Meridia due to the Ayleids, but you know... Undeath. Let's go with Vastaire and say Azura.

#

Then you could refine particular specialisations of each transformation around the concepts of the 'patron' that empowers them.

potent ember
#

You could have angels for Meridia, a afterlife more so than undeath

feral viper
#

That is more accurate than you may realise.

#

Given that Angels are typically depicted without any sort of free will, serving as direct extensions of divine will.

potent ember
#

But I think Wendigo deserves it’s own thing than being a branch of werewolves

feral viper
#

And Meridia is probably the cruelest of Princes, actively stripping away your sense of self and making you a puppet.

feral viper
potent ember
#

Have it be a more psychological warfare and stealth approach. Wendigos (to my memory) tricked people a good bit

feral viper
#

You could probably make it distinct if you really delved into the root mythos...

#

But back to work. I will ponder while input labels on bottles.

potent ember
#

Horrify and misdirect your enemies while you stalk, hunt, and devour them

minor dew
#

from my dipction of a wendigo an anything ive ever seen I feel a wendigo would be outmatched by a werewolf no?

#

great idea though

#

I think

#

I see what your sayin though wendigos and werewolfs are quite structured the same

#

caves of wendigo are quite bulky then so are the ogres

#

minataurs or the the other tning that looks like them,maybe even is a wendigo might be a good add too

potent ember
#

Yeah, I’m thinking a different approach, stealth, psychological warfare, and misdirection is what I’m going for now

#

Just to be clear I am referring to the pale skinned like wendigos, the most popular pop culture example of them to my knowledge being until dawn

minor dew
#

ah. ok I was thinking the bluery blackery coloured ones

#

the other one

#

you can draw from wow

#

with the four legs

#

the kinda sheep man, what you call them

potent ember
#

Yeah

minor dew
#

centurions or somethin....centuars :P..

#

could make them look awesome too

#

with ps5

#

xbox sorry

#

what else is in wow it basically has all the bloody enemies

#

I thinks imps would be a decent re add

#

or floating eye

#

ff enemy 😛

potent ember
#

Okay, here’s the idea

After eating a specific enemy type, human, animal, or creature, you can mimic their voice to lure the closest individual of that enemy type. Specifically, you sound like a child of that species to lure the enemy with a glass sense of security.

You can yell loud enough to temporarily deafen your foes, disorienting them, and making it very hard to detect you without seeing them.

After eating a body while in Wendigo form, you can vomit a bloody acid at your foes, blinding, burning, slowing, and terrifying your enemies.

Eating a corpse in front of another horrifies them, causing them to drop their weapons and run away yelling. This effects up to three enemies.

When sneaking, you lay fully prone, and crawl, able to take down enemies in a quiet or loud way, the quiet way is a regular take down or attack. The loud way has you grab them, trying them around makes the victim look at you, as you fake out bites at them, making them yell as loud as they can in horror of their fate, before slaying them, causing the surrounding enemies to freeze in horror.

You gain a large speed and damage boost after eating a corpse.

minor dew
#

yeah man i read as far as disorienting them, who actually uses them skills

potent ember
#

I do

minor dew
#

let me read the rest :p

potent ember
#

👍 :3

minor dew
#

uhm,sounds ok i guess, not my playstyle though

#

fire mage Cappy

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every rpg i play this is the first choice i take

potent ember
#

Fair enough, but I really like fighting enemies on more than a physical level.

minor dew
#

im kinda an rounder mate the kinda trees you use are lit the only ones i never use

#

kinda a abattlemage would be my specific :p

potent ember
#

Fair enough, everyone has their preferences :3

minor dew
#

I think?..... I would be more inclined to use up the illusion spells rather than..?...what the one your in...alteration?

#

I take it use the like bravery and all that shiz,,,calm beast calm enmy???

#

gonna put it on here

#

I tried it for a while I found it wasnt free flowing

#

stralth archers better for me if you wanna be kinda sneaky

#

archer stealth conjurations one ive used efore but the summons always break the steath

#

ifyou r conjusrations could go steath ,thats an idea that you may have mentioned?

#

maybe a stealth perk in the conjuration tree,nah, just a though

#

or when you sneak they automatically go in to steath, I dunno

#

:p

#

aw yeah it is the illusion sorry,som,its the alteration treee id use more

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clearvoyance muffle all ican see hear that i use in the illusion section atm

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aleration sun im yabbling

#

have agood day....all

#

done these quests too many times man,the while phial quest has become so distinct its pissing me off

#

I am finished with skyrim,, I need a game BoS

feral viper
#

Anywho, so, gonna do some rambling here, so bear with me.

At present, there are two 'Transformations'. Werewolves, and Vampires.

Applied to the TES Paradigm concept, these fit mostly into Warrior and Thief. Werewolves are brutish, direct and confrontational. Vampires are sneaky, manipulative, and keep to the shadows.

To round this out into the full trio, the obvious choice would be Liches. I don't really think I need to explain how they fit the Mage Paradigm.

#

The issue then is... If you're keeping with the Paradigms (which I do think have a lot of value) how would you really integrate Wendigos into this?

And that's the question that I think needs to be addressed first, before you even explore specifics about their mechanics.

Where do they fit in the spectrum of gameplay?

#

Conceptually, they would be something of a Warrior-Thief hybrid. But then would their inclusion impose on the ability to bend Stealthy Werewolves, or Warrior-Vampires? Should Transformations even have specialisations like that in the first place, or should they be more linear?

#

These are the sorts of deeper design issues that should be solved before you even look at specifics of how to execute on the concept.

pale walrus
feral viper
#

Lol, yeah.

#

But anyway. I'm of two minds generally with Wendigos.

If you allow for variation within the Transformations, then they are best suited as a sub-type of Werewolf. This is probably the easiest approach, even if it means straying from the Algonquin mythos.

The alternative, is to keep the Transformations linear. This would allow for a more accurate interpretation of the Wendigo, but at the cost of developmental range within the Transformations themselves.

pale walrus
#

About the wendigo - great idea, but terrifying. The algonquin myth suggests insanity and extreme violence as being part of the profile for such creatures. So: if they ever appear in ES, the implementation needs to studiously avoid a re-creation of the FO Ghoul. I'm thinking something....big. Physically imposing. A stalking creature that makes your blood run cold if you see it or hear it. Different from werewolves - not just a mighty hunter, but a creature that is foul, deeply sadistic and psychotically evil. If a werewolf begins lurking around a town, I would expect the villagers to rise up by the hundreds, grabbing torches, clubs and pitchforks, and going out to hunt the beast. But for a wendigo, the reaction might be more along the lines of the villagers fleeing and begging help from a wizard or priest. In other words, the psychological effect needs to be different. Hope that makes some sort of sense.

potent ember
feral viper
#

If option B, then it would be relatively easy to piggyback off the old Daggerfall era Cannibal's Prion as the transformation vector.

pale walrus
#

In fact - I'm wondering if a Wendigo should be a HR thing. That makes intuitive sense - a cold, northern climate with snow and forests seems to fit the myth well.

feral viper
#

One of the lore issue is ... Tamriel has no real analogues to native American groups.

potent ember
feral viper
#

They're more Mesoamerican.

violet lily
#

could argue the Dunmer Ashlanders are a native American analogue

feral viper
#

There is some of that, yes. The Kothringi as well have some elements of them.

#

Now, I'm not for 1:1 analogues at the best of times, so I'm ok with that. Which means you could fit them anywhere.

forest surge
#

The Argonian’s to Dunmer would also be that equivalent… especially with… well… Slavery.

violet lily
potent ember
#

I just think cannibal is rather weak compared to werewolf or vampire, and there should be some equivalent if you can’t be a cannibal and a werewolf

potent ember
feral viper
#

Well, Cannibal hasn't really even been an option for players for a long time, so...

#

Still. Since I'm not personally married to 1:1 analogues, we'd need to look at an environment in which the conditions which would encourage the basis of the myth to develop.

#

Weirdly enough.. I DON'T think Highrock is the location for that. At least not in its current state.

potent ember
#

A pure Wendigo would look like this https://fallout.wiki/wiki/Wendigo while a werewolf Wendigo hybrid looks like this http://www.danecozens.com/blog/2019/10/1/wendigo

Fallout Wiki

Wendigos are creatures found in Appalachia.

feral viper
#

You'd want to look for a place were isolation is a very real threat. Where the poorly prepared can end up stranded and without supplies. And where the desperate could turn to cannibalism.

potent ember
#

There is of course, Atmora

feral viper
#

Atmora is an option. But so is Hammerfell.

#

If you're desperate, blood and moist flesh becomes a temptation in the desert badlands.

forest surge
potent ember
#

The thing is Wendigo is also about selfishness and greed as much desperation

feral viper
#

Depends on the variation of the myth. There's several takes on it across the Algonquin family

forest surge
feral viper
#

If the Werewolf angle, it's relatively easy to integrate it as stealth-hybrid type of Werewolf.

If the more direct Wendigo, we first need to decide where it comes from, and why.

#

Now, if you take it the Namira angle, it's... Actually not that difficult. You could really fit it anywhere.

potent ember
#

But back to the fun part, the Wendigo would be a stealth transformation, using it’s ability to gimmick any creature it has eaten, and can choose to stealthy take out pray, or use it’s horrifying tactics and abilities to scare them so much they can barley run away, let alone fight. It would be picking them off one by one before going in for a horrific massacre

feral viper
#

If hold that for a Wild Hunt mechanic in Valenwood, but that's a whole other story...

potent ember
feral viper
#

I think it would have to be a special kind of Wendigo, unless they are pretty uncommon. But yeah.

I also like the idea of losing control, and having to eat someone to turn back. Though it would have to come with some very clear indicators to maintain a sense of agency.

potent ember
feral viper
#

Could play into some hunter mechanics. Though I'm not fond of them in most cases

potent ember
#

It goes down over time, but goes back up after you consume a human, but that also makes it so you have to consume more humans to get the same amount. Like if you eat one human to gain back control/sanity, you would have to eat two next time

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Also the idea of complete cannibalism, eating the entire corpse, the items instantly go into your inventory

feral viper
#

There's definitely room to explore there, yeah.

potent ember
#

We could also take the path with werewolves, each land having their own special breed

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Maybe it originates from orcs

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Cold terrain, deep sense of community

feral viper
#

I think you had the right of it, linking it to Namira.

potent ember
#

Thanks, it’s also because the way the older idea of a wendigo looks fits more with Namiras style, the corpse looking thing

feral viper
#

Yeah.

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And the core idea is one that has a lot of range in TES. Namira cults are common in Highrock, harsh survival conditions are the norm in Hammerfell, the cold wastes of the Jerals, Wrothgar and Dragontail mountains. Atmora.

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Plenty of potential locations to use.

potent ember
#

And with that, possible variety, Namria could have each region have a specific breed tailored to specifically target the things each nation finds disgusting.

Hiding in Skyrim

Massacring in Morrowind

And whatever the place they are in finds reprehensible

feral viper
#

Indeed. They could be, as you said, her own Werewolf.

potent ember
#

But how could fighting a Wendigo work?

#

Possibly have it use it’s sneak (which is the creature laying completely on the ground) and then lunge at the enemy with a horrific yell, and after doing that for a RNG amount of times, vomits out their boiled blood inside their gut, damaging from range like a disgusting miniature dragon’s fire

feral viper
#

Well, in that regard... I mean, it's TES, so probably just run at you swiping it's claws.

potent ember
#

Yeah

feral viper
#

If you were to look at more interesting mechanical encounters... Illusions making you question which enemy is real.

potent ember
#

But I think would add a good addition to the creatures. A vampire hunts like a person, spying, scheming.

A werewolf hunts like a animal, tracking, charging, sniffing you out.

A Wendigo hunts you like a monster, it waits, and listens and uses a savagery only a monster could use, it terrorizes like a beast and haunts like a ghost

feral viper
#

I think that would best suit the sort of mental games that they play. So illusionary attackers confusing the player, and making things like Detect spells more important.

potent ember
feral viper
#

Yeah. So causing effects like sounds, illusionary enemies, and then quick and furious strikes to try and take down their prey

#

It would be more effective on the player, and actually PLAYING a Wendigo would likely require a totally different approach...

potent ember
#

Also how these encounters happen could be cool.

Like your walking across the land, when from a cave, you hear a child crying for help, you enter, and instead find a 8ft tall corpse looking thing, speaking a child’s voice in desperation.

It looks down at you “please please! Someone help! It’s gonna get me! The monster! Help!”

feral viper
#

Though, if AI behaviours in relation to stealth are improved, illusionary sounds and 'summons' could work just as well against the AI.

Then the only real thing you'd need would be to nail down the specific stealth mechanics...

#

Which, you may be able to use the biome painting I talked about for map generation as a way to track wilderness locations and give a transformed Wendigo chameleon effects when in the wilderness.

feral viper
#

The potential applications are growing on me.

potent ember
pale walrus
feral viper
#

That's another potential grounding. The Reachmen do have Namira as one of their more common gods.

pale walrus
#

And if memory serves, the Reachmen revere Namira, amongst other daedra.

feral viper
#

Many tribes, yes.

potent ember
#

I think that the Reachmen could be a perfect fit for the deer headed like wendigo, a combination of a werewolf and wendigo

#

They hold both Namria and Hircine in reverence, so why not combine their power

feral viper
#

Ooh.. now we're getting into some ideas...

#

A ritualistic merger of a Werewolf with the power of Namira, overseen by Hag Ravens...

#

Now that's a vibe.

feral viper
#

Now there's an idea. If going the Werewolf route, a Wendigo can be a Werewolf who has been claimed and subverted by Namira. Like she's corrupting and claiming a rivals pet.

#

A Wendigo becomes what happens when Namira TAKES a werewolf from Hercine.

potent ember
feral viper
#

It could be as simple as the Draugr problem.

#

We've got the Skyrim Draugr. And we've got the Bloodmoon Draugr.

#

From a mechanical standpoint, the Werewolf Wendigo could be the main one you encounter, and what you can play as.

Then a True Wendigo can be something far more rare, and far scarier.

potent ember
#

Yeah that’s a good way to go about it

feral viper
#

Sloppy naming though...

#

Lesser Wendigo and Greater Wendigo maybe.

pale walrus
#

Wendigo and....Wendigo Lite? 😉

potent ember
#

I suppose maybe wild Wendigo, and monstrous wendigo could work

glad cypress
#

Wendigo is an interesting choice and it would definitely be cool to see, although I feel like BGS wouldn't want to invite any potential controversy by using cultural mythos too much, most of the preexisting references are mainstream old mythos like demons and european folktales right? I'd bet more on a mod doing that, which would be pretty cool to see

minor dew
#

might restart starfield,the game sekctions is so bad atm

potent ember
minor dew
#

what about adding a flying beetle

potent ember
minor dew
#

uhhm i dunno then

#

which ones

#

i can onl think of readroaches in fallout and they can only fly little

potent ember
#

No I meant in real life

minor dew
#

aw yeah but i mean like a fantasy one

#

no?

glad cypress
#

They probably could, not sure what purpose it would have though

minor dew
#

an enemy a weak one no?

#

was just the first thing that came in to my head

glad cypress
#

Like, a bug you can pick up like a butterfly?

An enemy, I suppose that would work, maybe like a rhino beetle that headbutts you

minor dew
#

like a ladybird a vicious ladybird ha

#

oversized

#

im offtrack

glad cypress
#

If you've ever seen rhino beetles flip each other into the sky, imagine a dog sized one just launching you like a giants hammer smash

minor dew
#

yeah might wok :p

potent ember
#

I guess that could just be added to Morrowind, maybe like a equivalent to a cazador from new Vegas, some telvani mages made it and it got released accidentally

minor dew
#

I dunno I changed my photos on socials this morning I dont feel like the same person my ideas may be invalid

#

😄

#

nah it need to be mythoology. dont think just a flying bug works

#

yeah i can think at the smornin,my brain hurts X did it

minor dew
#

I changed my phots again my current phots say s i have high focus,im back

#

actually went to go up the street this mornin and turned at the bottom of the avenue and thought i wonder what those guys are talking about

#

better than 5 years of deprseeion

minor dew
#

im not coming up with any ideas though,let me change my photo again, I just joke

#

I think another civil war would be awesome but the players would be unhappy about it

#

kinda was the backbone of the game even though most players did those quests last

#

if you had like war a war between the khjots and the argoniand that would funny, no?

#

orlike there was high rivalry between them wouldnt have to be a war

#

more butterflys,yes my heads gone

#

I think im a bit too final fantasy ish when i was younger, to be bethesdaist, i still look like a****** ff player even though im 40

#

I think i could work on these games I dont think id wanna play them if worked on them but

#

maybe i need a shower and shave

#

ah i know a good creature a little thing like a demigorgan with the legs of one of the dwarven spiders

#

quick little******* might suited more to fear, thegame

#

more unique weapons is something ive always thought of

#

like if you had weapons with special skills, kinda like elden ring, no?

#

I know yous like to keep the game bland, I aprreciate that,someone was saying

#

rings with spells on them,morrowind did that :p

#

would be fancier though.like you could actually see a line coming from the ring

#

immortal of aveum the big things that cast the line from there head,thats the picture i had in my head

#

ice barrage

#

level 50 spell multiple icecles

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fire baloon

#

i have no idea what im talking about

#

thunder and lightnong a spell that cast down on the enmies

#

then you have no target lock

#

a miracle seed, what the**** tha

#

pyjamas,yes I said that out oud

#

ive never seen many ovens, ovens where are ll the ovens

#

better bridges.like more built up walls it feels like your going through a village

#

ore fauna on the water, that just added another 2 years to the game

#

frogs

#

:)D?

#

trout

#

i just keep typing here tell me when to stop

#

A lot of game of thrones was set around our village so i should have some ideas

#

i confused my self

#

the dark hedges :S its about 5 minutes from where i live, think there where quite a few other scenes set N.Ir.leand too

#

going in to crazy land now i maybe need to take a chill pill

#

brb

#

if you had marshes, I keep coming to a radrocahy tpe creature only it would have to be more centipedeich,wait that was in morrowind

#

crocodiles woulnt work

#

bloatflys ha

#

*** i nearlt had something there underground worms

#

larva,still simalr to morrowind

#

some kinda nests like bloated nests around the tress:S

#

babies

#

maybe in far family huts with a family couple looking after it,wouldnt have to be everywhere,nah

#

I think the games advanced far enough for that you could have a mther......her baby, no

#

maybe to distinct I actually dunno where yous are going with this game

#

, is it gonna be blow me away, spiderman 2 esq, people having anurisms

#

ponds., ah just an idea, there many lakes but there arent many ponds

#

with like some flowers on them daisys

#

whatver the hell you call the big ones that look like daisies

#

im trying to go with stuff that look like the hammerfell landscape, i hop that teasrer was right

#

regardless feels right

#

birds, crows

#

the highlands have to e rwally dank

#

I feel

#

more like the dragon age inquisition highlands,. closest i could come,

#

I think where on the same page

#

someone said

#

beetles

#

shrugs

#

sky,., thunder

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heavy rain

#

2 moon wait that been done?

#

chhetahs

#

cheetah mum boss haha i have no idea

#

what do you call the cliff panthers the very rare ones

#

silver

#

there almost extinct

#

for the cliffs, that be awesome

#

actually i seen some of them plains where they live, that would a ** awesome

#

the cliffs.,.,. is it afghanastan :p

#

lizard lizards lizards,, islands of komodo dragons?