Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-71.61.177.24-20140219160711

Amperial wrote: Hello again,

how is it pervy to wish for children? It is something most people do (definitely more who end up giving life, than taking it).

Endorsed.

Also to pull off a storyline that lets you eventually walk beside your grownup child (or face each other over a blade //rasping breath// I AM your father) - now that is what I would call epic. Think DragonAge2-like structure of chapters but bigger (and a lot less recycled dungeons).

How the daedra would just love to mess with those closest to your heart.

On another note:

What would either water or poison as a branch of destruction accomplish, beyond making a mess of things?

What could you do, that is not possible in the three existing branches?

And more importantly - without stealing somebody else´s thunder (in the case of poison magic).

There is enough work ahead as it is. Agreed on all points - except for the assumption that wanting kids is the norm, which could extend logically to the idea that people who don't want kids are weird or that there's something wrong with them, which I know you didn't say, but I'm touchy about this stuff, and I apologize for nitpicking.

DarkCompanion'sGuild wrote: We should defeinitely bring back spells from older games, but making new spells and magic is just too much for a game that is supposedly shortly after Skyrim which didn't have any spells. If there was a game where you went to Akavir or some place not in Tamriel, new magic would be OK, but not for TES VI. I think we are going to Pyanondea at some point, but your point stands, and I agree with it.

46.245.144.82 wrote: new factional armors? armors that are more uniqe...

-tdwtg AWW YISS. I've actually been contemplating giving all armor significantly more variants, like the different appearances of Fur Armor in Skyrim, because of course practically anything you can think of is made differently from place to place, and it doesn't really make sense that all would look the same. Also, seeing as how this spans the whole of Tamriel, I'm sure there will be loads and loads of guilds with new armor sets and just new armor sets in general - I'm rather excited to see/work on the armor of Black Marsh, Elsweyr, and Hammerfell. There are a few mods I've been looking at that serve that purpouse, but I don't like those specific ones. There's a mod for Bosmer armor that I do quite like, so if you ever wanted to be a barbarian or necrowarrior wearing armor made of bone, I think that'll show up. :)

Runesfuer wrote:

how about, when you reach a certain level in a skill, a random, or not so random, npc will approch you and ask for training in that skill. you know, for just a litle bit of extra gold. the NPC would train five times, then you never see them again, but with certain guilds, such as the thieves, there is some one who would approch you every time you reach new hights and ask to be trained, kinda like how the PC does with trainers.

just something i thought up while sitting around not doing anything

Life Unto Death I think people approaching you that often would get kinda annoying, but people coming to you for training is actually a great idea. I'd been thinking about it for a bit, after I found a mod where you can skill train anyone. (Yes, I play on console and still look at the Nexus. I'm a creeper, alright? :P)

On to my own thoughts, because I've had some very awesome ones lately:

Follower diversity. Not in race or anything like that, but in playstyle. I've been thinking about how to implement it for a while. I've come up with several ideas, which I seem to recall posting on one of our threads, but can't find anywhere. These include: various street urchins, who you can catch pickpocketing and either hire for their skill or threaten to turn in to the guards. Either option will result in their service, and they'll be a useful extra hand, distraction, and thief follower. You could probably also adopt them.

Students, like the suggested skill-training NPC - specifically your students. Once you reach a high enough rank in a guild, you might be assigned a newer member to train, who you could take to various places to work on their skills, etc. I'm sure some things would be considered improper for you to have a student do, depending on the guild they're from. Also under the student category would be people like Erik the Slayer - people who want adventure or fame or wealth or knowledge or some such, and go to you to get it. That would constitute freelance teaching, so you wouldn't have any restrictions except what the student will tolerate. More realistic children!!! my soul is yelling, by the way. Children as decent fighters. Children as student mages. Children as thieves and urchins. Children as followers. Children hoping for things and fearing things and not being annoying robots in-game. These are the thoughts that warm my heart.

Conversely, people who teach you - somewhat like how Farkas is your Shield-Brother for your first Companions mission. Although I'm sure teacher-ly comments would be widely hated by players - "Keep your guard up." "Well done." "Ouch, that looked bad. You should train more. Practice makes perfect." *evil grin* They'd be less "useful" as followers, I suppose, because they wouldn't do every diddly-dratted thing for you like you can (almost) make Skyrim followers do, but they would be portable skill trainers, although I think they'll only be able to train while in certain places, because training in the middle of a dungeon is just weird, and training out on the road where any passing enemy NPC could see you just seems like a bad idea. You'd have to have some kind of shelter, and it would have to be a place without enemies. For that matter, more immersive training would be amazing - like, if you actually practiced and had a conversation and read study books and whatnot during training. It would make skill books more useful, too - in addition to raising your skill level when you read them independently, others could use them in training to unlock more secrets of the text. :D

People who specialize in enemy type. Hunters, Daedra/undead hunters, dragon hunters (those things are a flipping nuisance; I'd count it a miracle if some people didn't turn up to remedy that a year or so after they turned up again), the like. They'd go with you for hunts. For example, if you find the location of a dragon mound left un-Dovahkiined, or a nest of creepy conjurers/vampires/werewolves/Daedric cultists/etc, you might recommend that to a hunter of that sort of thing, and you would go out to smash them together. Regular hunters, you could just kinda suggest general areas - "Let's try so-and-so place, I think we've put enough of a dent in the local population of deer." Or something.

Healers. Definitely healers. Some might be general mages who can defend themselves, some might bring bodyguards or rely on you and your other followers for protection, and they might use spells or alchemy to do their healing. I think they'd complain a lot whenever you end up in combat - something like "I didn't sign up for this." :P

Researchers might hire you to protect them as they venture into dangerous places...DRAGON FOLLOWERS...(well, only a few)...characters who back you up by casting Illusion spells on you while they go and do other things...more animal followers.

Sorry, I didn't mean to take so long with that.

Cheers!

- WorshipsMeridia