The Elder Scrolls

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I honestly can't think of a single system from their newer games I would want in TES6.

Shipbuilding could be cool if the bay setting is true but I already know they'd fuck it up somehow.
The armor motif system from ESO, if we wanna count that, would be great. Smithing in general would be a bummer to lose, imo, unless they revamped the bartering/mercantile system. Which we know they won't do.
 
I honestly can't think of a single system from their newer games I would want in TES6.

Shipbuilding could be cool if the bay setting is true but I already know they'd fuck it up somehow.
It's a small thing but physics based traps and puzzles would be really cool in Morrowind.
I also think directional power attacks are an improvement on Morrowind's directional attacks which can be disregarded with a single option in the menu, but neither Oblivion or Skyrim balance them to work properly.
...that's about all I got
 
The armor motif system from ESO, if we wanna count that, would be great. Smithing in general would be a bummer to lose, imo, unless they revamped the bartering/mercantile system. Which we know they won't do.
Smithing in its skyrim form honestly felt rather antithetical to the intended gameplay loop at times. The game clearly wants you to go dungeon diving to find cool new loot but the incentive to do that is pretty much dead once you realize that the stuff you smith is infinitely better than even the best and most unique loot you can find. It feels nice to craft armor and stuff from scratch but I hope they rethink the system heavily so it doesn't make every unique artifact feel lame in comparison.
 
Smithing in its skyrim form honestly felt rather antithetical to the intended gameplay loop at times. The game clearly wants you to go dungeon diving to find cool new loot but the incentive to do that is pretty much dead once you realize that the stuff you smith is infinitely better than even the best and most unique loot you can find. It feels nice to craft armor and stuff from scratch but I hope they rethink the system heavily so it doesn't make every unique artifact feel lame in comparison.
I was thinking about this too recently. Overall I think that Smithing was a positive addition to the series. But taking a bunch of metal crap from a Dwarven city, melting it down and creating armor that's at least as good as the Dwarven-made stuff you find in Dwemer ruins does feel a little silly lore-wise.

Better enchantments on the unique stuff would help. The Rueful Axe isn't leveled - it always does 20 points of Stamina damage - and it does 22 points of damage (equivalent to Glass). That's okay but am I really expected to kill Barbas for this?
 
Smithing in its skyrim form honestly felt rather antithetical to the intended gameplay loop at times. The game clearly wants you to go dungeon diving to find cool new loot but the incentive to do that is pretty much dead once you realize that the stuff you smith is infinitely better than even the best and most unique loot you can find. It feels nice to craft armor and stuff from scratch but I hope they rethink the system heavily so it doesn't make every unique artifact feel lame in comparison.
Syncing the two should be the way to go. I shouldn't be able to find infinite amounts of steel or what have you in stores to make infinite steel rings to powerlevel with.

Instead I should be finding ancient weapons and using smithing to restore them, or break them down to learn how to make increasingly better gear, then hunting down monsters and rare components in the dungeons (maybe using a radiant system, like the alchemist or smith in town telling me some other smith in another town might have an idea and that alchemist or smith sending me to a lost library or to a cave somewhere to find loot or something). Mines should be hotbeds of content, where I go to mine a bunch of silver only a few minutes in a bandit raid happens (it's obvious what I'm doing) or monsters have infested the mines. Not "Go to vendor, buy all his ingots, make scrap, go back to vendor, repeat."

Getting to max level smithing and enchanting should feel like the end of a very long gameplay loop, the same as getting your light armor or destruction magic to 100 does. It doesn't currently.
 
Smithing in its skyrim form honestly felt rather antithetical to the intended gameplay loop at times. The game clearly wants you to go dungeon diving to find cool new loot but the incentive to do that is pretty much dead once you realize that the stuff you smith is infinitely better than even the best and most unique loot you can find. It feels nice to craft armor and stuff from scratch but I hope they rethink the system heavily so it doesn't make every unique artifact feel lame in comparison.
Smithing would have been fine if weapon/armor durability was a factor, i know people clitty leak hard when you mention durability but if done correctly it would have helped the gameplay loop and would also serve as a money sink (something skyrim desperately needs because money becomes useless once you hit level 10) to keep your armor top by either repairing it yourself or paying a smith to repair it like in morrowind. Also a lot of artifacts are not as powerful as they should be, mainly because they were afraid of "people ruining their own fun" by just running towards the op thing early like you can do in the previous titles is why a lot of rewards are level gated.
 
I was thinking about this too recently. Overall I think that Smithing was a positive addition to the series. But taking a bunch of metal crap from a Dwarven city, melting it down and creating armor that's at least as good as the Dwarven-made stuff you find in Dwemer ruins does feel a little silly lore-wise.

Better enchantments on the unique stuff would help. The Rueful Axe isn't leveled - it always does 20 points of Stamina damage - and it does 22 points of damage (equivalent to Glass). That's okay but am I really expected to kill Barbas for this?
The Rueful Axe sucking is the point. You did the deal the way Clavicus wanted, the Daedric Prince of shortsighted bargains.
 
The Rueful Axe sucking is the point. You did the deal the way Clavicus wanted, the Daedric Prince of shortsighted bargains.
Point taken. But every unique weapon in the game has this problem. That's what I was getting at. Take Chillrend instead. If you put off encountering it until level 46, it does 30 points of frost damage. Even if that wasn't resisted by half the human NPCs in the game, it would still be useless when even bandits have triple digit health.

The "generic" magic weapons you find in boss chests are even worse. At least Chillrend has a Paralyze effect.
 
Point taken. But every unique weapon in the game has this problem. That's what I was getting at. Take Chillrend instead. If you put off encountering it until level 46, it does 30 points of frost damage. Even if that wasn't resisted by half the human NPCs in the game, it would still be useless when even bandits have triple digit health.

The "generic" magic weapons you find in boss chests are even worse. At least Chillrend has a Paralyze effect.
Well you see Skyrim was made by talentless hacks that dont understand fun and a couple of good developers that had to hold back to appeal to the niggercattle leaving this sense of "it could be more". This type of questioning is what lead to the modding scene of today, skyrim is the eternal potential man, it could be good, it just needs one mod, just one more mod bro, just one more mod and it'll be playable. Its honestly quite interesting if you think about it and the saddest part it that it was all unintentional.
 
I think the final level of custom enchantments being better than the unique artifacts you can find in the world is fine, because making your own overpowered bullshit to break the world is more or less fundamental to the series at this point, but at the very least it should take thought and effort to make broken items. Until endgame, artifacts should be the most powerful things you can find, and not drop off in use.
Smithing is something I am for in theory, since otherwise Armorer feels like a chore skill warriors only take to avoid getting caught out. The problem is that Skyrim pushes everyone to grind smithing/enchanting, which turns it back into a chore. So give players who don't want to grind it the option of paying NPCs in the world to craft and temper gear for you for a shitton of gold and a few days wait; Honed Metal is a mod that does it this way and it works well as a gold sink. You could even tie Master-level crafting services to high level quests as a reward. There are also mods that combine weapon quality in with durability so weapons can still degrade over time, I would personally have weapons get a chance of breaking below a certain percentage of their maximum durability, and bring back repair kits to use in the field while upgrades can only be done in town.

The Rueful Axe sucking is the point. You did the deal the way Clavicus wanted, the Daedric Prince of shortsighted bargains.

Unrelated but I always thought the portrayal of Vile in Skyrim sucked because many of the 'deals' he makes aren't deals. He's supposed to be a Faustian bargain type who tricks people into signing bad contracts which seem good at first, but only benefit him. Him originally selling the Rueful Axe as 'a cure for lycanthropy' is only true in the most stretched sense, it's outright deceptive rather than taking advantage of short-sightedness. That's the difference between a Faustian devil (sells you a cheap second hand car without outright telling you the mileage) and a Genie (gives you a cheap car but it's actually just a carbomb). Compare to the story of the Masque which did do what the person he gave it to wanted (hide her disfigurement) but ultimately caused her to get exiled.
But the worse one is him saying that the vampires in his shrine were begging for a cure, so he allowed you to kill them. First of all, that's not a deal, or if it is then we aren't told what he got out of it. In fact, it results in the death of a group of his immortal followers when he apparently has very little power left, which flies in the face of him generally scheming for his own benefit. Then there's the same problem where he isn't taking advantage of something his followers agreed to, he's just wildly stretching the terms. And you would think followers of Clavicus Vile of all people would've made sure to pin down specific terms with the guy. This could've been intentional since he's missing Barbas, like maybe Barbas is the half that makes his trickery more sophisticated. But in that case the deal with the Rueful Axe could've been a proper Faustian deal to contrast with the cheap trick he pulls on the worshippers and show what losing Barbas actually meant. Reusing the same 'you thought I'd give you a cure but the cure is murder' trick twice just comes across as lazy.
 
When I was a kid I used to watch my older siblings play 'Dangerous Dave in the Haunted Mansion' and 'Tower Toppler' on an old x8086, and I was kind of obsessed with the buildings in those games. The things that I wanted to see the most in games since then were building and crafting systems. The first game with a crafting system that I have played was 'Arcanum' and it was pretty good. The best items require a lot of experience, so you wouldn't just create thousands of iron daggers all day long. Nothing exceptional about crafting there, but it's competent. Then minecraft came and I've finally built those damn towers from Tower Toppler, lol.

I freaking love crafting, but I never craft anything in Skyrim. Skyrim fucking sucks at crafting. I don't know what exactly is wrong with it, but it probably has something to do with the fact, that you are not limited by anything. You can be a warrior, who is also a mage, who is also a thief, who is the best enchanter and smith in the whole province. In Arcanum you couldn't do that, you have to choose what you really want - to become more persuasive, or to be able to craft rifle. In Skyrim nothing really matters - all the options are available simultaneously, and all of them suck pretty much the same.

The thing that I find really fun about Skyrim is dungeon crawling. Basically just cleansing all the dungeons that I can find. My favorite combo is sneak, daggers, poisons, and illusion spells. The moment I become unstoppable sneaky killa' is the moment when I lose all the interest. I play the bethesda fallout games the same way - killin' and lootin' - nothing else.
 
He's supposed to be a Faustian bargain type who tricks people into signing bad contracts which seem good at first,
Thats because hes not the real Clavicus, the real Clavicus Vile already sold you Skyrim múltiple times over the years, proving hes the most evil of all the Daedra.
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The modlist i'm playing had some tweaks to Smithing which i like.
But yes, vanilla gameplay in Skyrim is flawed as fuck.
SimonMagnus kit of gameplay mods are the best in keeping balanced things.
I always replaying Skyrim only for those swords perks having critical chances and damages.
 
Looked at my Steam library and realized it was 12 years since I last played Skyrim... gave it a reinstall with some basic mods and really having fun with it. Any mods you guys care to recommend? I'm probably gonna go dig out my Morrowind CD and reinstall that too.
 
Nothing is going to fix the CE until we get people doing Open Morrowind rewrites of the other games from the ground up.

But to be honest, and I know everyone loves shitting on it, I don't really have a problem with it. Outside of a few specific save-bloat related bugs the jank isn't particularly disruptive to gameplay and is mostly just kind of funny, and it's an engine that's very easy to learn and navigate when it comes to both creating and using mods. Realistically outside of maybe handling memory better I'm not really sure what "fixing" it would even do on a practical level. Most of the issues I've heard people talk about have more to do with how Bethesda uses it than the actual engine itself.

Looked at my Steam library and realized it was 12 years since I last played Skyrim... gave it a reinstall with some basic mods and really having fun with it. Any mods you guys care to recommend? I'm probably gonna go dig out my Morrowind CD and reinstall that too.
Nowadays we got modlists and shit. If you want something easy to hop into check out Wabbajack and see if anything sounds fun, there's everything from vanilla plus to bullshit darksouls big titty anime battles.

Individually though I do like all the SimonMagus mods in general, and there's also a lot of really good custom followers nowadays. I cannot remember his name but there's this one pompous Altmer asshole and I would kill for him once I finished beating his ass for the crime of being a mer.
 
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Looked at my Steam library and realized it was 12 years since I last played Skyrim... gave it a reinstall with some basic mods and really having fun with it. Any mods you guys care to recommend? I'm probably gonna go dig out my Morrowind CD and reinstall that too.
I also recommend SimonMagusfor a good vanillaplus experience, Pilgrim in particular adds scrolls of Intervention to the major cities which is a good compromise if you want to do no fast-travel.

In my last playthrough I tried a mod called Contraband, which makes everything looted in Nordic and Dwemer ruins treated as stolen goods, with Khajit caravans acting as fences. It can also cover bandits, but that didn't make sense to me so I toggled it off. It helps limit gold in the early game especially with another mod called Coins of Tamriel which replaces gold in dungeons with ancient coins that have to be sold like other loot. As far as compatibility goes both are surprisingly light since they touch very few records.
Contraband's implementation is a bit weird though. Since it adds the stolen tag to everything inside the area, it also covers stuff like mushrooms which are now too hot for regular merchants if you picked them up from a tomb. It also strips the bodies for a second when you loot them which caused some issues with my UI mods and is another reason I turned it off for bandits.
 
I honestly can't think of a single system from their newer games I would want in TES6.

Shipbuilding could be cool if the bay setting is true but I already know they'd fuck it up somehow.
Honestly I wouldn't mind Fallout 4's base building as long has it was heavily contained. The base building was a fun time killer but the problem is that F4 treated it as a core pillar rather than a fun side activity. If you had like three Hearthfire-esque plots of land and/or a small village à la Helgen, where you could build up your own home/base, I don't think it would be a problem barring three points:
A) It shouldn't consume significant development time/resources and should be the first thing cut or pushed to be post-release if it is doing so.
B) It should be done in the style of F4 rather than Starfield because, bafflingly, it was somehow worse in Starfield despite it being a core part of the intended crafting loop and having several skills linked to it.
C) No major questlines should interact with it, at all. The Mages Guild should not say "well all you need to do now to advance is build a mage tower and place the Deadric McGuffin in a 8x8 room with a-". It should be it's own island of content with a minimum number of quests about the building and only about the building and should not infect the rest of the game.
 
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