Radical Elder Scrolls 6 Ideas | The Elder Scrolls Podcast #62
Вставка
- Опубліковано 11 вер 2021
- WELCOME to the Elder Scrolls Podcast with FudgeMuppet. In this episode, Scott, Michael & Drew talk all about radical ideas for elder scrolls 6.
MERCH: teespring.com/stores/fudgemuppet
LISTEN ON THE GO:
SPOTIFY: spoti.fi/2ZxiyO7
ITUNES: podcasts.apple.com/au/podcast...
HELPFUL LORE VIDS:
Dragonbreaks: • The MOST Confusing Con...
Godhead, CHIM & Amaranth: • There is Only ONE God ...
Complete Guide to Gods: • The COMPLETE Guide to ...
SOCIAL MEDIA:
TikTok: / fudgemuppets
Scott: / newberrycrunch
Michael: / oldberrychew
Drew: / drewberrymunch
Instagram: / fudgemuppets
Facebook: / fudgemuppet
MERCH: teespring.com/stores/fudgemuppet
Patreon: / fudgemuppet - Ігри
It would be pretty radical if it actually lived up to the insane amounts of hype over a decade of anticipation created
What hype? The trailer was three years ago, and it didn't even tell us the story's location.
@@badluck5647 the hype from it just solely being a elder scrolls game? you do realize that people will have expectations of it just because it's in an already popular series, right?
Playing Kenshi, based
No, you can only have another release of Skyrim!
@@gaywoman420 Expectations like it being a buggy mess on release?
The true hallmark of TES
*"I've said it once, I'll say it again: WE NEED SPEARS! Any kind of Polearm, Bethesda please!"*
True that
BIG FACTS
Dude imagine the kill animations, spearing someone and holding them in the air before tossing their corpse aside, or thrusting it through them and then pulling it out the other side, or driving it down their face into the earth to the point where their corpse crunples along it
*Elder Scrolls VI protagonist somehow comes into possession of Muatra while roaming some ancient Daedric ruin on a quest for a priestess of Molag Bal*
I always thought the length of spears would be impractical for animation, but the new Assasin's Creed did well with spear combat.
At this point "not Skyrim" would be a radical idea.😉
Skyrim Legendary Anniversary Collectors Edition coming out before 6
what do you mean TES doesn't stand for The Elder Skyrim 😲
@@karolfortuna8522 No, actually TES stands for "The Easiest Shit" ... That's why Skyrim and Oblivion had those ancient toilet paper rolls with their immense magical abilities and all that prophecy surrounding them.
Also "not Fallout 76."
Have you seen some of the latest animation amd combat mods. Its literally a new game
I don't know if this is a radical idea but I would like my hoard of treasures and curiosities to remain static when I place them in my home. Oblivion and Skyrim made me so mad whenever I opened my front door and all my decorations just explode across the room.
That has to do with the house cell resetting, if you don't visit the home after a few in game days the interior resets with the original items returning to their original locations barring mannequins, display cases, and book shelves. My mage character had a Hearthfire house that I turned dwemer museum. I replaced all of the normal urns, silverware, bowls, and general clutter with dwarven versions and after a few days the house cell had reset and a bunch of junk went flying everywhere.
I'd also like a search function (as a quality of life feature) where I can search throughout my property for a certain object, and to be able to name containers. I have enough trouble finding stuff in my real house without needing to check all the drawers across multiple properties across Skyrim!
100% facts dude! I never decorated for that reason.
@@themischeifguide and i loved decorating in morrowind becuse of that
@@antiochus87i was thinking it would be cool if you had loads of loot in one house and none in the other to hire movers to move some artifacts or my oblivion character could do with transferring his 2000+ skooma bottles across his houses because I want to roleplay a skooma dealer/listener
One feature I think could be explored is how wearing different clothes or armor plays a bigger role in how certain characters treat you or how, say, you can’t effectively complete certain things unless you’re wearing the correct attire. For example it makes no sense to wear thieves guild armor while doing a quest for the dark brotherhood. Or how literally no one seems to care when you walk around in a full set of daedric armor.
This whole thought was inspired by how you’re treated when wearing the grey fox mask in Oblivion.
This could add a use for basic clothes other than armor, so going into town or meeting a local leader in noble's clothes could have people treat you well Vs wandering around fully armed and armoured. Perhaps add a style stat to clothes and armor so the best defense stats are scary/ugly to normal people, or you could dress as a stylish knight but with weaker armor.
New Vegas and Kenshi has a disguise system that is based on what are you wearing.
Weapon smithing that involves your decision on what the hilt should look like, the shape and size of the blade, and ornate detailing and all that jazz. Make it dependant on your smithing skill so you can only produce simply designs initially on common metals and then ornate, fancy/practical designs as your skill increases!
That's actually really great!
It'd be cool if you could use ingredients in smithing to alter the metal for the weapon, like giving it a different color/shade, lighter or heavier weight, durability, etc.
Cool idea, but these are the sorts of things less likely to be implemented. TES isn’t a smithing simulator, and the deeper into each individual thing they go, the more design space gets taken up that will probably be better suited if devoted to other parts of the game.
They don’t really have to give us that much customization to make it interesting - just a slightly wider variety of each type would be cool (as in Skyrim’s “Alternative Armors” mod).
It can also be argued that the armor and weapon sets have identity in their visual style, owing a lot of it to lore, region, and time period (setting). The more we can customize, even within those parameters, the less each armor set has its own identity.
@@AARon11414 mount and blade banner lord had this and that's definitely not a smiting simulator
@@NMahon sure but it also has little character depth and allows you to conquer the entire world. Its not a smithing sim but its also not a Elder Scrolls.
Have the Thieves Guild occasionally send a thief that actually pick pockets you unless you are part of them. Make the quest to join them be a long process that proves your skill in lockpicking, pick pocket and speech.
That sounds really troublesome, imagine if they steal a valuable piece of unique gear etc. I preferred the random encounters in the wild where they might try to rob you.
As for the second thing, I preferred the Oblivion questline for joining, I think there should be hoops to jump through but not overdo it. In general I think there should be a little more of that and relevant skills-based quests, but it should be a careful balance.
They might just steal gold and jewels
@@aleyoakenshield5384 That could be acceptable then.
@@antiochus87 And you could receive the notification that money is missing next time you barter with someone or sleep, and thieves could also try to steal stuff from your home, and you'd have an incentive to make you home secure and protect your valuables
@@aleyoakenshield5384 That could be interesting, again there should be limits though. For example the higher the player's Pickpocketing, the lower the chance, also if you're in the Thieves Guild. For the player's home it should also reach zero percent chance when the individual home has been developed enough. E.g. built up, defenses, hired housecarls/guards etc. Otherwise I can see this being annoying like in Fallout 4 where you could equip all your settlers with advanced weapons and armor but they still rely on the player to rescue kidnapped settlers and save the settlement every in-game week.
Scott; this is a radical ideas pod cast no bad ideas
10 seconds later
Drew: what about this?
Scott: no
I REALLY want spears back and more diverse animations between weapons and weapon types.
Listening to the part about leveling, my thought about the "level-by-point buy" vs. "level-by-doing" would be to have an initial point buy during character creation, then level-by-do throughout gameplay.
Yeah. Level by doing is more realistic
I always hated that if I pick a race it's already got certain skill levels makes it hard to role play a timid orc wizard when I've got all these points in the Marshall skills already!
@heskiador2752 I love that factor, I feel like it makes my character more unique. Most people will just min/Max, whereas being an orc wizard is more rewarding as I know it's more rare.
I like the idea of adding a bar/tavern fight system. Making brawls a mechanic you can use for blind fun. Also, I love these laid back discussions!
Drinking contests and games with various characters would be fun too. You could end up drinking too much, black out, and appear somewhere random with a mini event (jail for drunk brawling, middle of the forest naked with goblins stealing your s**t, plane of Oblivion)
1 minute in and when Drew uttered the word VATS, you can literally see the shock and realization "omg we're really going there" on Scott's face.
A system replace background NPCs (like shopkeeperals, Jarls, Stewards etc) when they die would be great. I hated NPC deaths from Dragon or Vampire attacks because their whole role im society would just fall away. If their child or a distant relative would move into town to pick up the mantle that would be great
I would like to name soul gems/black soul gem or automatically add the name if the captured npc soul. Having the soul of Almalexia was quite satisfying.
I really like the idea of being able to climb with relevant acrobatics/agility skills and being able to smash/kick down a door with high strength. The idea of being defeated but not killed in fitting circumstances is really appealing as well, maybe a somewhat high level highwayman placed on the road to a town you might visit early on could really fuel your desire to level your character and become more powerful and make you more aware on subsequent playthroughs that you might want to assess situations more often instead of charging in blindly.
I like the idea of choosing to start as a knight or a wizard with skills only in magic or armor and weapons, but there ALSO being the option to start as a traditional elder scrolls start.
I like specializing, if i wanna be a martial, i will be martial, if i wanna be a caster, i will be a caster
@@andrecosta8680 I prefer having the option to specialize _or_ mix things up.
I love the idea of an injury system with locational damage but without actually removing the limbs, and you have bandages or a poultice for wounds for alchemy.
I don't, I prefer the Skyrim system where it's more Health points system.
@@morrigankasa570 You'd still have health points, unless I'm misunderstanding you. Look at Fallout; HP _and_ limb damage.
@@TristenSarelvun I am saying I don't want any form of limb damage unless it only applies to enemies/NPCs. That you the character is completely immune to limb damage and scarring.
@@morrigankasa570 Just because your arm gets Crippled doesn't mean it'll be scarred or permanent; just use a stimpack/healing potion, and it's all fine.
@@TristenSarelvun still prefer not having it in game or it exists but only for enemies.
I actually think VATS would be a very “clean” way of doing Sword Singing. Obviously make it a tonne more stylish and fantasy themed and get rid of that fallout pip-boy rubbish and your left with a really robust system for sword singing.
Honestly I liked the idea of somehow having certain NPCs steal from the player. Like imagine building up a kingdoms type settlement and every so often a burglar sneaks in and steals a few valuables from the players chests and leaves behind some sort of evidence causing the player to go on a manhunt to get their items back. Would be sooooo fun
Code it in so they don't steal unique items and all you lose is some time.
You can play “draugr and drakes” which is a dice roll based tabletop RPG which allows you to play DND campaigns in taverns but your only choice for a story is tesv skyrim
Dnd 5e + Skyrim? I already played but not that
@@andrecosta8680 I think he means literally playing skyrim, in TES6, except there is the lore excuse of it being a tabletop roleplaying game, and you're just that immersed I guess.
That would be hilarious, playing on the rereleasing of skyrim on everything, and also a nod to something like Day of The Tentacle, which had it's prequel game Maniac Mansion entirely within it.
The last game is celebrating its 10th birthday and the next game is still many years off. Crazy.
2:00 They could call it the Very Accurate Targeting Spell (VATS for short).
Give this man a medal
Gopher has a mod called Pumping iron that changes your body proportions based in your skills levels. That's basically what you described.
Love these types of videos! I'd say more non-combat activities in the game could be awesome. For example, the crafting in ESO includes items that aren't weapons that are craftable, and activities like scrying and excavating for relics. It could be an avenue to explore more lore. That being said, if the setting for ES6 is actually the Iliac Bay region I could really be down with sea faring activities or deep diving for treasures
I kinda want a system like Assassin's Creed Odyssey, where you have a bunch of targets, and you unlock information as you go. Perhaps to replace the boring radiant assassination quests after the Dark Brotherhood wraps up. Perhaps the local Dark Brotherhood adopts the theory about the Night Mother being Mephala, and the UI for intel connecting targets is a web. Or the big twist (because there usually is a twist in the DB storylines) is that the leader of the sanctuary is a migrated Morag Tong, and still a Mephala worshipper. There's slight hints here and there drop fed along the way, but they keep it secret. Not just for self preservation, but also just because that's fitting for an acolyte of Mephala.
Player homes with multiple stages of upgrades and a staff agent you can hire merchants, guards and other services to live in your house
Wait... Isn't that just the hearthfire dlc for skyrim? Like, you get upgrades for your house, get to choose furniture and you can hire people. But I guess you'd want that in more fleshed out? I can see that
@@Bigslam1993 I think what Celeste is saying is like building a full manor, filled with staff. Not a small house with a steward and a bard.
@@Bigslam1993 I'm thinking something more like how Morrowind's strongholds and some of the mods for Morrowind played out and to be honest I haven't given hearthfire enough time of my day to have known that you could hire people
@@Bigslam1993 but yeah I do want to see it fleshed out, like having to pay your staff wages and give them raises for improved services, more functions (ehem bring back spellmaking) and situations where you would need guards to protect your property or your enemies might attack while you're gone.
Solving the settlement question is easy. Have just ONE location where you can build a town. You have refined Fallout 4 free building options, a couple of people to recruit and quest for, aaand bam you have an entire town to yourself that can be integrated into the rest of the gameworld and you don’t have to spend 60 hours just building settlements just to make the world feel populated.
I agree that the build-a-settlement locations should be very limited with an absolute max of 5 with 3 being my preference so you get some choice in scenery without taking away space for buildings and other map markers.
I always thought it was odd that both Oblivion and Skyrim start with a destroyed town but don't have you be granted the town to rebuild, it seems like the perfect home base plot hook.
So like Goldenhills Plantation but scaled up to a full town?
Radical ideas?
We should build a huge ghost fence around all of Morrowind and make the n’wah pay for it!
So make the Dunmer pay for it?
Lame
Make the scaley farm equipment pay for it
For the settlement building, I agree that material collection is a tedious process. an interesting work around might be something like Dragon Age Inquisition did, you should be able to claim a Quarry, a lumber stand, an Iron Mine. You hire miners, mill workers, guards to protect them, pay the kingdom taxes on the property you're developing and use the resources you gain from these to build your settlement.
I want a Kingdom Comes Deliverance system of armor , with lots of spaces and different types of armors + maybe ethnic armors : normal clothes under , then wool or linen gambeson and pants , chainmail shirt , chainmail pants , lamellar/scale/plate/brigandine torso , arms , legs , slots for jewels , and all of those being made from the materials in the world . Example : My character is equiped with normal linen gambeson , golden dwemer chainmail from head to toes and this normal looking yellow brigandine torso , but made with daedric metal plates inside .
I'd like to see difference in fighting animations when u reach sertain lvl points in 1hand etc. sneaking archery and maby even magic.
I think a cool idea to expand on settlement would be faction building, then you can actually recruit to your faction, decide what it's about, interact with other factions, etc. This would only work if it were MEANINGFUL and represented in the world, though. Like imagine being lawful good and creating a faction, that is basically a universal police force and then instead of engaging in the dark brotherhood and the thieves guild, you actually take them out, and they're actually just done, their questlines are gone. Like you could destroy the DB in Skyrim but it was blatant that Bethesda didnt want you to do that. Make destroying factions a thing, if you want to. Or making your own empire of bandits, and ruling the roads between settlements, or eradicating all the bandits, etc.
More than one visual version of different armor/weapon types, so that every steel sword doesn't look exactly the same and you don't have 6 identically dressed bandits attacking you.
Radical idea: Take all the good stuff/underdeveloped stuff from Morrrowind and actually use them.
Which things?
If Bethesda took at least one page from Kenshi's book the next ES could be HUGE
Who is Kenshi?
@@andrecosta8680 it's an amazing indie rpg-rts hybrid. It gets mentioned on the podcast a few times. I recommend watching the Sseth video on it and play it because there's no game like it really.
Radical idea for ES6 - the game begins with the character waking up in a prison cell from a dream that they were the dragon born...
Or a wagon
@@KRisziFicaTion The Legendary Wagonborn 🤣
Dragonborn enters the jail, with two Lydias acting as guards.
Dragonborn: It's you. The one from my dreams.
@@spencermorgan2281 The Lydias are prison guards, there's no door to the cell, just the Lydias standing in the doorway & that's the entirety of the game.
Or it begins with the player as a prison guard telling someone hes about to be sent to execution 🤯
Bring back hand to hand combat skills and perks. Nice combos with multiple finisher cutscenes for all the different moves, like at higher levels bring in head kicks , you could tier it with higher acrobatics and such
Calling it now: in ESVI the Adamantime tower is destroyed, creation bursts into a million little floating islands and to travel to each of them you'll have to pay $1,99
I really liked the companion skills and reputation systems from Outer Worlds. It helped me understand more about companions as characters and unlocked special skills for them.
On the climbing conversation: I've just started Daggerfall recently and made a Khajiit Catburglar that uses the Climbing skill and it's been extremely fun
5:50 absolutely love kenshi, im actually playing it right now with the podcast running in the background
One feature I'd like to see is being able to take prisoners. In Skyrim bandits beg for mercy but there's no way to give it. What if it was like Red Dead Redemption 2 where you could tie them up and take bounties back as an option or requirement on some quests? It could also allow for some really funny situations, kidnap a noble and trade them to Molag Bal for his boon for example.
What I would love to see is more quests involving the craftimgs skills like smithing and alchemy. When you reach a certain level you could trigger a quest that leads to an artifact that is an ancient smith's hammer or the mortal and pestle of a legendary alchemist. Those artifacts would allow you to create weapons and potions that are stronger than what you would normally create or improve.
Alchemy and smithing quests involving the Dwemer would be awesome 👌 imagine building your own Dwemer Centurion...
I’d love an episode on the wildlife of Tamriel maybe even some cryptids there’s bound to be some
There's alot only mentioned in lore, like fairies, sea-drakes, oddoaks, basilisks, Yokudan war-horses, gooblets, root worms, hydra, wolverines, goshawks, mermaids, kollopi, reekers, river droops, porpoises, narwhals, were-crocodiles, were-sharks, were-vultures, were-lions, pollywogs, Isgareth bees, hippogriffs, Ithguleoir (a mythical leviathan), hedge geckos, the list goes on
@@AngryCanadianGoose95 thank you there’s more than I’d even have thought.Now I really want an episode on this!!
I want more options for armor designs for people who master the smithing skill. So you have armor designs and you could use different materials to make the same armor. So, for instance, glass armor is... not my favorite aesthetically, but what if I wanted to use glass but with the style of the ebony armor. What if you're playing a Yokudan, but you've worked in High Rock for years so your armor is a mesh of materials and designs from both High Rock and Hammerfell. It's a way to increase roleplaying and combine it with actual game mechanics.
I agree to an extent but can't have it go overboard. So perhaps instead every tier of Armor has 3 lvls of weight/protection Light, Medium, Heavy. But similar aesthetic for all materials of that Tier.
Absolutely love the Fable acknowledgment
Me too, though Fable 3 is better then Fable 2 mainly cause your Dog doesn't die. That was the saddest moment in Fable 2 when they killed it:(
Sad indeed! Couple ways around that, of course. Fable 3 will always be my least favorite of the trio. Still got love for it, though
@@D_Pellagrino why is Fable 3 your least favorite?
Compared to the RPG elements in the prior two, I felt disconnected to my PC in 3. While the silent protagonist in 1 and 2 were more customizable and greater reflected your actions/styles. Where 3 there were little changes to your appearance, despite being a god of strength, etc. Plus being fully voiced with limited options put me in a role as an observer, not a participant in the story. If that makes sense. I still greatly love the game in all sincerity, but I consider 1 and 2 to be memorably cheeky RPGs. 3 will stand in my mind as a very enjoyable action/adventure game featuring some of my favorite actors!
@@D_Pellagrino ahh well I get your point, but in my opinion Fable 3 is still better because of no Dog Dying and I loved actually being king/queen of the realm.
I am 1000% on board with climbing and levitation. I'm sure Bethesda can find it in Microsoft's wallet to include some actual level design for once.
interestingly enough flight or things of the sort aren’t beyond Bethesda’s capabilities - they just haven’t included such in the past because of ways they’d prefer the player to explore their world and how they designed their world in the first place
that’s why Fallout games don’t have cars
they want you to explore the world
@@umanuu Yeah, that's wrong. Has nothing to do with exploring the world, but to do with hardware limitations. Levitation was removed in Oblivion because consoles couldn't run with open cities like in Morrowind, and vehicles struggle in Fallout to the point where, even the best example of vehicles in a Bethesda Fallout game (The Frontier mod for New Vegas) still can't get them right. It's a console problem that makes these features get the cut, not an exploration problem.
Besides, if it was an exploration problem, why does fast travel exist? What's the point of exploring if I can just teleport to the target location instantly?
@@mortemtyrannus8813 guuhhhhhh true
Here’s one…tackle two provinces, both High Rock and Hammerfell! I’ve heard some people don’t like this idea so it’s a bit radical…
On an off topic note, you should do an Ideal Kotor Remake video
This would be a delight if done right. Both peoples who want one or the other would be pleased. I prefer high Rock, while others want Hammerfell.
@@LandStrider23 the moment the name is announced then we will know if there are multiple regions
@@corkie873 my theory is that ESO is a modern take on Arena and TES6 will be a modern take on Daggerfall.
SPEARS I NEED SPEARS IN TES 6
Lol so
Scott at the beginning of the video: "We're going to try and indulge in them, work with them, instead of going 'ah, nah, no way"
Scott, first topic: "ah, nah, no way!"
I think both Scott and Michael were pretty bad with shooting things down instead of trying to entertain them. They tried! But couldn't resist going "that's not elderscrolls / too impractical, wouldn't want the devs to put their energy there".
Whether it could be pulled off right isn't the point of this podcasts subject, I thought?
@@FaqSands yeah I was really excited to see them just take off. My first thought was V.A.T.S as a spell lol like, simple enough right? There is so much room for possibility.
a podcast where you guys rank the armor sets from each game would be cool like comparing all the games versions of daedric or ebony
What if Elder Scrolls 6 had a target-locking system for melee? Like in kingdom hearts?
Or if it had just smoother 3rd person controls for more platformer-style skill puzzles, combat, etc. Basically all I ever do is ranged in skyrim, because of the combat system. But there are games with really fun melee combat systems, or puzzles that wouldn’t work in elder scrolls interface
Headshots! I was tired of seeing an enemy still being able to run up on me hella normal with three arrows sticking out of their heads.
As if stealth archery needs to be more broken😂
I haven't thought about Elder Scrolls in a long time but I was in the mood and it's cool to see you guys keeping the hype alive.
Starfield will give us so much information for es6. They are developing a lot of new things for the new engine and starfield will be a prime example of what will be possible. I'm personally pretty excited for starfield itself. But then we will know around about what to expect for es6.
I had this same thought process when RDR2 came out. The detail in the game was insane, so I can only imagine how the next gta will be (if it ever releases lol)
Almost the reverse of a “Skyrim with Guns” scenario
I honestly hope they recruit Arcane Studios to help them improve their game feel. Dishonored is so buttery smooth.
If they implement a settlement system I’d like to see a drag and drop option for placing buildings, paths, fences etc. Upon receiving the plot of land you receive a parchment with a map of the area that you can move buildings around on, once you’ve decided on the location of your next building construction begins. The construction time depends on the size, materials used and settlers. A settlement with 20 people in it can construct faster than a settlement with 2.
A way to create income such as a mountain to mine or a river to build a mill on where you can leave the settlement in the hands of a trusted companion (they never betray you) and return to a cache of gold. The wealth of the settlement would reflect in the settlers with them wearing more jewellery and fine clothes. Of course a wealthy town would attract bandits so a defensive force would need to be employed. Which you would have full control over, do you employ Dunmer sorcerers to deploy walls of flame or steel clad Nords to protect your settlement?
I would like to have a buildable home. Like a mix between fallout 4 settlement building and hearthfire home selection. I’d like to be able to construct (akin to Skyrim’s building, and not F4s build each wall individually) my own home area. Like a small castle and maybe a guest house or stables. And have multiple across the map like F4 settlements
I would really like to see like weapon materials affect appearance , like choosing what was used to make a sword, wolf hide and steel, the hilt has fur and the blade itself has like wild etchings in it, or enchanting might add runes or daedric writing
Yeah having a more in depth style system like in ESO would be very fun. Perhaps a crafting system similar to Bannerlord?
That sounds good to an extent but would take up too much data/memory. So perhaps it adds the Runic writing perhaps and possibly a color change/elemental energy perhaps similar to Dragon Age or Kingdoms of Amular.
@@morrigankasa570 it would mostly be a reskin, a lot of games already do this I feel like it wouldn’t be that much extra
@@titularsidecharacter6267 but for a console it's far rarer/more difficult to do so. If on PC then far easier to do so.
@@morrigankasa570 fallout 4 does this with weapon mods, why can’t it be done with steel hilt, leather hilt, ebony hilt? Current gen consoles are also very capable.
I would have LOVED the spells of templar nightblade warden and psyjic skill tree magics in TES6. Stoping time is already a thing.
Indeed, before ESO even Skyrim experimented with those concepts. Not only with the "Slow time" shout, but also the "reflex" and "precision" perks in the block and archery trees. It would be cool to see the ability to become a time mage or something in Elder Scrolls VI. Of course some of your enemies could use these spells against you as well, setting up some really interesting boss fight potential. Could make the return of the Despell spell very useful, but costly.
"I've been playing this game called kenshi..."
*ears perk up* there is another!
Some sort of a simple directional combat system with parrying would really liven up the combat.
I really wouldn't mind the increase in the importance of player skill as your stats would still be determined by your character and I feel like the improved gameplay would out value that negative. You could even add some success chance etc. to the parrying to make it less op for veteran players.
37:33 Okay new Skyrim build idea: Rohneel Colmam, a very muscular Redguard Dragonborn who started out as a Hold Guard, with the sound files for shouts replaced with "LIGHTWEIGHT BABY!", "YEAH BUDDY!", "LET'S GO!", and "Ain't nothing but a peanut!"
LeightWEIGHTTT
V.A.T.S. in TES sounds like it would be extremely jarring. The ability to slow time while aiming or blocking is more than enough; they just need to expand upon it and polish it to where it isn't broken.
I would really like if you could organize burials for fallen NPCs (followers, normals npcs and even Enemies you respected). It would feel so much more like closure than just leaving them lying in a dungeon. Plus you'd be able to visit and decorate their grave and pay respects.
Get this - A release date.
I know, I know, it's a bit of a wild idea, but I think it's doable.
I always wished I could assassin's Creed climb in solitude, Windhelm, and markarth
All fun and games until you get drilled with arrows trying to climb to escape an enemy
Tht could be cool for the dark brotherhood. You’d be forced to be tactful and sneaky..
On the subject of destructible environments and climbing, it seems you were avoiding it since it was talking about stuff in 6: I feel the best way to include them would just be a spinoff game of a different genre, set in Tamriel. Imagine being lost in the deepest parts of Valenwood, or magical divers/salvagers above the ruins of Yokuda.
I think Drew’s “VATS” idea could realistically be done with optional finishers by interacting with low health enemies. It could just make your character swing their weapon, pull back their bowstring, or charge a spell and then it goes slow motion, and you get stylized icons on the enemy’s head, torso, and each limb and depending on which you choose during the slow motion sequence there could be different finishers
30:31 my oblivion play through is a Breton war mage who was brought up in a nord bandit clan, but the explanation for how he ended up in the cell with mediocre skills is that he was exploring in a necro cave looking for gold or food or loot to sell for the former, when the mages guild raided and upon interrogation they realised he wasn’t involved, so they wiped his memory of the interrogation and stripped him of his magical prowess which he had to restore through advanced secret mysticism (scroll magic)
Reaction 2: 47:10 limited saving doesn't work in a game we all love to mod. Even with a good load order--or heck in vanilla this is bugthesda--there are wayyyy too many freezes and ctds for that to work. Only part of fo4 survival I always mod out is the save limitation.
Things like randomly generated names, the nemesis system, detailed randomly generated quests... Sounds a whole lot like Daggerfall. I'm into it.
i’d rather have settlement building stuff added in a dlc tbh i think it would be best for the game
If you want to put in Magic Prosthetics, make it where you help a mage who invents it is in the game, and you help him as part of a quest line.
I would be fine with settlements if it works more like Blades town hub thing but more in depth. And if you were like the Baron/Baroness of it and you could appoint certain npcs or companions to certain jobs or positions.
the two things that drove me to Elder Scrolls more so than any other rpg series were first person view and level by doing which both dramatically increase immersion for me...if these change i honestly dont know if i would still play the games as strictly rpg-wise speaking there are way better games out there storywise
Love being able to switch between 3rd and 1st, only other game that I can think of that lets you choose when to switch is Minecraft. Use both about equally.
I wish there will be an option to build a village, in many areas, customize and design it, recruit people to your village, give them jobs and lvl up their skills.
that might happen which is why i think Hammerfall will be a desert (if elder scrolls 6 does take place in hammerfell)
Oh yeah I would love that, like the settlement system from fallout 4
"A nearby Orc stronghold needs your help! Here, I'll mark it on your map."
I would want it to be less like the fallout system though, I want it to be more like hearthfire but expanded
Orc stronghold would be cool or have one race have a tent or hut like dark elfs having a mushroom hut or a nord in a shield shack and kinda like fallout in the way you can place things but you select them first and different places different things more uniqueness etc
I'm 100% Down to play as an Elder Scrolls version of Edward Elrich with a prosthetic dwemer arm
Remaster the craftsman build, it’s such a good build, An old respectable orc with a awesome play style, swapping your weapon depending on your enemy
I like the idea of limb damage, especially if implemented correctly.
I’ll give a play through example: You are sneaking into an abandoned castle, you spot a bandit, you shoot him with an arrow. Instead of dying, he falls over, grabs his leg with the arrow sticking out of it, groaning loudly, calling the guards. One of the guards applies a bandage before they search for you. You have however crawled up the wall, distraction worked perfectly. Later you sit at a bar, a town guard limps past you, saying, I used to be an adventure like you, then I took an arrow to the knee.
Everyone hyped for November, when Todd sells us Skyrim again, I’ll be buying my 15th copy
A magic perk that lets you temporarily possess any random animal to gain that that animal's POV for the purpose of recon (or any purpose you choose). Example: you could possess a hawk to fly over a bandit camp before you infiltrate it. You don't gain any damage but you gain knowledge.
YAY! Another podcast! Also I hope there are spears
NazeemRim. It takes place in the Cloud District.
Also: if you shoot anyone in the knee, they immediately leave the fight and go become a town guard.
I think it's time for a new magic system, something creative (e.g. Invoker from Dota). Likewise I think they could make crafting a little more interesting than "bring ingredient, make item", like Alchemy should actually require some experimentation. Also it would be nice to requisition ingredients - I'd rather have my followers pick flowers and mine ore (or go buy some from the market) than follow me around and I'm tired of doing those things myself.
Maybe I just have Dune-brain but if we are romping around the Alik'r in ES6 I think some survival mechanics would add a lot of flavor. It always felt weird to me that gameplay in the frigid north of Skyrim was functionally identical to the more temperate South even though you're frequently fighting the middle of a blizzard. Leads to some interesting RP choices too - do you ride a camel that carries more water, or a horse that's faster? FNV had a toggle for those mechanics, if you don't like them easiest thing in the world to turn off.
It's not a radical (more reacitonary) idea but bring back utility magic that lets me run faster, jump higher, etc..Morrowind let me feel like an actual master wizard like no other game has, not because I did massive damage but because I flew everywhere and could breathe water.
You all talked a bit about this but having a time component would be really interesting. Don't deal with the necromages summoning Potema? Well now that whole area is crawling with zombies and the cave just got a lot harder to clear out. In conjunction with this I would want to remove the "leveled world", at least to some degree, and let areas naturally grow more dangerous as threats go unattended.
You also talked a bit about roguelikes - I think there is an opportunity to encourage people to make more RP-like playthroughs and less "go everywhere do everything" PCs by having a meta-game of unlockables for new playthroughs.
Take Dragon Age: Inquistion, choosing between Mages and Templar at the VERY START of the game gives such a monumentous impact on the overall experience you have. I wish they had something that drastic in relation to Skyrim with the Stormcloaks and the Empire.
Fallout 4 Sim Settlements 2 mod is an awesome overhaul of settlement building and the story is good too.
"Find a hill, become a king."
Literally.
Not a settlement system per se, but something closer to Skyrim's Campfire mod, with a dash of C.A.M.P. Since we're anticipating High Rock, if not a whole Iliac Bay region, it would make more sense here than anywhere else in Tamriel to have a "kingdom building" system, where most of the map is available for you to start building your castle . . . but you only get the one.
Bethesda better give an actual trailer with the release date at the same time.
This is a long shot but I would absolutely LOVE an elder scrolls where they actually hire writers that can at least keep questlines consistently logical.
Elder Scrolls fans: Release Elder Scrolls 6!
Todd Howard: Did someone say Skyrim on the Apple Watch?!
🤣🤣🤣
Fingers crossed for the Atari 2600 version 🤞🏻
Bethesda: Releases an updated version of one of their best-selling game
Salty 'fans': "Ugh! Time to reuse shit memes again!"
Yuh
Regarding the Settlements/Hearthfire-esque elements, I have always wanted the ability to buy, rebuild, and resettle ruined forts, ruined villages, and/or dilapidated estates.
They could certainly restrict which forts, villages, and estates could be purchased, and then combine some of the better and most appropriate elements from Hearthfire, Fallout 4, and even The Witcher 3: Blood and Wine (in which Geralt is bequeathed and can restore the Corvo Bianco estate in Toussaint) in terms of game mechanics and how it all fleshes out.
Example features:
From Hearthfire-you could choose from a number of options what you would like to go into the restored fort, village main hall, manor house. From Fallout 4-you could choose freely where new buildings are to be built within your property boundaries. From Blood and Wine-you could leave a "majordomo" (and foreman) in charge of the project in your absence, and over time see workers going about and progress being made incrementally with successive visits until the work is complete.
And if you were rebuild a fort, you can use it as a player home, dedicate it to a guild for use, make a base for your own order of knights if you gain a title of nobility, etc. For a village, you obviously would be its new mayor or alderman and repopulate it with NPCs of your choosing over time (companions, homeless beggars if you're charitable and want to give them a new lease on life, etc.). For an estate, you could then hire workers of all sorts to manage it and gradually receive a steady stream of passive while you adventure. And ideally, you would be able to do all three if you play long enough and have enough money.
And perhaps each property you can purchase and restore abuts the others so that, once you're done, you are granted a title of landed nobility by the ruler of wherever you are. This would be a great way to earn the title, seeing as you significantly improved the value of that ruler's land and now have a large stake in his or domain's security and stability.
Side note: Maybe this can also (or especially?) be done with whatever town or city is destroyed early on in the game. Because a town or city always has to be destroyed early on in a Bethesda game (Kvatch and Helgen), and for whatever reason it forever remains in ruin after that, no matter how powerful or wealthy (or even literally divine) the player may become. Just an option to rebuild or improve upon sites at all would be a nice (and rather radical) option for once.
Honestly, I wouldn't mind if they even did the same thing with FO4 and released that as part of a DLC. With the option to rebuild/settle WITH bandits, or your own. Instead of in Nukaworld limiting you to having the gangs take over existing settlements. I mean, sure, that could be an option too. But I like the idea of incorporating actual bandit forts into the mix.
talking about changes to your character's appearance, i think you guys forgot about how there is magic and flesh sculpture in the game. there are so many possibilities to explore.
I have a radical idea. Why don’t you make a greatest Bretons video like all the others. Lol Love your channel!
Can make instances within quests that require a certain skill ex. Climbing, Strength, Agility, Stealth, blade; to be at a certain level to be completed, incentivizing the player to level a certain skill they were not paying much attention to.
Ex. A bodyguard mission that requires strength to be at a certain level so that you can keep the so-and-so away from the protected goal. If you dont have that skill level you cant sign on to the task/quest.
Skill ideas: Horse-Riding, Forestry(Ranger Skills), Climbing, Athletics, Acrobatics, Fishing, Sailor and Sailing, Mercentile, Fire Making, Investing, Home Builder/Building, Brewing, Foraging, Nature-Speaking(befriend the nature, Ghost Of Tsushima haiku composing, following the fox etc).
In general, bringing back the radiant Ai of oblivion so that townspeople have their own conversations and brings back immersion.
Removing the scripted essence of Skyrim and allocating it instead to flesh out quests for a better experience.
Best episode in awhile!
What if guild loyalty kept you from joining or got you kicked out of other guilds. For example, a dark brotherhood quest where you must assassinate another guilds leader or high ranking member
Good afternoon from California! Hope all is well on your end fudge and folks!
First of all, love your channel, been watching it for many many years as I've plunged thousands of hours into Skyrim and have been eagerly recreating your builds (with a personal twist). Secondly: Scott, you're really rocking the "George Michael of the Elder Scrolls fandom" look!
I really just want a combat and armor overhaul if I’m head to toe in steel plate it shouldn’t just reduce damage but some areas should be basically impervious idk how you actually make that work in a game though
Thats realistic... But TES is not a realistic game in that regard, I don't see that happening. Really, with that none of the upgrade tiers of armor, or even the lore value of certain materials make sense.
But that would only make sense if their was a system like a damage multiplier for hitting vital points or something.
@@Bigslam1993 they could just implement a DT style system of flat reduction with different tiers of materials having more armor/damage so higher goes thru lower (and higher basically or nearly negates lower).
I think you would need to do locations damage for this to work well (which is one of my top 5 things I want to see in ES6) but it's not particularly difficult to implement.
Also just like DT in FNV crits should bypass DT (but probably not DR) as to simulate getting into some gap in the armor. (Though you may need to lower the damage multipliers for sneak attacks/crits because if they're bypassing armor to some degree AND multiplying damage by 3/5/whatever times then it would be OP AF ... Even more than it already is I mean).
Added in edit: as an addended idea it would be cool to differentiate the different gear materials more by giving them in universe benefits apart from raw stats like only certain ones can hit ephemeral enemies, daedra resist damage from all except whatever, silver for monsters, yada yada. Preferably not in a straight hierarchy like Daggerfall but more laterally, each has their own strength (Though daedric should basically be able to do everything and have the best or 2nd best stats, if dragon is still a thing).
And here we are in 2023, still waiting. You guys have fed them so many great ideas. I pray that they apply even 10% of them. Or better hire you guys to help in development for lore and logistics of game play mechanics. Cheers from Vegas IRL. PAN