#elder-scrolls-general-chat
1 messages · Page 29 of 1
Oh absolutely.
My beef comes more from the very clearly malicious depiction of their treatment of the Falmer, and the frequent calling out of their cruelty and immorality.
Portraying the ONLY even remotely atheist group in TES as fundamentally cruel was a choice.
And not a tasteful one.
I have a theory that the Falmer (Betrayed) are actually closer to Bosmer during the Wild Hunt, the stone wall in Calcelmo's place outright says that the dwemer removed them from the earth bones, and it is known that they learned about earth bones at some point
They didn't need to make the Dwemer cruel tyrants and slavers. They chose to.
they make the dwemer feel less diverse than they would be
like surely not all dwemer chose to betray the Falmer??
well TO BE FAIR, we don't think like the dwemer
Well with how vague some of the lore is, its more then possible to explain some nuance in there.
oh here's something I find interesting
I had a hypothesis from awhile back that there was a mutual betrayal. The Falmer refused to accept the conditions of cohabitation, the Dwemer (over)reacted, and this escalated from there.
I also had the hypothesis that Aetherium was the reason their mental faculties declined not the mushrooms.
"In High Rock, Sheor, known as the Bad Man is the source of all strife. He seems to have started as the god of crop failure, but most modern theologians agree that he is a demonized version of the Nordic Shor, or Aldmeri Lorkhan born during the dark years after the fall of Saarthal.[1][2]"
This implies that the Direnni knew about Saarthal and sided with the Falmer, but didn't help them protect their home lol
falmer text implies total dwemer betrayl which is kinda too obvious to fit the dwemer tbh
Oh don't even get me started on Sarthaal. That was a huge sticking point for me.
ugh I hate how they lazily just wrote words in English and slapped the Falmer font on it <\3
like, you HAVE Ayleidoon AND Falmeris, with actual Falmeris words ON CALCEMOS STONE!!! argh
¯_(ツ)_/¯
Saarthal doesn't feel right
You mean Calcelmo's stone?
Calcelmo's stone is in Falmeris and Dwemeris but the book from the Thieves Guild quest line and the books in Dawnguard are in English
i still feel unsure about just how, they managed to make their souls white
The stone is weird, because it depends who is reading it. To me, and many other atheists I know, it sounds generous.
To others, it sounds contemptuous.
the soul stuff was just made by Vanus Galerion to counter Mannimarco's influence of necromancy across Tamriel
Soul trap spells specifically designed to fail on particular subjects.
in reality souls don't function like that it's just set up like that as a counter against necromancy
was that relevant to the Dwemer feeding the Snow elves mushrooms etc?
no
the Falmer changed in part due to the fungus, but also I believe pure hate in their hearts, and possibly dwemer removing them from the earth bones if you believe that to be more literal
see dialogue from Gelebor where he suggests something similar, minus the earth bones part
while i don't know super much, i just don't understand how that sort of thing happens like how do you change a soul that way. it couldn't just be the mushrooms that made them blind over time to the point that after generations of them breeding, they'd have no eyes.
another thing i wish we had an answer to is, why. why did they even do that to them in the first place.
I used to know this stuff on demand. There's a reason I was given Scholar of the Week multiple times on R/TESlore.
Didn't take long for me to just forget all the sources.
Must be some powerful mushroom to screw over an entire generation.
I am horrifically locked to the Falmer mentally
Well, depends on how things work. They constantly use the word devolved, but that isn't a real thing.
they just changed
adapted to their new home, hearts full of hate and no love for Auri-El anymore, betrayed and slaughtered
You can't devolve. Evolution works in one direction. You can just evolve into less cognitively complex results.
However, that's the real world. In TES, EVERYONE is effectively devolved. That's what the races are, devolved Ehlnofey.
i wonder if we will ever even get an explanation
it's dwemer so no
you'll get hints that Nords are bad but nothing gets explored and it's up to you to write your own truths
Magical influences or generational low level toxicity can cause degenerate results. Which may explain the Falmer.
Atmorans/early Nords* my bad I love modern Nords
If memory serves, and I'm unlocking the vault for this one... The current state of the Falmer is indicated to be the result of eating toxic mushrooms. It's not clear if it's the SAME mushroom the Falmer initially gave them to blind them.
it's influenced the the fungus, but it's possible that other stuff influenced the change
There's plenty of different fungi in Blackreach. We don't know what does what.
dwemer be like
have a fungus
It makes you blind.
Whether or not it does anything else, we don't know.
oh my God why was the bloat on that link so bad what the hell
It was the Google search image result code.
falmer had the 1 day blinding stew 🗣️
Which can be viewed in one of two ways.
Either the Dwemer were being actively malicious, as most assume.
Or the Dwemer were trying to elicit a perspective change, so the Falmer could understand them.
I think the second one considering they don't operate in the way we as humans know
And this is where Calcelmo's Stone gets weird. Because EVERYTHING else clearly leans toward the Dwemer being amoral monsters.
But Calcelmo's stone says
'We do not need your thanks, for we do not believe in it'.
the odd way dwemer operate also explains why they would trade and interact with Falmer before this, and were known as noble heroes, but so quickly "betray" them
when to the dwemer it was simply trying to make them understand better or something
They may not even elaborate in relation to the Dwemer since I've met at least a few people online that prefer the Dwemer mystery be left alone.
And this is where the Theist/Atheist bias kicks in again.
Theistic perspectives almost always circle around necessary gratitude. The gods give you life, and give you a world to live in, and you OWE them thanks for that. Just like you owe your parents thanks. And you owe anyone who aids you thanks.
Reciprocate to those who take the time out of their day to help you. Because you owe them for their generosity.
Atheistic perspectives don't have the same grounding, and tend to be far more varied. But a common one, based on humanistic values, is basically that no one owes anyone gratitude. It is a moral prerogative to help those who need it.
we do know the Falmer had a relationship with the Dwemer, Falmer text and artifacts of cultural blending
So you have two perspectives. Either the Dwemer don't believe in the thanks of the Falmer, because the refugees are so far beneath them.
Or the Dwemer don't believe in gratitude at all. Because it is the imperative to help those who ask for it.
also it's possible Falmer stonework and metal stuff could be influenced by the dwemer seeing as they both used granite and marble, with straight lines of a bronze/brass metal
though the Falmer probably used gold on their religious architecture considering Auri-El
It's worth noting, in the story about the Dwemer armourer who disguises himself as an automaton, they ALSO give the Chimer the benefit of the doubt and actually engage in the trade. And they ALSO take safeguards just in case
People are complicated. Actual societies are complicated. They have different values and different ways of going about things.
But the general trend since Oblivion has simply been 'if you don't follow THESE particular gods you're a bad person'.
Which is a deeply problematic bit of worldbuilding.
And to be clear, I am not saying that you can't have good religious people.
The issue in worldbuilding stems from when you lean towards everyone outside of a particular faith being bad or morally compromised in some way.
It lacks nuance, it's insulting to the entire concept of depth and diversity, and it's just plain bad worldbuilding.
oh.my god THISSSS

@feral viper ty for having a more refreshing take on the Falmeri conflict btw, most people just have basic "well erm they deserved it" takes and it's blegh
Glad I'm good for something these days.
I just don't want to ramble too hard, as CP is trying to get something out and I want to give them the time.
I dunno getting blinded and eventually turned into Skyrim's "Falmer" is a pretty horrible fate I wouldn't wish on anybody.
I think it's mostly just because Cyrodiil and Skyrim, and indeed much of Tamriel aside from Morrowind, Elsweyr, and whatever region is currently being claimed as Orsinium, are dominated by cultures that revere the Aedra over the Daedra.
I hope so. Time will tell in that regard I suppose.
In TES IV we see the Shivering Isles where almost everyone, good and bad, reveres Sheogorath, and in TES V we see Raven Rock, where 2/3 of the dominant faith consists of Boethiah and Mephala yet the Dunmer seem more well-adjusted than ever.
Entirely unrelated.
Not gonna lie, Kill Lupercal looks kinda awesome...
/shrug I don't have a problem with Daedra being viewed negatively.
Vaguely related to your unrelated stuff, the Dwemer remind me a bit of Fabius Bile.
I can definitely see that.
Except fabulous bill actually succeeded in creating his New Men.
I see all faith as inherently negative.
But if the Daedra ARE Platonic Ideals made conscious entities, then they all still have value. Even the heinous ones.
It's just a matter of moderation.
Even Bal has purpose. You just can take his lessons too far.
The Reclamations/Good Daedra always reminded me of the Dark Seldarine from D&D, and the similarities make the contrast between Dunmer and Drow society all the more stark.
Well except for House Dres who'd probably fit right in the Underdark.
I think they're also a good example of why even seemingly negative Daedra can have positive effects.
Boethiah is the god of conspiracies, unlawful overthrow, and raw social Darwinism. But she's also the god of perseverance, self actualization, and confusing Bethesda's writers.
Mephala is the god of schemes, assassinations, and manipulation. But she's also the god that teaches the weak how they can fight back against the strong, so the oppressed can defeat the oppressor.
And Azura is .. well, the only Daedra Bethesda seems to know how to not just make explicitly evil.
they do almost passable with malacath
And Azura is .. well, the only Daedra Bethesda seems to know how to not just make explicitly evil.
Well, if we're going off of Daggerfall, she's the god of egotism, vanity, worship of beauty and obsessive self-absorption. Whether that's a negative or not is up to you I suppose LOL
True. I actually quite enjoyed Malacath's appearance in the novels.
the daedra in general are more like concepts made manifest, it's up to mortals to not follow in excess imo
Yeah, she's changed a lot since then. And for the better, IMO.
She's less of an Aphrodite figure, and more of an obsessive doll collector.
She genuinely loves her followers, but she'd also set them in a cupboard so nothing could ever happen to them, if she could.
I dunno, I disagree on that front. I try not to be "HURR EVERYTHING OLDER IS BETTER" but I do like the idea that the gods appear differently/represent different aspects depending on the region. Never returning to that kinda sucks b/c I do appreciate her Morrowind portrayal, but it'd be neat knowing that humans in High Rock or Cyrodiil would view her differently.
That's fair too.
Neither is Meridia
Yeah I'm just ok with Daedra being as "forces of evil"(I know people may view it differently and I understand it) It just doesn't bother me and I have no issue with faith in general mostly because what fictional universe's humans believe in gods have nothing to do with reality and well I am not going into that topic because mods.
I was a long a proponent of the argument that traditional definitions of Aedra and Daedra don't hold up to scrutiny, and in-universe scholars are just bad scholars.
The only definition that has ever actually stood up to being tested is 'Place of residence'.
Daedra reside in Oblivion. Doesn't matter where they came from originally, they currently reside there, and therefore they are Daedra.
the urge to draw more falmer
Then there's Meridia who will gleefully sacrifice anyone and everyone to achieve her goals, but those goals, like "Don't let Molag Bal take over Nirn" or "Don't let the idiot who caused the former crisis get his hands on a key to a bunch of imprisoned dragons," are typically a positive thing for most mortals.
Indeed. Sometimes, the ants benefit when you're gardening. Sometimes they're in the crossfire.
But to bring this all back to a practical point...
The issue is variability and nuance. For better or worse (I think better) the setting is not set up with clear Good and Evil divides. So don't pretend it has them.
Play into the perspectives and cultural differences, allowing you to explore different aspects of the same recurring figured (gods) and use that nuance to enrich the world
Provided you aren't the one being sacrificed.
Again, I may not LIKE most of the lore and setting anymore, and I doubt anything short of a full rewrite would fix it for me.
But that doesn't mean I don't want to see what's there squandered or used poorly
oh my God there was a brown recluse right by me
I know this isn't lore but I think this definition needs to include their immortality or status as et'Ada or something adjacent. I just think we've gotten plenty of evidence that daedra are not the only residents of Oblivion.
Fair.
Immortal Spirits who reside in Oblivion.
I'm not even sure we could call them et'Ada, as there are a few who have, over the years, been indicated to maybe not be et'Ada in one theory or another.
Becareful... I hear there is a small plane of oblivion... in the Arcanaeum. It is said the prince there will summon angry Atronachs to tear you apart. If you disrupt the Arcanaeum.
I wonder what them goofy snow elf pilgrim spirits are up to rn
Would not be able to keep a straight face if I had to wear all that while acting. Better watch that first step down the stairs, pincushion.
Hah
Have you heard of the High Elves?
I've heard a syndicate altmer wizards are boycotting Imperial goods.
Goodbye.
"Stop talking!"
I'm saving up enough to buy some medicine!
I'm just glad it's not the Skyrim ones anymore
They say that when you murder someone, the Dark Brotherhood comes to you in your sleep. It's how they recruit new members
Skyrim's lack of radient AI made me a bit sad. Also I liked it when dragons attack like solitude sometimes and all those little people try to charge it. And only the guards are the ones with the bows.
There is a mod that makes npcs behaviour better. It called immersive citizens
Which has tonnes of compatibility issues, and is outdated
Everyone uses AI overhaul these days
I thought its the same
Nope, AI Overhaul is completely different, and comes with a lightweight version for maximum compatibility
What is the difference between them? I just read a describtion and it seems the same
Immersive Citizens no longer has anyone working on it, and its script heavy, creating all sorts of behaviour for all sorts of conditions
AI Overhaul has a script-free version which solely focuses on NPC behaviour, nothing crazy like daily routines and all that
Basically points of interest, which NPCs can go to and do stuff like browse stalls, and such
So immersive citizens change more things but it causes issues?
Speaking of souls and soul gems, has there ever been an entity in TES that like, idk, was hundreds of souls all in one? Yk, like Legion.
A well-thrown frying pan gets the job done
Miraak had like 10 dragon souls in him
I think adding various hexes and curses to the Necromancy field would be fun. Curse you with so much bad luck you can't even move without something going wrong, even in the most comical ways
That would be interesting but dont know how to implement it in game
Necromancy is a weird thing.
On the one hand, the Mysticism scholar in me absolutely hates how it's used in fantasy.
On the other hand, it's rad as hell and needs more attention.
Curses that impact luck in not so sure about, within the setting context. But the animation of and manipulation of the dead has enough range in its own right to fill out an independent Skill
Abhorrent, immoral act. Traven was right to ban it.
Hey, it's not like the Dead are using their bodies.
And the entire enchanting economy runs on souls anyway. The prohibition against Black Souls is just Humanoid Egotism.
Maybe. But white souls aren't sentient so it's okay
Necromancy is banned for a reason. Its already bad enough souls can even be trapped.
If I find out someone soul trapped my dog. I am reaping their soul.
Pretty sure they only have petty souls so couldn't be me
Necromancy is legal.
Only banned by Mages Guild or Syrod after the events of Oblivion. Not banned legally though.
Being a mage outside of the guild is like being a doctor without a license
With how consistently stupid the Arch-Mage & the Council are from the Mages Guild... Eeehhh.... Bad comparison I think.
I am expecting the Synod to be in a similar boat, based on what I heard about them having similar opinions to the Mages Guild, on top of also making it harder to get new spells.
That was one guy in a backwater province put there for political reasons
I'm pretty sure that's everyone in the Council & such in Cyrodiil. Like, seriously. Jez.
Okay, now that I think about it I think Traven was the only decent leader and even then he was surrounded by fools and traitors
I was thinking about all arch mages from Morrowind to Skyrim. But you can rule the Morrowind and Skyrim ones out as derps
Nah, he honestly caused a lot of the problems for the Mages Guild in Oblivion by being so aggressively against Necromancy.
He wasn't the first. The feud with Mannimarco is old and deep
The ban is there for a reason. He might of been douchey about it but its there for a purpose. Nobody would want their family used for necromantic personal ventures(Or well me if my character's end had come)
Mannimarco has zero qualms about slaughtering people on a whim and thralling them
Very bad man. Very bad followers
The problem is that Necromancy itself isn't a bad thing. It can be a valid school of magic, and used responsibly. By banning it and being so aggressively, he pushes more would-be good Necromancers into joining Mannimarco's cult instead and causing the war to be far worse than it would've been otherwise.
Perhaps
Nah, being against Necromancy isn't some fringe take or anything. If people are joining his cult.. thats on them.
He's still a thorn that will probably keep plaguing the guild though and forcing a reaction. The Magneto to our Professor X
Well, ye'. It's a good thing to get rid of the secondary Mannimarco, sure. I'm just saying, Necromancy itself shouldn't have been banned to begin with.
To your point, the Dunmer employ a more respectful form of it in their ancestor worship rituals
I think it's a bad take because most people assume Necromancy is an evil school of magic, when it is more than just the basic "raise corpses" ordeal.
Hell, there's even good aligned Liches in Elder Scrolls lore. You can perform Necromancy without being evil about it.
Remeber folks, only perform necromancy with consent 
Hmm most of the liches that left behind journals in oblivion seem to inevitably go insane and turn into mindless murderous creatures
It never seems to be the path to immortality they were hoping for
Tbf, this is true. One of the good aligned Liches will only call spirits of the dead with their consent, she doesn't forced them against their will to obey her. Was kinda funny.
I was just being silly but fair point xd
Ye'h, Lichdom is bad for most people. Hell, Lichdom is so difficult that I think there's only like a few cases of "Perfect Liches" in lore. Mannimarco being one of them.
Which makes his whole cult a pyramid scheme
He promises everyone that they can have something that in reality only the guy at the top can have
The funny thing, both Perfect Liches that you meet in Elder Scrolls games are High Elves, and the other one is the good lich I mentioned before.
Now don't tell Traven. But I've been known to maybe summon a lich or wraith or two while I'm in an Oblivion gate to avoid confusion
Combination of being long lived enough to study stuff forever and natural talent I'd say.
What do you mean by “perfect liches”?
They are Liches but still kept their physical appearance to a degree.
Mannimarco supposedly.
Yes they are. We just like to pretend they aren't, because it makes us feel better about being partially carnivorous.
Basically, Mannimarco is a Lich but he still looks like an Altmer, instead of an undead being.
Ah, my friend, that is done by illusion magic. They very much so look like every other lich in reality.
But I don't see a problem with becoming a lich, or vampire but merida and arkay got beef with it for some reason.
They certainly did before whatever the hell Oblivion was.
Ah, okay then. My bad then.
He's also relatively sane
And in ESO, Manni is still relatively young. Probably not quite corpse-like yet..
The nature of Lichdom in TES isn't nearly as refined as it is in D&D either.
Nah, he is. Vastarie is the same age as him and was once his friend and admits to being corpse-like without the magic.
That we know of.
Mannimarco? Sane?
For a lich. Most of them lose the ability to form speech eventually
Fair, been ages since I spoke to her.
You mistake being unable to speak, to not caring to speak with lowly adventurers.
Liches in pretty much every instance we've seen them CAN talk. They simply choose not to, or speak in languages the player doesn't understand.
Nah, Lichdom is a very bad progress that can break most people's minds. The ritual is highly dangerous and surviving it doesn't mean one's mind is in fully intact.
I'm pretty sure Vastarie explains the progress pretty well?
Again, been years since I spoke to her in game. And really, at this point I don't care enough to actually look into it.
So I may in fact be wrong on this point.
You mistake being unable to speak with lichdom driving them insane and no longer having a rational mind.
“Traveling through the phylactery can tear a lich's psyche apart, resulting in madness. Long separation from one's soul can lead to apathy and megalomania, as well. In almost all cases, lichdom becomes a curse in very short order."
It’s not a “with time” thing either. It’s immediate.
We can at least agree they're no longer very rational actors then
Oh yes, they are very much so irrational actors.
Ok, so they either go mad immediately (at which point I'd say they're basically a failed lich) or become detached and dismissive of mortals.
None of which indicates they're incapable of speech.
Vastarie is very open about her condition, yes.
I mean, if you actually evaluate the actions and perspectives of MOST individuals in Tamriel, they aren't rational actors.
My mistake. I just wanted to point out the obvious bad part of necromancy
She is genuinely one of our best sources on lichdom in TES.
Rationality has very specific evaluative rules and procedures. Almost no one in Tamriel follows them.
They're impulsive, ideologically motivated, superstitious, and prone to rash judgement and adherence to irrational traditions.
They don’t necessarily become detached and dismissive, but it certainly can happen as a byproduct of being alive for insane amounts of time. Divayth is like that despite being not-a-lich.
Well don't be like that now. We're all human. Nobody is perfectly logical all the time. I know I try to be myself but it's just not possible.
We're better than those of Tamriel.
Eeyup. She was fun to talk to. Really enjoyed her opinions on Necromancy and made me want to support that school of magic in-lore a lot more than I did before.
We had our Enlightenment and, as a society, have established, exploded, and pursued rationality.
Tamriel has not. They're superstitious medieval peasants and fumbling ideological scholars without the barest standards of methodology.
Okay but Fyr is a Chad
That's part of the charm. It's a feature, not a bug.
But don't call them rational.
True. I like my fantasy with peasant superstition
We still have a lot of those superstitious peasants of course, but socially we've sorta moved on.
Some of the stuff those fellas in the Witcher will say is hilarious for instance
Indeed. Though I'm not one to generally sing the praises of The Witcher, it does get the inbred idiot peasant vibe pretty good .
Tamriel has magic, and they aren't destroying their own planet.
Hah, nah. Sometimes, they're DELIBERATELY trying to destroy their planet.
Tell that to Red Mountain
We just destroy it through indifference. People in Tamriel sometimes do it intentionally
But as far as Necromancy goes...
TES isn't like D&D. It doesn't have strict Good-Evil alignments. The issue with Necromancy is a social and ethical one, it's not evil in its own right.
Necromancy is like Eugenics. It's simply a tool. That said tool is USUALLY used for ill doesn't make the tool bad. It just reflects how bad people are.
To be fair a Daedra summoning that giant rock above Morrowind was not anyone on Tamriel's fault.
Vivec mocking the weakness of the Daedra to swing his schlong around, disagrees.
Eeyup, it's usually a god or Daedric Prince trying to destroy Tamriel.
Mannimarco, Mankar Camoran, Alduin (who was not a god, no matter how much people continue to claim otherwise)...
Hell, half the people who have actively tried to destroy Tamriel have been mortals. Sometimes they try to use gods to do it, but they're the instigators.
Mannimarco never wanted to destroy anything, he was just seeking godhood and technically he won...
He was willing to risk destroying Tamriel to achieve that goal.
In fact, he tried at least twice to play that hand.
Well, ye'h. His plan with Molag Bal was bad.
He worked with Molag Bal? Bruh........
In ESO, he was working with Molag Bal to eventually betray Molag Bal. His plan was to essentially kill and absorb Molag Bal's essence to use that to become a God himself.
At best, Manni was like the Manhattan Project researchers gambling on whether or not the test would ignite the atmosphere.
Except he had much worse odds
When was his second time? He basically tried once with Molag Bal, and then succeed the second time during Daggerfall on a technicality because of the Dragonbreak.
Numidium.
That was the time he succeeded though.
Every possible ending of Daggerfall became canon because of the Dragonbreak.
I blame the hubris of the man that left it there and used it as a dungeon
Yes, of course. He should of at least dealt with it then ....leave it there.
In some ways I do admire his pride though. He had a vanity unlike any other.
please make the elder scrolls 6 also for VR
He definitely won that gamble.
Maybe.
Becoming a God and having your own Necromancer's Moon orbitting around Arkay is pretty much a big win I think, lol.
But he also became Oblivion's bare footed buffoon, turned beef jerky.
So, maybe less of a win.
Well, let's just say that the player cleans up his lesser version for him.
Like a janitor cleaning the tacco bell bathroom
But, depending on how you interpret that (and there have been several over the years) it's possible Manni was ousted as a god, and that clown is him returned as a mortal.
Which is more why I say Maybe. Because Oblivion and Skyrim don't actually explain how the situation in Oblivion is even possible.
I'm expecting this, actually
TES is a game that fits well with VR. I would be fairly surprised if there wasn't extensive VR compatibility
Post release
I wouldn't expect it to be a tacked-on feature.
i am very surprised that they didnt make the remasterd oblivion to also be in vr
That'd be a lot more work.
Remasters are about minimal effort for maximum return.
It's kind of impressive they fixed any of the gameplay as it is.
Anyone else think Dyus looks like someone wearing smeared mascara all over his eyes?
I assume that he cries a lot.
I thought they just messed around with couch cushions
Idea: elder scrolls spinoff game where you play as one of the housecat shaped khajiit
Stealth adventure type of deal where your tools consists of what a normal cat can do + some spells
You just invented Stray
Stray with magic and skooma
Fair
elder scrolls spinoff where you play as a snow elf running from the Atmoran Horde genociding your people in a DBD esque manner
I feel like this idea is significantly less marketable than Stray with magic and skooma
oh absolutely the Nord fans wouldn't like having to feel guilty for something that was morally wrong /hj
The most marketable spin off idea is a total war strategy set in the middle of first era
I still think a TES stray-like would sell like hot cakes tbh
Lets borrow money from Phill Spencer, you'll make a cat game, i'll make a strategy. Who will earn more money - wins
Hah
If only it was that easy to get a small loan of a few million dollars from Phil Spencer
Hah, horde! I used to be addicted to GoW "horde mode" back in the day
Got me thinking of like a CoD zombie-mode, but TES themed (no not just all zombies). Running around the map, unlocking powerful Daedric weapons and powers of the TES Gods. Fighting off wave after wave of TES baddies, and bonus rounds, mini-bosses. And some terribly easy (as usual) puzzle (EE) to solve. It'd be bloody awful, but so great at the same time!
As far as spin-offs, I've brought up a RTS like Halo Wars before. But I'd also be interested in a mini-spin off of a pure hunting/fishing/survival and camping naturistic game in TES universe. Like the old Cabela games.
What guilt? The word is incomprehensible to the Nords 😋
You know what Elder Scrolls needs? A vampire companion with a personality like Astarion from BG3, and the same voice actor as him too. It's not everyday you get a vampire companion since Skyrim Dawnguard DLC. But please correct me if I'm wrong, is Serana the first Elder Scrolls Vampire companion in Bethesda games? I'd hate to get myself misinformed. EDIT: No she is not. I already figured Morrowind already has that. Looked it up. Falric for example is a vampire companion in Morrowind.
Yall think we'll get new races for tes6? Lol
Shadow drop ES6 on May 26th 2025 since Rockstar delayed GTA 6 you guys can get GOTY this year easy just have to beat KCD2
I hope so just because it’ll show more creativity to create more unique races, but I’ve always loved the choices we’ve gotten. Maybe they could add necromancer and arcanist class like ESO did in DLC
"whats everyone laughing at?!"
I think they're going to move away from races and more towards nebulous 'backgrounds'
Or something analogous
No way in Oblivion they getting rid of races after 5 ES games
Really 6 cause they have em in ESO too
Nibenean, Colovian, Yoku, Ra Gada, etc
We shall see by 2050 my friend
I wish Todd was my dad I’d lock him in his room until he finished the game
- More playable races is against lore, if game wont be set in 1st era or akavir
- Elder scrolls dont have classes
They can have both. And how can they move away from races? Bosmers will stop being bosmers or what?
theres a few sentient races that could be either handwaved in like goblins, and a few races that exist in the lore but arent playable
I don't think Races are going away in terms of Humans, Mer/elves/Argonian/Khajit. They might just acknowledge bretons,Nords and Redguard as all Humans(Or man).
I think minotaur might be a nice new race to add.
High Elf, Wood Elf and Dark Elf will still exist.
bretons, redguards, and nords arent all just humans, they have specific magics and lineage that affects what they are
Different flavor of Human is still Human.
reguards arent just human tho they're half elfs
if they wanted to boil it down to elfs/humans/argonians/orcs/cats and use lineage i guess but i mean.. i dont even like how they removed character sex from human stats since humans have different morpheology with pros and cons and it has been studied and proven
I think it'll be more like a sliding scale, so people have more flexibility in creating characters. Characters that are half-Dunmer, half-Nord for example will be possible
Goblins are not that sentient, they are more like cavemen. Who else can be playable? Give me examples maybe i forgot something
weird fox people and shaven apes
iirc theres a bunch of argonian variants, spriggans, falmer, hags
and daedra
I don't think gameplaywise stats should be different between male and female. It wasn't necessary. Nor do I care for half such and such.
idk, i like there being that level of representative diversity that also impacts character creation.
Different ancestors. They came from different continents. Nords and redguards are more different than altmers and dunmers
truth be told theres a reason to do a playthrough as a man and as a woman in cyberpunk due to branching options
And i think neds are ancestors of imperials and reachmen but im not sure
there should be no races except orcs
Orcs are just giant goblins.
Convince me otherwise.
I think you'd also be able to create Khajiit subtypes. Like make a elf-looking character with Khajiit bonuses and boom: Ohmes
Yeah this may be possible
can't the khajiit actually transform in lore?
would be neat if using illusion they made fake moonlight and changed form as a special interaction
Just using the system as it is now would be pretty cumbersome to include all Khajiit types, all combinations of half-breeds, etc
i talked to a god once and he told me they were just improved elves
And another god says they're debased elves.
My message was deleted. I wonder what was wrong. There were no slurs
You can't trust what gods say. They're tricksy buggers.
Dont want my message to be deleted so, half of them exticted another half are not races
The filter sometimes picks up on weird things and it's not clear why. I totally feel ya there.
I didnt know it changes anything there
The filter was designed by sheogorath
In cyberpunk its more common like you cant do some of the romance options based on your characters sex irrc
Basically the races would still exist in the lore, but when you're creating a character you won't be prompted what race you want your character to be and instead you'll be given much greater control over what you want them to look like.
That's the system I would like to see
How is that a good thing?
They shouldnt aspire to become the grey slop that dnd became where nothing stands out
I dont think youd be able to play as a sench. That would be ridiculous
Argonians actually have various phenotypes currently i believe its a not-so-subtle knockoff of wh lizardmen
Which probably yoinked it from somewhere else
Ah, yeah i know this. To partners for male and two for female
I think it adds more when stuff like that is coded instead of the bg3 approach
What abour race bonuses? Just choosing anything you want?
Also the idea of different species having the same temperments and morality ruins immersion for me since effectively they should have different instincts and social structures from which they derive their philosophy
Not everything would be possible. You'd just have more options.
What was wrong with bg3?
It'd probably still have to be humanoid, conform to a standard body plan
Things like dnd dwarfs having bonuses to hammers makes sense to me since their entire society is derived from being underground metal workers
Uhh camp makes me want to call h.r. on my party members
The dude is talking only about character creator not npcs
Even that
Elder scrolls might be one of the few series where being human actually means something other than 'the average'
Tho its hit or miss depending on who makes the quest
The common trope of aliens/other species just being human brains in different bodies has always rubbed me the wrong way
But in bg they didnt remove bonuses they made them flexible. you can choose ur bonus. So if you want it to be immersive you still can give your dwarf +1 +2 to skills they supposed to have
Uhuh.. its stupid
A human should not be in the same strength range as an orc or the same agility range as an elf
Their heads both look good sitting on top of poles!
Why even have races if they're irrelevant
And they wont be, if you dont want it
Might as well just sell skins lmao
Eeeh, largely because it's divisions are older.
Hard disagree
The limitations of chosing a species are as important as the bonuses
In the time when TES and it's races were being developed, different human ethnicities frequently had different stats in TTPRGs. Gygax himself once had half a dozen human rubraces for D&D.
They still have racial skills, different level bonuses, different speed etc. They only changed starting +1 +2 thing
Ttdnd made it even worse
Everyone is just a human
It wasn't until the late 90s and early 2000s that Humans became far more generalised.
They made orcs not evil by human standards instead of expanding on what it means to be good by orcish standards
This sucks
Some other things made possible:
- height is no longer locked to race. E.g. you can have a tall Bosmer if you choose.
- voice is no longer locked to race. E.G. you could have an imperial-sounding Khajiit.
- Options are locked to races. E.G. you can have a Breton with an Almer hairdo, an Imperial with Dunmer eyes, etc
Personally, I am adamantly against Races. Either go full Species, or get out of the pool.
Mind this is just for the player character. Most NPCs will still (largely) default to stereotypes
We already have it in eso. You have certain race bonuses but you can give your character almost any appearance. People dont see it as a problem. Most people choose classic options anyway
Personally i think race in the context of irl language should be viewed for cultural differences whereas species is biological differences in the general sense
Since typically in a fantasy setting things are that integrated
A redguard isnt the same exact species as a nord or an imperial theyre more akin to breeds
Like
Redguards have innate magics
Nords have blood connections to talos who is a god
Actually, Men and Mer are, at least, the same Species across the board.
Khajiit and Argonians, and in fact all humanoid creatures, are likely as well.
Animals get a little iffy.
Race as we see it in irl is already generalized in tes games, you can be a black nord
But the difference between the types of human in tes is more like the difference between dogs
The 'Races' of Tamriel are just ethnic groups, some of which have gone through more magical metamorphosis than others.
Than between races irl
One might be a pug one is a chihuahua
- Already in teso
- Ur character will be muted 100%
- That would be weird, because some things are very specific. Like dunmers must have red eyes, its part of the lore. But having red eyes for nord doesnt make any sense
So I guess you could tier it to species/breed/culture
And that degree of deviation only exists between Beast Races in Tamriel.
The actual physicality of Men and Mer is basically superficial.
Ah yes being born half immune to cold damage isnt a distinctive trait
Because they aren't. That's a gameplay contrivance to feed lacy roleplayers, not something actually reflected in the setting
Thats not culture (skyrim) nor is it species (human) its breed(nord)
Which isnt a race as much as a breed since its so varied
They actually used to be almost entirely immune to cold, when Kirkbride wrote the lore. But then oblivon ruined the setting
But I have to work. I can't rant about how garbage Races are right now
I hope Terical can see this but I'm just gonna leave my opinion there and won't budge on this particular issue. There's only so much customization you can have until it starts contradicting established lore. Bypassing it just to appease players I feel dilutes whats been established. Its one thing for a temporary magical power up to alter their appearence(Or corruption from dark magic) but outside of that, it shouldn't change.
Your character still makes yells, grunts, etc, that draw from the voice files.
As for the latter, it could be weird. But if a person wants to play a half-Redguard, half-Khajiit, maybe they want those options to make their character distinct. Rather than, say, choosing Khajiit as a race and pretending they're part Redguard, or making a unique race mod.
We know in lore that children predominantly take the form of their mother. But that is both just an in-universe explanation for a restriction, and has long been just very unsatisfying for people who like to play such characters. Just go have a look at a lot of fanart of TES OCs!
Race as we see it irl is in the skin pigment section since irl race is very minimal what it affects and the stuff it does isnt noteworthy enough for an rpg
I endorse letting people be black nords and whatever its just that a nord and a breton arent the same thing biologically and they have magically influenced differences
And I mean, we have in-universe examples of such hybridization (e.g. the Grey Prince)
Theyre humans
Id expect a lot of crossing
Just let people have creative freedom with their characters. It's a single-player series. It doesn't hurt anybody else's experience.
I think of it more like this: nords are neanderthals, imperials are homosapiens, bretons are denisovans
All humans, can mix, similar social structure and temperments, but with obvious taxonomic differences
It does tho because you want to water down my experience
If you wanted to add a cross-species i can see that
People can have children with kajits?🤢
I dont think khajiit or argonian can mix
Khajiit are ||actually elves||
And i think human+elf is actually usually a failure too the half elfs are rare and were crafted
I mix up the other humans, i think its bretons
Might be redguards, i mix them up
But they were definitely crafted with great stress and the hybridization is recessive
But he mean add it in character creator. Not as usual npc. You wont see it
at that rate just let people start as vampires or werewolves or daedra
How so?
or goblins or minotaurs or trolls or mudcrabs
"Its a singleplayer game, why cant i be an uplifted mudcrab in vanilla"
the main character is already a snowflake how many layers of snow do you need to feel special you're already the chosen one whos gonna be the legendary master of like 5 guilds
That would actually cool if you can haunt other creatures like in dishonored
i want some subschool of alteration thats literal transformations.
Practitioners can be hircine cultists
Well it's overstating things a bit. But they are much closer related than they (usually) appear. There's a reason why Ohmes are indistinguishable from Bosmer at a distance.
The reason why they indistinguishable is devs didnt make up cat people in the first game and then had to explain it😂
could run into a lot of werebear/werewolves that use that magic
The Khajiit are descended from the Ehlnofey just like men and mer.
idk why we're even talking about all these cringe lesser races,
tes6 should only allow argonians
Argonians are the odd ones out, really
I thought there was something like a general beast race who later split into kajits, imga, fox people etc
Im sure i saw something like that
If what we think we know about Argonian origins is true, anyway
you mean they were made by the old ones a god and are born from spawning pools hist trees
Yeah, they're seemingly an "uplifted" race. It's an old sci-fi trope
depending on their birthing conditions they are assigned a caste
Turning animalistic lizards into intelligent beings
some are born to be nimble and stealthy they're called chemeleon skinks shadowscales
What? Didnt hist made them out of usual lizards?
Yeah, that's what uplift is.
i dont think being made by a godlike entity is considered a scifi trope as much as a religious one
Take a dog, genetically modify them and create intelligent dogs capable of speech, etc
Magic
so... huskies?
In this case, yes! Magic hallucinogenic tree sap!
Lol huskies are something else
wait... were argonians based off joe rogan's mushroom theory?
That's not Rogan's theory. It's, ah, the shroom hypothesis goes back to a hippie dude whose name I'm forgetting atm
But yeah kinda
Imga could be fun
They need a lore (re)write though
thats because eso sucks
Someone said devs explained it like "they are hiding in conflicts" but they actually just didnt want to deal with it
They might be 🤷♂️ Hard to say when it comes to lore
i think eso should be considered non-canon
They were stupid but unique creatures and now just big bugs
its mere existence is bad for the universe
establishing what everywhere and everything looks like in tes ruins the illusion
Idk eso has more lore than all the orher scrolls together
No it is actually become deeper. They added a lot of early lore works that were not included in previous games
and im saying they should consider it all non-canon
the more you explain a fantasy world the worse it gets
look at warcraft
I dont like warcraft
because its too expanded lol
I have never liked it😅
old wc3 lore was good
Maybe, but i guess im not old enough to be a fan of warcraft
how old are you
Some of my friends played it though
I haven't seen this take since eso came out (i agree)
23
oh you're a child lol, ok, so back in the day 'deep lore' in gaming was like "mario got to the castle and plot twist she was in another castle"
warcraft 3 subverted a lot of tropes really well, and wow classic did a great job of showing the world through the eyes of a normal character who wasnt some super special hero
Yeah, sure, let's just toss out legitimately the best TES game in the last 2 decades as non-canon.
Because Oblivion and Skyrim are sooooo much better
And what, Oblivion is immersive?
you're the legendary never dies guy, the only one, except all the other ones on your screen
yes its very immersive to people on their first playthrough
i get that you probably played it like 50 times
Oblivion is an animatronic novelty theme park from the 1980s.
thats certainly your opinion
Playing it may feel weird if you dont like mmos, but it still has a lot of great lore made together with bethesda, that not only consistent with old lore but also closes a lot of holes in it
I have hated Oblivion since the day it came out. And plenty of people around here will vouch for my consistency on that.
eso removes all mystery of the world and replaces it with bland normie fantasy
Of course, I don't find ANY TES game immersive anyway.
dreamed up by unimaginative and incompetent microtransaction farmers
I thought we were talking about ESO. Why we back on Oblivion?
But their design of narure and creatures is really bad. Arcitecture is cool though
oblivion has its cheesey moments but as far as RPGs go its quite immersive
especially considering its release time it was very different from other games
whereas ESO just ripped off terra online combat instead of elder scrolls combat and threw in a bunch of deviantart sonic the hedgehog OC fanfic level lore
Well, lore for eso is written by the same person as for oblivion and skyrim
Until dead land ant least, then he left the team i think
seeing elsewyr in person and its an underdeveloped minor quest hub locked behind the dumbest faction system ive ever seen is why i hate eso lore
or the black marsh
and lets not forget the combat system
all the bad choices of wow combat with none of the good choices of wow combat system
in a game that promised an elder scrolls experience
Vanilla quests and world are really awfull, i never played there after finishing covenant quests. But dlcs are much better and have even better main quests that single games imo. Quests in vvardenfell and clowork city are really great
so i expected archery that didnt phase through enemies
so all the bad quests are why i say the entire thing should be retconned
if theres good stuff they could cycle it back in through novels
but as a whole, it should be deemed non-canon especially the zones as presented
But if they made an elder scrolls game that takes place in any of those regions theyd have to use those regions to build off
Thats my gripe
I dont think so, they understand that eso has limited resourses and often reuse assets. If all cities in hammerfell look the same it doesnt mean they will look like that in tes 6. They dont have to repeat that
And also tes 6 will probably have 10 times bigger area so hammerfell will look nothing like in teso
i think the term is like 'Supplemental Lore'
whttrpg is like that, where until its touched by the main teams thats the defacto stuff but the second anyone actually puts anything down into the official books its usually hard retconned out of existence and replaced with something better and broader
We don't even know if its even Hammerfell.
People. ESO had been a more collaborative effort.
Oblivion and Skyrim were as well, of course, just... Well, I think the results speak for themselves.
Like a rudderless ship capsized in a whirlpool.
Yup. There doesn't seem to even be much - if any - central direction when it comes to writing lore. Also established lore is readily contradicted if it doesn't suit the story you want to tell.
Lots of books are written just to flesh out questlines and provide them with more background
At least, as far as we understand things to work from our outside vantage point
ESO has proven to be more cohesive and consistent, largely due to its Loremaster position.
But Bethesda lacks any such role as far as we can tell, which... Well, explains a lot.
yup haha
Fans like to have bitter fights about canon but at the top things seem very loosey-goosey.
I consider ESO to be canon. It seems to do a good respecting the original lore and establishing more lore on top of it. A lot of the contradictions in lore is either for the better or happened because of unreliable author in-universe ordeal, so I'm cool wit' it.
The power of unreliable narrator works well but not overused.
While I still think it's added more bad than good, ESO has also added more good than all official games for the last 20 years combined.
Plus, if you really want to dislike ESO or something specific... Well, we do know that there are multiple timelines in the Elder Scrolls series, hell... It's theorize that Morrowind, Oblivion, & Skyrim are in a separate timeline from Arena & Daggerfall due to the whole Warp in the West Dragonbreak ordeal, so go nuts for ye' own personal vision, haha.
I advocate analyzing the lore separately for each game, rather than trying to make it a unifying whole
I advocate for at least documenting the story of your game if you intend to keep making your franchise bigger, less contradictions.
As a teen though I didn't really think of such things cause deeerrrrrp
They exists, ESO even established it further in two DLC expansions.
I know. That's why I quit.
🌚
Terical knows multiple timelines only lead to madness and death. Terical has played 5D Chess with Multiverse Time Travel on Steam.
I also spent way too much money on university philosophy courses when I should have been taking my anthro courses.
I only needed 2 to graduate. The extra 4 contributed nothing to my degree
You know something I noticed. Everybody always talks about how all the Mario kart themes have that one similar harmony in all of them but nobody ever talks about how elders scrolls 3 4 and 5 have very similar title screen theme songs
Like listen to a piano rendition of neravar rising, reign of the septims and Dragonborn it’s very obvious
Well, that's because TES 3, 4, 5, and ESOs main theme aren't so much similar, as they are recomposed derivations of the same piece.
They're more Covers than they are independent musical pieces.
Hell March and (my favourite composition of all time) Ozar Mideashim are other examples of this.
That part in eso is literally oblivion but stretched out longer
Man, that statement could say a lot about TES in general for the last 20 years.
Too bad that’s not gonna happen anymore now that Jeremy soule is gone
I like that kind of thing
I don't think the idea is out, totally. You don't need the original composer to evolve a theme.
I suppose
Like morrowind if you put it on x2 speed on YouTube it sounds just like the horn part in oblivion where the camera circles the imperial city
Nerevar Rising is, IMO, the best. Both Septim Rising and Dragonborn Rising are pale imitations.
Contrast that, with LoK Defiance's Ozar Midrashim being the best, as well as Hell March 3.
So, there's going to be some range even within the same theme, and different composers.
I feel like I'm the odd one out when it comes to Inon Zur's music(Starfield). Like I liked some of the music but there was only(When you jump to a specific system theme music) that stood out. Otherwise nothing that was at least good. Soule's Skyrim is well its not bad but not masterful at least IMO.
The main menu theme(The sort of shouting) is impressive but again my tastes.
Oh, I don't think Starfield's tracks were spectacular either.
To be entirely honest, I think the music in Bethesda games is rather eh.

The compositions themselves are excelent. But their relation to the games, and the emotional gravitas of them, is lacking in basically every game.
Which highlights a second problem. Something that's technically well done, doesn't necessarily fit, and can be made worse by the mismatch.
Oblivion's Soundtrack, for instance, is technically excellent. But the general lack of stylistic and thematic focus of the game hurts it as part of a complete project.
Now, if the game took place in the post-crisis ruins of a broken Empire, struggling to piece things back together and full of sadness and uncertainty...
The slow, melancholic nature of Oblivion's soundtrack would have been perfect.
None of this is Soule's fault of course. The leadership direction is to blame for all of that.
Still, of my personal 5 favourite TES pieces, only 2 are Soule's.
I think... Now that I think about it, I don't even know who DID Resguard's theme. ..
In TES' defense, they're also the only franchise that as 2 of my top 10 vg tracks
So while I'm not thrilled by most of them, when they hit the high bar they really hit..
AI image, die
Least it got the yellowish tint for High Elves right
the lore was also created by much more eccentric writers than the company has now
Eccentric is a word for it..
every new game they don't ask "what's the lore tell us about this place" it's "how can we create a large open world fantasy rpg for a wide audience while being stuck with what weird junk they wrote 2 decades ago"
maybe that's a little uncharitable, but it does definitely feel like the lore is an obstacle for them as much as it is a storytelling aide. Especially because they're so dead set on not offending anyone with their current output.
I think it's way more charitable than I would be. Especially if I didn't have this channels rules to follow
something I like about ESO is that its stuck in a time period that is never mentioned in detail aside from there being eternal war
I have heard that's one of the more faithful depictions
I miss not caring about bethesda games at all, I see why you guys are so depressed now lol
ESO definitely feels more like a game made by fans of TES, for the most part.
Bethesda's more and more just feel like games made by people who approach their settings less with passion, and more as a checklist.
something they mentioned on the Kinda Funny Podcast is that conically, every expansion and event etc is taking place on the same single day until the upcoming expansion which will finally be moving the time forward
Yeah, that's one of the colossally dumb decisions they made with it. Similar to FF14, with everything through ARR to Endwalker taking place over the course of 1 year.
a good first step would prob be to get todd on a podcast that isn't run by industry plants or access journalists lol. Like do you think someone could explain some of this stuff to him in a way he'd be receptive to? ala kirkbride giving him an overly weird design first so he would approve the real one?
Nsh
"todd, how is it that you make such frickin epic and engaging worlds? what's next for bethesda game studios merchandise?"
That sort of thing can be incredibly touchy, and cause a lot of damage if the person involved isn't extremely well briefed.
We don't need a fiasco like the post-starfield interviews.
those were all super closed off though weren't they, like todd talking to phil spencer type stuff
seems like they wrote off a lot of negative feedback as twitter harassment or whatever
They were, but they also allowed for candid statements.
And those statements only served to fan the flames.
the kinda funny podcast got a few details via osmosis
like the dragons being in Elswyr was purely put off because he didnt want it confusing skyrim players
A totally unrestrained interview or podcast would be walking into a minefield I legitimately do not think anyone at Bethesda is remotely prepared for
Especially given that even standard interviews frequently result in throwing gasoline on the fire.
"todd, I love starfield, especially emils work! I'm also a huge fallout fan, so please put him to work on that immediately and have him divert all of his attention to that. Would hate to see any elder scrolls getting in the way of fallout 5!"
I dunno I'm desperate at this point
or hire tomonobu itagaki to balance it out
i dont share ya'lls hatred of Emil
but i think things are getting too big and spread out to have Emil writing everything anymore
he seems like a very nice guy who absolutely should not have the job he does. People point to the DB questline as the peak of his work but I found it fell off quite hard after the house party mission.
BGS alone is about to explode staff wise as they move into full production while also doing starfield and 76 support and Castles etc etc
the part where the actual story starts, that is lmao
I don't hate him. I can't, he was involved in one of my favorite games of all time.
also, depressing to think, Emil is getting up there in age, just like Pete
I just don't think he's shown himself to be a good fit for the role he's in currently.
Which is entirely fine. Not everyone can fit into every sort of role.
Todd seems to use necromancy and does not age
He feeds on 'It just works' memes
it's funny how I don't remember the new atlantis theme of starfield, just how annoyed I was by it
ah man that one was too much? no curse words or anything though
Directly targeting individuals with that sort of harsh criticism is over the line for bashing on here
I've made the same mistake in the past, and have the warning to prove it. So you come by it honestly.
Or, at least, as honestly as being in the same club as I am is. Which is questionable
Please do not talk bad about bethesda employees.
Will do, again I'm sure they're very nice folks.
Indeed. And I will say, since he's been around, the actual level design of Bethesda games has significantly improved.
that itagaki idea has some sauce though, something to consider
I have heard the skyrim dungeons are a lot better than oblivions, which is exciting
Some of Fallout 4s environments, and environmental storytelling, were legitimately next level.
I think the highlight for me was the Mental Asylum in Fallout 4. Some of the stuff going on in the environmental storytelling is just straight next level.
Skyrim's dungeons have a recurring problem of frequently being loops, so you don't have to slog back through them after clearing them. But in the whole, the style, layouts and environments of them are way better than Oblivion
tbh I don't mind the idea of that after some of these places lmao
though there is something to be said about having locations that aren't so clearly made for the player
In ruins it makes sense especially, given that most man-made structures are designed with deliberate flow, crossover, and multiple entrances.
i don't like how oblivion does sithis tbh and the Skyrim one kinda stinks
Even worse... The house mission doesn't really make a lot of sense if you think about it for any length of time.
Like, it's clearly a 'tribute' to the genre of Whodhnnits.
But part of what makes those engaging is the mystery of who is responsible, and the tension of the characters being unable to escape while being suspicious of eachother.
But you KNOW who the killer is. It's you. And the others CAN'T escape, because you have the only key.
So both core elements of a Whodunnit are just thrown out the window, for the window dressing if the genre
nah cmon that's very clearly part of the intentional subversion. I think it's thrilling but in a much more perverse way, which is quite fitting for the questline
now that I think about it it's kind of the only part of it that deals with you being a murderer in more than a jokey or excusing way. the family quest too ig
I found it, in a word... Tacky.
But I could say that about a lot of Oblivion.
Of course, Clue is also one of my favourite movies soo... I was already very biased against any attempted subversion.
I think the contrast between the high fantasy elements and the prior weirdness of the setting works pretty well, to the point where I'd find a similar compromise (leaning more on the former) acceptable in tes6.
it also lets those weird elements be weirder if they're complemented by more "cliche" elements (even though said cliches have barely been in fantasy games of the past 10 years). Like if the whole game is weird it means the whole game has to get the mass market slop pass. If there's some weird stuff and some normal stuff it can all be less diluted.
hypothetically.
I'm not going to pick more, as it will quickly spiral into excessive negativity regarding Oblivion
https://www.youtube.com/watch?v=PsaivbQKDYc I thought this video covered the games main narrative strengths pretty well.
The Elder Scrolls IV: Oblivion Remastered just launched, and with it, a chance to revisit one of the most deeply mythic stories in gaming.
In this video, I explore Oblivion through the philosophy of Mircea Eliade—specifically his ideas on sacred time, eternal return, and the role of myth in a secular world. Martin Septim’s sacrifice, the Da...
and again I find the quests in this game so much better than starfield, and what I remember of skyrim. They're not filled with brilliant prose, but they take you to different parts of the world, have you do unique tasks, and often have some kind of twist or memorable element.
Hi folks, just a few reminders. Firstly, please keep posts constructive. We understand that not every title from various companies will be to everyone's tastes, but we ask that you remain respectful. Let's also try to keep the conversation focused on the Elder Scrolls here, if you would like to talk other titles please use their relevant channels or #off-topic - thanks!
thinking about the Falmer again
Not unsurprising(No not a roast)
Autism be darned this snow elf can theory craft
So how many people see food and drink items in Elder Scrolls games, like Honningbrew mead, flin, sweet rolls, rat meat, sujamma, and think "man I wonder what that tastes like"?
Yeah, I do sometimes. Missed a chance to get that ES Cookbook collab a while back. Still kinda regret it, I like baking.
Ik Juniper berries are also slightly toxic but I'd love to know if that Mead w/ Juniper Berries was all that Ralof cracked it up to be lol
That's probably why they got you drunk. I mean technically alcohol is just poison poisoning you.
It do be a vice, that alcohol.
I hope that, bethesda makes the roleplaying systems more tangible in tes6
so many parts of their games are "playing pretend" (food and sleeping that does nothing) but is also very menu driven. If not mechanical consequences some bespoke animations for this stuff could go a long way
I hope they see the success of oblivion remaster and bring back skills like hand to hand and acrobatics, stats, and custom spells
I think they wll do that. Overall though bethesda's rpg systems are not as interesting as their immersive sim ones to me.
or the potential for them, that is
That's what I loved so much about Morrowind. There was so much freedom and sandbox elements in it that I could roleplay my heart out.
You're pretty limited in Skyrim. I can't even kill Maven Black Briar or Delphine, the worst characters in the game.
Essential NPCS exist so we don't have you locking yourself out like in MW.
I guess I wouldn't trust it with the AI in the current games
Imagine you walk into town and a character essential to the main quest is dead 80% of the way through the game because a wolf ran into town and a guard accidentally shot and killed them with an arrow
I dislike essential characters. If I lock myself out of questlines in the process of killing certain hated NPCs, so be it.
yeah just have the game tell you, it's not like there isn't an autosave every 10 seconds
that plus having the other quest characters be super angry at you would go a long way towards immersion without having to add more reactivitiy and whatnot
I mean, I think it would be pretty easy to only allow important characters to be killed by Player while being immortal in all other situations.
the issue with having it like this is stupid people would complain it has to cater to the average player, people not into lore or who get angry about consequences
Protected status exists since Skyrim.
Protected is like Essential. They can't die... Except to the player.
Like, I'm honestly not even sure why this argument still exists. If Bethesda really wants to please both, all they have to do is add an additional setting to turn all Essential NPCs to Protected only, and that's it. No worries at all of anything bad happening while still allowing players have complete freedom.
Also, enable it on higher difficulty settings, instead of the difficulty be entirely based on damage scaling which is boring.
I love having the game cater to my every need 🤑
I dunno, elden ring lets you kill almost anyone and people still like it. I think it's this exact "average player line" that has cursed modern bethesda games more than anything
good games provide you with a variety of emotions I find
it's like how modern racing games let players phase through eachother
no friction
Because in ER you won't get a quest lock by killing npcs. It doesn't affect the game at all. If you want bethesda to do it, they have to make it like in bg 3, so by killing important npcs you will not lock yourself but get consequences and changes in the storyline
other souls games then. I don't really think this is true - if you're doing something for someone and then kill one of them, they're not gonna want to associate with you any more. Certain quests could have more to them but for a lot of scenarios a couple lines could do it. If the player is upset by this outcome they can reload their save and progress normally while enjoying the fact they played out that alternate scenario.
I mean there is no point to allow you to kill important npcs if doesnt do anything but a quest lock
"The Elder Scrolls IV: Oblivion" (Remastered) Npc Conversations and Sound Effects / SFX in "The Lord of the Rings".
Hope you'll like it!
More funny "The Elder Scrolls IV: Oblivion" Npc dialogues and meme stuff:
Oblivion - Funny Moments I https://www.youtube.com/watch?v=abrr7nJ922s
Oblivion - Funny Moments II https://www.youtube.com/watch?v=Jgn...
I mean the point of these games is to roleplay lol
I'm def not playing oblivion for the combat or leveling system lmao
the point being that's something you can do and that's what would happen
and a diegetic quest lock
I wouldn't call it role-playing you have to load save after this. To make it role-playable they must allow game to exist without any important characters
that just doesn't make any sense to me. My point is that players should have the ability to do all these things because it's good for everybody
players who regret their choice can revert to a recent autosave, and players who enjoy committing to their character can press on
in Morrowind you don't have to follow the prophecy 😲 but you can reload if you want
seems like people liked that too tbh
I don't see why it's not roleplay to kill someone and lose certain opportunities. that sounds like one of the easiest scenarios to find believable
I talked about it a bit earlier but I think you could get a pretty immersive effect across without a crazy branching storyline for each quest. Each oblivion npc already has a unique thing to say about their hometown, in 2028 they cant have a little conversation talking about how horrified they are you cut down their client, and that they're reporting this to the town guard?
Why are they mudcrabs if they're sometimes in sand instead? Huh???
horrible creatures
Also where is our Battlespire and Shadowkey channels for all the millions of fans that still play and mod those games to this day?
Seriously it feels like a slap in the face that ||blah blah blah blah jk||
It is true, but my point is it doesn't make game any deeper because it doesn't change anything. And if they do this, they should do more. If you kill vivec in morrowind, then you should be able to join dagoth ur. If you kill maven it must affect thieves guild quests. Without such things this mechanic is just useless imo
if you kill Vivec you can use his wraithguard and still beat the game
That's good, but it would be more interesting if they give you more opportunities with it
I feel like so much of playing a bethesda game is playing pretend because of how little the systems actually effect you. This would at least facilitate that more effectively, and I think it's preferrable to a bit of the immersive world magic dying every time an pc gets back up. if you kill a quest giver you get banned from the guild cause they're more important. yes ideally you could have more meaningful choices but I don't know if it's a good use of bethesda's resources
but I think it would be a step in the right direction that would allow it to be iterated on in future games, vs making quest givers fill towns instead of people
They can make cities slightly bigger to have more people
I just want the next game to have more mechanical content than Skyrim and I'll be happy
If they remastered it I would want an option to side with dagoth ur, which was originally intended iirc
neat
So I had a fun idea to make my oblivion and Skyrim characters the same person
I would use the same build in both games and I’ll either be one of the elven races or contract vampirism in Oblivion to explain why my character is roughly 200 years old
And avoid the shivering aisle and the sheogorath quest in Skyrim to avoid the canonical end for the hero of Kvatch
Why do people like UI mod that moves hp bars to enemies heads? It looks so bad but i see it so often in videos. Bethesda always had the idea of minimalistic interface. Why so many people want to have huge hp bars in the middle of screen?
Personal preference
i think it is time to post my message for bethesda to read again. maybe i edited it or maybe not i dont remember. anyway there are probably a lot of new people who can give me their ideas of what to implement in it and what to remove
Hi, I hope someone from BGS will read this. If anyone knows someone from Bethesda show this message to them please. I really want TES VI to be a great game, so I’m going to give them some useful advice on how to make it great. Yes, I know they’ve probably heard this a hundred times, but let’s do it once more, okay?
- Focus on quality, not quantity.
- Use manual work more than procedural generation. The world should be easy to navigate by landmarks without a map, like in Morrowind, Skyrim, Fallout 4 or Kingdome come deliverance. Starfield’s world was bad for exploration.
- Same goes for dungeons/points of interest – make them handcrafted, unique, and interesting. Don’t make random appearing identical POIs again.
- Рaving four hold capitals with the same appearance sucks, don't do things like this.
- Give NPCs good AI again. AI overhaul mod for Skyrim has good AI, Starfield barely has AI at all.
- Make more different situations for quests, like was in Oblivion. Not just “take a thing from a cave” quests.
- Make dialogues deeper and more meaningful. Give npc’s more info to tell.
- Make dungeons more dangerous, with unexpected traps and valuable treasures – again, like in Morrowind. It would also be nice to make them darker so night eye and torches will become useful.
- Make cities bigger than in skyrim but not as big as Novigrad. It still must have unique npcs and must be possible to explore completely.
- Make ebony, glass and daedric armor rare again. Remember they relate specifically to morrowind because it is made out of morrowind resources. It’s better to add just few sets of them, but also create new super cool equipment related to territory of the game.
- Make some ancient ruins less linear. If lore says it was a city – make it look like a city, not a tunnel. Bad example – Alftand, Saarthal. Good example – Nchuand-Zel, Labyrinthian.
There will be part 2
- No level-scaled artifacts – all artifacts should have fixed effects, like in Morrowind. More powerful artifacts must be harder to get.
- Make Daedric artifacts special and incredibly powerful. Bad example – Ebony Mail (5 poison damage). Good example – Spellbreaker (creates a ward), Wabbajack (does Wabbajacking)
- Make more artifacts in general, I mean more nee artifacts then taken from previous games
- Bring back the ability to loot gear from killed enemies.
- Balance crafting – player-made gear should not be stronger than unique artifacts.
- Also, give us pants back and a second ring slot too.
- Add more spells and more variety – each magic school should have both offensive and defensive spells. Good example of variable magic is Baldur’s gate 3 or DnD in general.
- Come up with or find more unique creatures not seen in every other fantasy.
- Add more potion and enchantment effects. Improve crafting systems in general so that players don't have to create 100 daggers and then enchant them all to progress. This is nonsense.
- Add immersion – allow players to complete most quests in different ways. Not just choosing sides, but truly different methods: different ways of getting information, infiltrating quest locations, etc.
- Make Speechcraft important, so it’s needed to get quest info or allow to finish quests differently. Starfield was pretty good at it but you can do better.
- Add more RPG elements – race and abilities should influence dialogues and be significant in some quests.
- Don’t waste too many resources on settlement building, it is not the main part of gameplay.
- Make poisons and diseases more common and more dangerous. Also add dangerous environmental conditions to the game, like in Fallout 4 and Starfield, so that resistance to poisons and diseases will makes sense.
- Add more evil or morally gray characters.
There will be part 3
- Not a suggestion, just a personal opinion – the game doesn’t have to be photorealistic. It’s fantasy, and fantasy feels better when stylized. It also puts less strain on systems.
- Ask players (make a vote or something) what kind of lockpicking they like more and do something to it. I personally like lockpicking in oblivion and starfield more than in skyrim and fallout 4.
- Another opinion – consider hiring Clamavi De Profundis to write songs for bards.
If I forgot something important, others can reply and I’ll add more to this message.
what do you guys think about it?
Because providing the user with more information like enemy health, level, and even a unique boss bar for certain monsters isn't a bad thing, plus the health bars over their heads are not huge whatsoever.
Personally I prefer enemy health bars to be situated at the top of the screen.
I prefer the Overgrowth method. No health bars
Its not more information, its the same information that is initially at the top of the screen
Good idea as well
Of course Overgrowth has a very different combat system compared to the TES games, but it's definitely the system I like the best as far as handling health goes. Probably not good for handling bosses but it's great for average enemies
Nowhere in the vanilla game are you provided with enemy levels or health by number. You only get a numberless bar and the enemy type.
No health bars is notta.
UI setting enemy bars: Off, HUD, Enemy heads
Why do you even need to know level of enemies in skyrim? Its useless information if you dont use mods that turn off level scaling and quick saves
Dude its just personal preference, chill
That's not how level scaling works
Skyrim is split into encounter zones, and every encounter zone has a minimum level and a maximum level
Even when playing the vanilla game, there are still locations and dungeons that are too high level at certain points of the game
Take the Labyrinthian for example: it has a minimum level of 24
Add mods, and encounter zones become even more difficult, minimum levels get raised etc
Just because you can't see the point of it, doesn't mean it's useless
The fact that it's one of the most downloaded UI mods says otherwise
Oblivion was the only one that used full level scaling for the world. Skyrim, FO4, FO76 and Starfield all use region leveling and levels zones instead.
I know Morrowind had creature scaling but I have no idea if any applied to generic enemies like Bandits.
Morrowind did not have scaling, it had leveling (i.e. fixed-level enemies replaced by higher level fixed-level enemies). To this, Oblivion added scaling (i.e. certain low-level enemies had the capacity to gain levels right along with the player).
Skyrim didn't used region leveling scaling.
Leveling scaling is when the game replaces or levels up low level enemies to scale with the player, so yes. Morrowind has level scaling. Otherwise, by your logic. Skyrim doesn't have leveling scaling either because Skyrim ditched the Oblivion's uncap method and made sure that the higher level enemies have a proper cap and do not level with the player so insanely (only a few bosses, guards, and named NPCs will level up with the player in Skyrim).
Basically, a Draugr Deathlord in Skyrim will always be level 30 unlike in Oblivion where that same kind of enemy will always be the same level as the player's level with a minimum of 30 (or probably 15 since Oblivion's is a base of 1-25 system for enemies while Skyrim is 1-50).
Also, while Morrowind does use a Levelled Creature system too to determine what enemies will spawn, Morrowind also had A LOT of pre-placed enemies that will always be there no matter what the player's level is... They just moved away from having a lot less pre-placed enemies to more Levelled Creature placements in Oblivion, and overly did the level scaling system... Luckily, they fixed it in Skyrim due to the outcry against the very harsh level scaling in Oblivion.
Yes it did, just not particularly well. Many dungeons has set starting levels, whole specific areas of the map has their own level range.
It's not particularly good, but it is there. Fallout 4 did a much better job with it.
I don't know a single dungeon that has a set starting level in Skyrim. The only set starting level I think Skyrim even has is for the snowy areas, as those areas will only spawn the Snow variants of the animals, beyond that... Every dungeon always is levelled to the player when they enter it, unless it was previously cleared.
Clearing a location in Skyrim locks it to the level it was cleared at.
There are some set enemy spawns in Skyrim, only a few though.
Fair, I may have it backwards. It's been awhile since I went through the CK to go over the details and I'm not in a position to double check
No, you are correct and Jusey is wrong
I'll pick 3 at random:
Broken Oar Grotto - min 6
Forsaken Cave - min 6
Red Eagle Redoubt - min 14
Every encounter zone has a set minimum level, but not every one has a set maximum level
I've never played Shadowkey or Redguard do you guys think its worth a play?
Neither are worth it, though I'm not sure why'd you'd want to play Shadowkey
I love elder scrolls games. I think dagger fall has one of the best storylines of all the elder scrolls games, despite being from like 1996 and a huge pain to play. I wasn't sure if either of them would be the same (banger storyline despite the age). I don't know much about either beyond "they exist"
Well, Shadowkey is an extremely dated mobile game with little content, and Redguard is poorly written and janky
At least with Redguard you can explore Hammerfell though
Interesting. Thank you!
By Hammerfell I mean one island off the coast though (Stros M'Kai)
I'm pretty sure Forsworn, and also the Falmer, just have a higher minimum level in general though.
Cuz they are just tougher enemies.
Yeah the falmer I think have higher health and are a little "smarter" than other enemies. Same with certain Dwarven automotons (spelling?)
Trolls are another that are more difficult
Okay, I double checked and yeah. Every dungeon generally speaking has a minimum level. It's just most of the time, it is very low that you don't notice it and that's my fault. (Most of them are a minimum level of 2 to 8).
All Forsworn camps do have a minimum level of 14, Falmer hives are 18 minimum. Also, any place that has a masked Dragon Priest has a minimum of level 24.
Is there a way to relocate the save folder? It defaults to C but I have the game installed onto another drive?
I'm on Oblivion Remastered
The only way I could think of that is by using a mod manager
Wouldn't know how to do it manually
I just finally pieced together that "Silt Sunrise", "Through the Valleys" and "The Jerall Mountains" share a motif. It's been gnawing at the back of my head for years but I never looked into it.
ngl the next TES needs Morrowind esque levelled enemies
My favorite part of Morrowind's enemy leveled lists was the fact that Greater Bonewalkers stopped appearing in Ancestral Tombs once you got high enough level.
I hate those things so much.
me personally I instakills them
is anyone waiting for skyblivion?
I'm not so sure.
At least, not in its entirety.
I'm more of a fan of a mixed leveling model, which allows for a more dynamic worldspace.
Morrowind's levelling also means you don't tie certain enemies to areas. Like how Ogrims won't appear at low level
Skyrims world design fits better. Like Giant camps. As that sort of thing can be expanded to other areas like Minotaur areas of Cyrodiil or Daedric infestations of Morrowind.
Yeah. Like many things, I think Skyrim's approach leans better, but it's not there yet. And it's not quite far enough in the right direction to really compensate for the superior aspects of Morrowind's approach yet.
But it's got far more potential. And that potential should be pushed.
I think level scaling in skyrim is almost perfect. The only problem is at very high levels there will be too many very strong enemies. And its annoying when every draugr is a deathlord
In morrowind its not perfect. When you can meet any daedra at any daedric shrine it makes sense. But when you can meet any animal at any part of vvardenfell its not good, they must be region related for more immersion. But it wouldnt work in morrowind exactly, because there are more regions than animals
Yeah, my problem. With Skyrim's is how it handles dungeons mostly. The overworld is pretty good, with specific areas inhabited by specific creatures, while the rest is largely a wilderness of random critters.
Though I also think that Dungeons should be handled as Spawn Groups, not as specific spawns.
For instance, you have set Spawn Groups, such as Wolves. Bandits. Necromancers. Etc.
When a dungeon is populated, it selects from the available spawn groups, then populats the spawn points with entities drawn from that group.
That way, the actual entities can be more dynamic. A particular cave may have bandits in it one time, a pack for wolves the next.
Man screw skyblivion there needs to be a skywind or obliviwind. Something like that that makes morrowind actually playable to someone who has never played it before
at least give us max level enchants on unique items, having to avoid content intentionally to not get a worse version is absolutely STUPID
plus you shouldn't be able to bum rush the hyper hard zones right out of start
Morroblivion has existed for ages, and Skywind has been in development for years
Like calm down, lol
I dont think anyone would want to clean dungeon more than once. Bethesda thought this is a good idea and made starfield, you se how it went
Starfield also has hundreds of more dungeons, scattered around a vastly larger area.
Even in Oblivion, I found myself in the same place more than once. And it's the game I've played the least of.
You can make it playable with mods. Skywind would be nice though, but it seems devs abandoned it
It has 89 dungeons and around 40 of them respawn many times in different planets with different enemies inside. The biggest 💩 bethesda ever made. Literally the worst idea
That low? That's a real surprise. But I haven't actually looked into the CK side of it.
Considering how many times those repeat on planets, I find it hard to believe the execution is that simple
Though it is that bad.
My suspicion is that, in fact, there are 89 dungeons and 40 of them are relating types that appear in multiple locations.
Some of them have few versions. Like if its "abandoned mine" it may have 2 or 3 itirations. So after you found it once next time you found a mine there will be 30% chance its the same. So maybe its not that bad but even if you multiply it by 3 it will still be less POIs than skyrim has
I didnt play and only googled about it because i was wondering why people complain about finding the same place on different planets several times
I still stand by my point. I frequently end up revisiting sites in both Morrowind and Skyrim, and having the exact same enemies in the exact same places is frankly just silly..
So you want them to be randomized like in morrowind?
They weren't entirely there, either. Dungeons with humanoids often had literal named bandits in them that just remained dead when cleared.
Its immersive
Not for me it isn't
Though, no Bethesda game is immersive in my opinion. No RPG is for that matter.
The only games I would call immersive, are Stardew Valley, and 4x games.
You can enter every house and see who lives there. Its very immersive, i know only 3 game series where you can do it
You can do that in the Sims too. And that's not immersive.
Immersion is a quality of good game design. It's not a design in and if it's self.
I frequently argue against trying to design for immersion, and instead just design good games. If you do that, Immersion comes naturally from it.
The witcher is a good game but not immersive at all
Neither is TES.
Yeah thats just not true at all but ok.
At least not for me. For me, Immersion is getting so involved you forget about the world around you, losing hours in a game without coming up for air.
No game ever made makes me feel like I'm in that world. That's just not a quality the medium can actually achieve, IMO.
You can take everything from enemies, you can enter every house and talk to every npc, you can pick up almost any object, you can use any weapon or magic as a main play style and it will be effective, you can take any plant and make a potion out of it. It is immersive and it is more immersive than most other games
Yup, and none of that is immersive.
I can do that in Kenshi too. Doesn't make Kenshi immersive.
It does, kenshi is one of the most immersive games
I understand that it's immersive to you.
But it's not immersive to me. Nothing about that makes a game immersive to me. Which is kind of the whole point.
Different things end up immersing different people. So focusing on the idea of immersion is inherently going to only fixate on a single group of players and their experiences.
Thats if you think about meaning of immersion as a word in general
If we talk about games characteristics - people usually understand immersion as a level of your possible interaction with a world. The more interactive things you have - the more immersive the game
No, people assume everyone else agrees with their use of a nebulous word and is talking about the same thing. Which is why I was specific.
I've heard 'Realism', I've heard 'Dynamic', I've heard 'Lived in' and 'Natural' and 'Most Options.
I've heard almost as many definitions of Immersion as people I've talked to about it. Which is why I think it's a useless concept. Everyone has their own meanings their own goals their own interpretation.
Which is of zero value when designing anything.
As least where I'm coming from, having the exact same dungeons with the exact same encounters every time is incredible static and boring. Both in repeated playthroughs and in long playthroughs.
Do you think why Bethesda has been so quiet about es6 that they are planning something soon
I think they've been quiet about TES VI because it's still a long way off.
What if they say something about a reveal not a full reveal just something to let you know that they have a plan at the Xbox showcase yeah I know it’s a long shot but I hold out hope
Because it has been mentioned on the web quite a lot
But nothing set in stone
We'll have to wait and see.
Tell you the truth I would like the next gen Xbox for the next es6 but not the price do to being in America
So you want random procgened dungeons like is starfield instead of handcrafted?
No. Not exactly.
I want a mix of variable dungeons, and narrative dungeons. With the narrative ones becoming variable after they've been cleared.
But it's almost 2 am, I'll have to explain it more in detail later.
Well, i want all dungeons to be narrative with unique interiors, environmental storytelling etc
Bethesda should bring back THIS for TES6?
I hope the glass armor in the next game looks or has a more morowing esk vibe to it with the jagged kristals
I hope there wont be glass armor in the next game. This voulcanic glass can be mined only in morrowind, it wont make sense to have glass armor in hammerfell. To explain such thing in skyrim they basically changed glass armor to stone armor because it made out of malachite
It would be better if they add glass armor from morrowind as one special set, but wont have it as a regular armor
And they should add more new armor related to the region
Btw is there any lore explanation why ebony armor in morrowind and oblivion looks imperial but in skyrim it looks elvish?
Do you think its real?
Nope. People have been saying this kind of thing since the teaser was dropped, and it's basically just folks wishlisting and writing it as if it was reality
I mean with the direction they've been heading concerning settlment building in fallout 4 and spacecraft building in starfield it would make sense for them to implement these features
I thought so,but it was said by insider who said some truth before and predicted something
articles like this one have basically been getting reposted every year since the teaser, I really wouldn't put any stock in them
Agree, but i dont think naval battles are possible for example. Elder scrolls dont have pistols and cannons. What will they fight with? People trowing fireballs from the deck? I dont think it could work
There are cannons in the elder scrolls redguard
Also if you follow the link through it's just some rando's YT video
Agree, but again, there is nothing impossible in that list, except for sea battles. So it can be partially truth, or may be not truth at all
I think they retconned it, because we see a lot of ships in later games and non of them have canons
There are still explosives in the later titles such as the fire pots in skyrim and explosive crossbow bolts in dawnguard DLC
whether or not it's specifically gunpowder is not clear but they have many similar alternatives
So ships will have enchanted bolts instead of canons?
Well, it can exist, but im not sure how lore accurate it will be
Of course there are explosives but we have never seen any weapon on ship, or i have never seen it
Just found this
Cant sent picture but there was a one card in tes legends where you can see a canon on a ship, so they must exist
But now i have a new question, why canons are not used anywhere else
yeah the Iliac sorcerer card has it
But it was cut off in a game though, you only can see canons on art, but not on a card
tbh it still fits their theme of medieval fantasy only slightly more technologically advanced so I highly doubt they would stray away from implementing them
Im not good at history but i think muskets were invented before cannons, so if they add canons it would make sense to add usual guns too and this would not fit the atmosphere
a fantasy world doesn't have to fit the same timeline as real life
and there's an infinite amount of ways they can justify cannons over muskets such as fire salts being more potent than conventional gunpowder
Maybe only Redguards have access to the technology for Canons or with advancements in magic they aren't necessary anymore? Could be we haven't actually seen any real Warships in the mainline games but there is that one quest in Skyrim where they bombard an island with i assume catapults
The explanation I came up with was that the Redguard USED to have cannons, but as the Ansei rose to power, the old ways of war diminished. And most of what was left sink with Yokuda.
In a sort of reverse-Japan, guns gave way to swords.
Albeit magic swords.
I don't think there was any cannons in Redguard.
I can find Imperial Ironclads but I've seen and heard nothing about cannons themselves.
There are no cannons in TESA: Redguard. It's a very old myth.
We have an obscure reference to cannons in a joke book that has appeared only in Daggerfall, and there's a cannon on a Legends card.
OOG material has mentioned cannons, but I'm not going to debate the validity of OOG material in the larger scope of TES here. 😂
Indeed. That's an old rumour born of half remembered explosions in the games end sequence.
But people have gone back and checked every single location, and there are no visible cannons anywhere
An elaborate mechanics wheelchair? Yes.
Cannons, no.
oh wow you're right
but anyways use a magic blaster or something who cares, naval combat doesn't explicitly mean cannons
There are also explosive barrels in some caves!
True
Arguably the coolest periods of Naval history didn't
My favourite are the Roman Quinquereme.
How do we, a land-based fighting force, compete with the superior naval skill of the Carthaginians?
What if we put siege towers in our ships, so we can board theirs with Legionaries?
https://www.youtube.com/watch?v=oLjVwfUABvw is a fairly interesting watch especially the part of the growing pains ramping up to starfield development. hope they worked out the kinks for TESVI
Open world games and roleplaying games present iteration and communication challenges to design teams that are increasingly specialized. In this 2024 Level Design Summit talk, Daryl Brigner and Will Shen discuss their time collaborating on Skyrim, Fallout 4, Fallout 4: Far Harbor, Fallout 76, and Starfield. Learn how Level and Quest/Narrative De...
who is gonna bother using cannons when a spell will do the same thing much faster without reloading?
Because A: some cultures distrust magic, B: it's quicker to learn gunnery than it is to lean magic, and C: to be honest, refined firearms are way more dangerous than any magic we've seen at a general usage level
The trick is getting past the early, clunky stage. Once you get to Musketry, you're already ahead of 90% of magic users.
I think guns like that would still detract from TES tbh
99% of the time I agree.
So do I, but that doesn't mean they wouldn't make sense
if I had a nickel for every time TEs almost added spears and not the boring roster of weapons I'd have two nickels
https://www.xbox.com/play/media/dZvWfwXqex like bruh they're literally fighting with spears (using an old staff anim ik)
I don't even care if Falmer don't become a playable race I just want spears or polearms in another TES game <\3
Only if bethesda will finally make different animation for different weapons
I will add it to my list, good idea
if it's not swing swing or staff it doesn't exist to modern Bethesda /hj
Nothing prevents them from making it
Dudes, here is the idea of how to make blacksmithing better. It doesn't have to be a skill, but a passive ability. Here's how it should work: you basically have the ability to create rawhide armor. When you create a full set of armor, you will have the ability to create iron and leather armor. But to create it, you need to find a recipe and rare resources. Recipes must exist in limited quantities and be located in specific locations or be given as a reward for some quests. Resources should also be more interesting, for example, not just skin should be used, but the skin of a specific animal. Not just iron, but an alloy of iron and something else. Further, when you create, for example, a complete set of iron armor and weapons, you become able to create steel armor and weapons. Next, you need to find a recipe and rare resources again, etc. In this case, you won't have to create hundreds of daggers but the system still will have some challenge
I go a similar, though different direction.
More and more, I think Crafting skills are problematic in the games. And they all need some serious work to address.
Alchemy isn't alchemy. It's mixing potions in the bath tub as a child.
speaking from experience? /badjoke
Epiphany
Why don't they just make an alternate timeline game like Destiny Rising to avoid issues with adding extra races
You know it.
I also went down a rabbit hole in Highschool regarding Alchemy and Magic, and can confidently say that what we engage with in TES bears no resemblance to Alchemy, OR chemistry.
On top of that, it's not really mechanically that solid to begin with. It lacks major decision making and selective dynamics that would make it a truely functional system, and is instead a slap-dash match the effect system.
The inability to select for individual effects, the inability to control potency, and the inability to control primary behaviours (Potion or Poison) are major failings of the system.
ESO kinda addresses this overly simplistic dynamic, using Water as an ingredient to gate potency, but I think it's using it for the wrong role.
Waters role in the final product is as the Solvent. Which I think is a good way to inject clear control over what you're making. Make Solvents an actual component, which dictates the base behavior of the product.
Water makes slow-acting elixirs.
Tars make Poisons.
Alcohols make Potions (there's a reason for this).
Oils make grenades.
That way you have clear and explicit control over what type of end product you're going to make. No more mixing 2 things and it coming out as a poison when you expect a potion (which was rare as the system prioritises the positive stuff over the negative when you have counter pairings, but could happen).
it is what it is, do you have any ideas how to make it more intersting? we could have mini game where you have to crumble or squeeze or boil some ingredients before cooking, i think it would be fun couple of times, but then it will get really annoying imo. because it will take half an hour to make few potions
remember elder scrolls is not a simulator, difficult and realistic systems will reject a lot of players. so idk how to make alchemy simple but interesting
or they can just add a new button in alchemy menu where you choose if its potion or poison, because basically the only difference is if you going to drink it or put on a sword
i dont think it will change the system that much, it will still be slap-dash match the effect system but with one more ingredient
i need to check how it works in kcd because this is the best example of good rpg at the moment
kcd has it literally like this, which is too complicated for the elder scrolls
okay i will come up with a good idea later
i came up with a good idea
it is your idea actually but i expanded it i think
we should have a cauldron in which we will cook our potion soup. Step 1, choose a base, liquid for drinking, thick for spreading on weapons, something in between for throwing. Step 2, processes the ingredients, you can divide any ingredient into sub-ingredients, each of which will contain one of three effects. (yes, 4 different effects for one plant are too much). Step 3, mix the ingredients: let one pot hold up to 20 ingredients and you can stack the same ones. The strength of the soup's effect will depend on the proportions of the ingredients. For example, we pour water, and 20 petals of Blue Mountain Flower. We get a 20 hp healing potion. Example 2, pour water, 10 petals of Blue Mountain Flower and 10 fins of Histcarp. We get a 10 hp stamina recovery potion. And most importantly, what determines the strength of the potion? From the ingredients, let the Blue Mountain Flower give 1 hp regeneration, and the Daedra Heart 10 hp regeneration.
maybe the last part is already working like this i don't know for sure
no i checked wheat and daedra heart have the same regen level, should be fixed
@feral viper what do you think?
i feel like i occupied this chat
Nah, just at work. I'll get back in a few.
My favorite crafting was in Vanguard: Saga Of Heroes. But possibly it might be too complex for TES. https://vanguard.fandom.com/wiki/Getting_Started_(Crafting)
Yeah, but that doesn't mean we can't look at it for inspiration.
I have played with similar ideas in the past, so I think you're on the right track, personally.
Why bethesda is hiding the location of the new game?
Everytime when anyone asks Todd Howard about it he refuses to answer
Whats the point to keep it as a secret?
Because they've already made the first mistake of dropping ES6's announcement too early - that's why we're in an endless loop of speculation. They're probably nowhere near finished - drip feeding info will likely generate really high expectations b/c of how long we're waiting, it's happened to countless games.
Also possible they don't have anything completely finished, or finished enough they want to showcase it right now (or that it won't perform well). We've seen some behind the scenes for CK2 from Starfield and whatnot, face-scanning, etc. So maybe the time isn't right?
We are already have high expectations. 13 years passed after skyrim, this game must be significently better and not be another starfield
Maybe you are right
But the game was in development not less than for 2 years and fans are starving. So that would be nice if they tell us the name of the game at least
Well, there were rumors that they going to tell something this july on xbox presentation
No expectations to have until we see something.
if no spears we riot (by buying the game and enjoying it anyway)
I kinda wish all weapons from previous titles to make a surprise return, but I doubt that.
Spears & Flails would be great in TES6.
awawi
but yeah honestly we need "new" stuff (they can keep the smaller categories still)
like blunt can have maces, mallets, sticks and cudgels, and still count as blunt stuff
Honestly, we only need three melee skills. Blade, Blunt, & Polearm.
honestly yeah lol
idc if glaives and spears have the same animations tbh, fists literally have their own animation set
Oh, ye'h. Hand-to-Hand will be it's own skill too, so that's four melee skills. Still, you can easily cover everything.
Blade will be for swords & axes.
Blunt will be for hammers, maces, etc.
Polearm for Spears, Staffs, Halbreds, etc.
Hand-to-Hand is obvious.
Marksman can still cover Bows, Crossbows, and thrown weapons.
that works yeah
I'd still prefer levelling them separately but it's easier to code that way probably

It seems like something dissapeared
Deep breath
1 Handed Weapon
2 Handed Weapon
Marksman
Hand to Hand
Those are ideal.
Why? Because each Skill represents not a specific weapon type, but rather a general way of fighting. This allows for you to cover the skill overlap of particular weapons, while also maintaining diverse gameplay dynamics.
It's not entirely accurate, as there's actually huge overlap between 1 handed and 2 handed fighting, as well as unarmed and fist weapons, but...
The problem with weapon specific skills, is you end up with a lack of logical overlap. There is no reason a Swordmaster should become an incompetent moron the instant they pick up a 1 handed mace.
Weight distribution and finer points are going to be different, sure, but food work, posture, general stances, etc. are all going to overlap.
So, you use Skills as generalised categories of broad approaches. You then use Perks within those skills to specialise.
This is the real brilliance of Skyrim's system, which was hamstrung by the visual choices of the Constellations.
The visual choice of the constellations was great artistically but definitely had its functional drawbacks.
Yeah. The glory of the system is it allows for specialisation WITHIN skills. Which means you can have millions of possible permutations depending on what you want your character to be.
I think a causal application of the Elder Scrolls aesthetics would work better in future.
The sort of fractal, runic starchart instead of a specific constellation
If we think about skills i agree. Lets imagine bethesda will add actuall skills in skill tree instead of damage buffs. So in this case it is more logically to have same skills for one handed sword and one handed mace then for one handed sword and two handed sword
But then spears must be separated tree, because i cant imagine same skills for claymore and spear
If we believe leaks they will probably remove it at all and make xp system like in fallout 4 and starfield. Then it will be possible to make different skill trees for every type of weapon because player wont have to use it to have progress
I think there's room for those sorts of things too, but they need to be handled smartly. A 10% damage bonus isn't going to mean Jack squat, and just serves as a sink.
A 25% bonus has more impact, but alone becomes too automatic.
A 25% Damage Bonus, a 25% Attack Speed Increase, and a 25% Criticism Strike Bonus though...
If all 3 have 5 levels, that's 15 character levels to complete just 3 Perks. Which in isolation is fine, but if you've got dozens of hundreds of perks, that's a lot of direct investment. Having more exotic Perks, like specific moves (Techniques) and peculiar interactions, suddenly it becomes less 'How quick can I complete this' and more 'What can I get away with so I can invest in other things?'
Similarly, despite the Gygaxism, 1 handed maces actually have more in common with 1 handed swords, than they do 2 handed maces (which were incredibly rare anyway). So keeping things to 1 and 2 Handed is both more realistic (though still not actually very realistic) and better for gameplay design.
As for this, I hadn't heard that rumour.
If true, I'll be bold and say that would be colossally stupid. The Learn By Doing approach to TES is about the only defining characteristic it HAS. Doing away with that would strip the last bit of soul from the franchise, and I seriously doubt Bethesda is totally oblivious to how iconic a characteristic it is.
Also, of note... No one uses Claymores and other 2 Handed swords properly in Fantasy anyway. They were more often used more as a short versatile Spear-Axe hybrid, with the largest 2-handed Swords literally being welded like spears (hence why Zweihanders had the foregrip).
2 handed Swords have always traditionally been more short-hafted, long-headed spears.
if you dont now how to improve the system its better to remove it imo
this skills stuff has several big issues
- progress slows down too much when you reach 90, and to get 100 is a torture. And this type of progression is not suitable for skills that you cant use in your normal playthrough often. To normally progress pickpocketing you have to stop playing the game and go still money from people. To progress smiting you have to stop playing and go to make 1000 daggers. To progress conjuration you have to use soul trap on a dead crab for half an hour. It must be redone or removed because the way it works is bad
- you cant rebuilt your charater without starting a new game (in skyrim) because using low level magic when you at level 50 isnt fun
- you just stop leveling up when your main skills are 100, so if you played all game as a warrior you are forced to use magic to level up more
for me fallout system is much better than in skyrim, because
- it has attributes that give passive bonuses
- i don't have to make 10 000 grenades to level up chemistry
mod Ordinator is a good example
not the best, but its the way they should work on
ironically you chose the worst two weapons to compare
you can use claymores like spears well enough lol (or was it great swords)
1: Yes. That encourages specialisation and discouraged being too broad.
2: Again, that encourages specialisation And discourages being too broad.
3: Initially yes, though that changed with the Dragonborn Patch. But again, that encourages specialisation and discourages being too broad.
IN FACT, point 3 was what made it explicitly impossible to master everything in Skyrim (prior to Dragonborn) for the first time since ARENA. Contrary to what the Jack-of-all-trades complaints about Skyrim were, it was objectively impossible to master everything.
Now, I'm of course biased. I don't like EXP systems in these sorts of games. They're arbitrary nonsense which just lead to relentless grinding to progress, rather than forcing you to engage in relevant activities.
I can play Fallout, and max out all my Melee Perks without ever punching someone. It's ludicrous.
With Quest for Glory long in the ground, TES is really the last of the Learn By Doing RPG games out there. Getting rid of the last mote of identity is had left, and just jumping face first into the slurm of generic RPGs, would be a mortal blow.
Kinda like that one movie where the old man gets turned into a hand puppet... A lifeless facade for someone else, devoid of identity.
I really hope they don’t implement a casual experience system in TES VI. I doubt they will, but there’s always a subtle worry in my heart that they’ll oversimplify.
@tight charm sick Nerevar av
Thanks! It’s the anniversary art BGS posted.
It is impossible to master everything in fallout 4 too, and it has specialization as well you cant have all skills, but it doesnt have issues from skyrim
When you have to make daggers and then enchant them, when you have to beat shadowmere and when you have to spam spells for 30 mins in it also grinding to progress
The solution would make skill level up more smooth and less grindy not remove the whole system in general.
It's admittedly been about 2 years (just before Starfield) since I played Fallout 4... But I wasn't aware of any mutually exclusive perks in the game.
the only perks like that in fo4 are quest ones lol
there's something funny to me about how a lot of the work is done by fans
Sounds like to me that you just don't like RPGs.
I like having skills, I want to be able to grind them out, and get better at skills. Then level up to make my stats/attributes stronger as well. It's fun.
Only ones I can think of are the ones in CHA tied to player sex.
I like rpgs but tes level up system is just not well made, it needs some changes
If you know how to make it better and remove grinding, you should write it, so bethesda can think about your idea
I want what Oblivion has
Not the best too, all abilities upgrades passively, and its boring
But yes, they should definitely return back attributes, thats one of the main things in rpg
And they have to be usefull in dialogues
I remember joking around TES6 taking 10 years when the announcement trailer came out but I don't think it was a joke lmao
Average bethesda stuff I hope they don't butcher the game when they release it in 5 years
Yup. It's a big lingering question - can Bethesda still make the magic happen?
Only one way to find out!


Agreed. I actually think Oblivion is hands down the worst expression of the Learn by Doing system.
I think a major problem with TES' approach isn't the system it's self, but rather what some of it feeds into.
Ultimately, Skills need to be Activity Oriented. The Activity is what drives their progression. So it needs to be diverse enough to not feel monotonous, while being focused enough that it doesn't cross into other Skills and what they do.
Sneak, for instance, is often impaired by Armour. Light Armour constantly infringes on the Stealth activity, taking away from Sneak and it's identity..
Smithing is the opposite problem. It's TOO focused, TOO limited in its identity and activities, that it becomes monotonous.
if sneak levels up when you deal stealth damage why conjuartion doesn't level up when your summons deal damage
thats weird
Because the actual activities are very poorly thought out.
Beyond hitting things with Weapons, Bethesda seems to struggle to figure out what activity should fit with what Skill.
For instance... Moving.
Seems simple, right? Well, the overlap between the function of Moving, and the function of Moving in Armour, is part of why we lost Athletics.
Because you basically had two Skills feeding off the same activity.
So it was made a feature of Armour skills directly instead of that crossover.
Rather than, you know, develop more relevant activities to clearly define both.
So, I think that having a clear idea of the Skill you want, and what they do, is actually an important concept stage. It informs the type of activities you want to include.
Unfortunately, based on what we are told, we are probably well past that stage in development. And adding new activity systems is complicated after the fact.
they tried to add more skill activities in starfield
didnt work, most people complained about it because it was grinding
what if we separate those things. we have xp for killing enemies, doing quests etc and we can use xp to expand attributes (strenght, agility and all that). But we will have activities for skill branches not related to xp. Like if you kill 100 enemies with a sword you will get a sword skill point. If your flame atronach killed 100 enemies you get conjuration skill point . Not the best activities i made here but the point is they must be implemented in gameplay well, so player wont have to grind it. It should just be reached automatically
it is like an idea of how to make system from starfield better
because idea was good, but how they made it is not
for example "Fall below 25% health 15 times and fully heal". you wont do that if you don't know you have to
Successfully Instigate 50 different people. Same thing
and what are this tasks for if you still need to level up for this
I'm pretty sure light armor has no effect on your stealth in any Elder Scrolls game. It's when you wear heavy armor (or medium armor in case of Morrowind) is when you get a disadvantage.
Fair enough, double checked and you are right.
Still hate the divided armour classes (It has a U in it, you heathen colonials) but that is one criticism of it I will drop.
Excuse me, I'm an American heathen colonial 😂
You shall henceforth speak the Queen's English. Our eternal Queen Lizzie, hallowed be her Corgis.
Nevah, I is a true American 😂
I often see in youtube comments that people request to have a whole tamriel in the next elder scrolls game. I always find it weird. If they make a whole continent in one game no one will ever explore it, so it would be just wasting of resources. You can check skyrim achievment statistics, only 30% players cleared 50 dungeons, which means majority of players have seen like less than quarter of the game. Its already big enough that most people dont see all content. So i dont understand why people want the next game to be even biger, it just doesnt make sence.
What do you all think about it?
Es6 do you think that they’ll support by adding DLC size creation club content or just DLC kind of like they are doing for starfield
I have long been of the opinion that the whole of Tamriel would be terrible to the point of stupidity.
