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Chapter 3 - Item/Artifact
09 February 2011
Please feel free to Contribute a Suggestion...
- More Weapons
- Different medival weapons. There are a lot more if you do a little researching. (eg. Crystal Halbred,
Gold Dragon Shield of Summoning). Lance, whip, brass knuckles, a chain. Where are the spears?
Use rocks and sticks as a last resort. Crossbows, halberds, spears, slings. The chakram, a round
razor sharp disc used by Xena to attack enemies from afar, or use it as a useful tool.
Seeing as Morrowind is based after daggerfall, how about som new more advanced weaponary,
perhaps some of the earlies guns like the arquebus or the long arm. How about being able to throw
a javelin? Morrowind needs to implement a more
pronounced variation in the quality of weapons (not just
the wear and tear factor). This way, you could buy (at
an Odd Blades equivalent in Morrowind) a finely-honed
silver sword for werewolf-hunters; it would surpass the
quality of a common ebony sword just because it was
forged so damned well. A corollary to above: make blades
in a store like The Odd Blades truly odd, or remarkable
in some way (e.g., Elven runes (decipherable, with
meaning related to some small quest) carved into the
blade, Orcish swords with cruel barbs, wizard's daggers
imbued with peculiar magical side-effects).
throwing knives
there should be gun powder in this game. drop little
bombs on guards while flying over the city. or exploding
arrows, you could also use the bombs to blow open a
locked door . maybe some flaming arrows too it wold be
good if these caused the victim to burn acording to their
type ex.furry things burn well and fast but ice things
would take salot of damage and then fizzle out
Unique items/equipment from lost races could be found in the dungeons.
Allow special quarterstaff abilities. Design a special weapon type at the fighters guild.
Trident or crossbow, even have styled weapons.
Crossbow's a must, no muskets please! Big
axes, and one-handed hammers, if you're strong or agile
enough, you can use a two-handed weapon w/ one hand.
**************************** ( 28 Received )
- More and Better Materials
- I'd like another material put in that's better than ebony/daedric (diamond perhaps?) , or just plain
more materials with different properties. More interesting properties like good against undead,
bad against humans, powerful but weak, etc... Make the better materials much harder to come by.
Wearing all Daedric armor should make you invulnerable to Iron through Steel weapons(Or
something to that effect). Dwarven axes are the best, elven bows, etc...
Mithril should be the lightest of the available materials. Gold while a soft material would not do that
much damage but will have lots of enchantment points.
A sword of steel would have little damage and little enchantment points, one of mithral would have lots of
damage but little enchantment points one of gold would have medium damage, break and dull esier and would have
lots of enchantment points, maybe the blacksmith isn't that good?
********** ( 10 Received )
- Appearance of Weapons
- Weapons that look different from the players POV and not just in inventory. Improve weapon
graphics in inventory screen (SVGA). More options for visual enhancement would be nice.
Jeweled hilts for swords, or something for more choices to personalize your weapons and armor.
Perhaps you can design your own standard for shields/armor, etc (similarily applied to other things
in the game)..
********* ( 9 Received )
- More Artifacts
- Make sure artifacts can't simply be armor/weapons that can be made in the item enchantor
or duplicated elsewhere (such as the hircine ring, azura's star etc...). More ways to get
artifacts. Summon a daedra prince more than once. Special arrow artifact. Sanguine Rose
was GREAT, need more variations! An artifact that, when equipped, turns all the armour/weapons
you are wearing/wielding into some special substance. E.g. Diamond-Coated.
******* ( 7 Received )
- Dual Weapons
- A decent double-handed fighting engine, the overriding important characteristic of which is that
both weapons are displayed, on either side of the screen. A simple algorithm whereby one hand
is designated as 'lead' and that one is the one which is controlled by the mouse, whereas the 'off'
hand simply follows suit, following the lead weapon. Could have a dual-weapon skill relating to how
often the 2nd weapon hits and how much damage it does.
****** ( 6 Received )
- Renowned Cities
- Make certain cities renowned for their elven weapons, or dwarven armor, so that one can go there,
and visit these renowned crafters - this adds an element of realism as some places should be better
than others at producing certain constructs. Cities filled with mages where magical items can be
found commonly.
**** ( 4 Received )
- Useless Items
- Make the stuff you can buy in general stores useful. What's the point of buying a lantern, torch, etc., when it doesn't light up the darkness? What's the point of a bandage if you
can't heal faster with it? Sure, you CAN enchant lanterns with light, and bandages with heal...but lanterns aren't inherently magical, are they? Right now the only point of this trash is
for enchantment, and maybe for quests. More general purpose items to buy in stores.
*** ( 3 Received )
- Repairing Magic Items
- Make this slow or expensive, but make it possible within the game.Repair magical items at mages guilds. Make it expensive or something, but just because a Sword can cast Open
doesn't mean it can't be sharpened. Should also add a cool magic ability to weapons and armor that makes them never break. Make it really expensive, but that would be cool.
sword that never dulls.
*** ( 3 Received )
- Realistic Weapons
- Differences in weapons. A dagger should be better then a warhammer for
someone who is very agile. This is kinda a stretch, but it would make
the game so much more realistic. Perhaps each weapon would have its own
speed? At any rate, there should be a reason to choose bare-handed or
short blade when creating a custom class (besides weight). Make weapons/armor
require a minimum statistic (like so much strength needed to wield a dai-katana).
Weapons that break during combat.
*** ( 3 Received )
- Potions
- Bring back the interesting, sometimesmorbidly interesting, descriptions of potions from Arena. The characters in Daggerfall may well be able to automatically identify potions, but it
doesn't make sense, and it isn't as interesting. Put all the recipes in their own list or something, rather than carrying around all those papers separately. Allow people to NAME
unknown potions in the PotionMaker. A potion of Unknown Powers could be almost anything.
** ( 2 Received )
- Variety of Arrows
- Make different types of arrows, like exploding tip, cianide coated, and the like. Ones that do more damage, magical based damage, or more damage to a certain enemy group.
Homing arrows (ie, increase your missile skill). In general better arrows should be difficilt to find, buy or make.
** ( 2 Received )
- Damaged Found Items
- All items found in dungeons or on bodies are always new. Would be more realistic to see this vary
(a rusty sword on an orc, a brand new shining one on a knight etc....)
* ( 1 Received )
- Leathers
- Just bovine leather, in an RPG? Leather should come in many different types, some of which have special poperties due to the creature they come from. Leather stil wouldn't
provide the same basic protection as plate or chain, but this would give a real reason to want it. E.g. Fire Atronach skin/leather protects against fire.
* ( 1 Received )
- Scabbards and Sheaths
- To house weapons. Can be magical such as a repair, or poison. When you use the little ready weapon button, depending on if you have a single or double handed wepon, your
character would take the weapon from the sheath and remove his shield from being slung over his shoulder or something.
* ( 1 Received )
- Race Dependant Armor
- Let there be three types of armor fit: Human, Orc, Elf and Dwarf. The player of one of the races can
only wear armor of his or ohers race with no penalties. Humans and Elves can wear armor made to
fit either race but suffer an encumbrance penalty (+15% increased item weight) to that item due to
poor fit. Also, due to poor fit the armor isn't as effective, the item looses one armor factor. Humans
and Orcs can wear armor made to fit either race but suffer and encumbrance penalty (+10%
increased item weight) to that item due to poor fit. Humans and orcs do not lose an armor factor
due to the similarity of build. Elves and Orcs cannot wear armor sized for either race. Dwarves
can't wear human, orc or elf sized armor. To partially compensate for restricted available armor and
to account for the dwarves size, Dwarves are harder to hit (+15% to dodging) and they have
increased endurance. Perhaps add a 'change size' spell.
* ( 1 Received )
- Special Effects
- Have where when you take out dagger your guy does cool spinny thing (or the like). More magical
weapon graphics (not all the same).
* ( 1 Received )
- Metal Deposits
- On adventure, the adventurer will occasionally find rare metals or monster components that can be
made into armor or weapons. Some materials based on the monster it came from will have innate
magical abilities. Different smithies will have different levels of ability when forging weapons and
armor. The better quality the shop, the better quality of armor can be made and the better range
of weapons to be made.
* ( 1 Received )
- Ordering Items
- The ability to custom order pieces of equipment, eg. Armour, if you have enough money. It may take time for the shopkeeper to come up with what you want, but should be
possible.
Make it to where one can order or commision suits of armour or weapons. This is so one does not
have to go to hundreds of different towns in order to find matching amour. The quality of the store
can affect thequality and type of armour and materials used (IE an Rusty relics store can only make
leather, iron, and maybe steel and these can break rather easily where as an not a single defect
store can make Daedric (or higher if available) for a considerably higher pice but also will last a lot
longer. can also include this into the repair function. A real low class shuld not be able to repair
the same armour in the same amount of time as real high quality store.
* ( 1 Received )
- Healing Herbs
- Have healing herbs. If Im in the wilderness, theres a forage button or something where you can look for these herbs. Would be easier with a ranger or something.
- Customizable Weapons
- When you put a soul gem in a ring or sword make the jem show up on picture of the sword or ring.
- Item Quality
- If you buy a weapon at a slightest defect store it should last longer and do more damage or if you buy it at a mouse store it should deteriorate faster and do less damage.
- Hidden Weapons
- Be able to hide weapons in various places on your body. Dagger in the boot, sword on the back, etc..
- Rarer Weapons/Armour
- Also, armor and weapons should only be carried in the largest of cities. In medevil times, it was very rare that a peasant could use chainmail.
- Chainmail
- Add more forms of chain mail. Perhaps not as great of a variety as plate, but the rare suit of elven chain would be nice.
- New Weapon/Armor System
- Imagine Elven Longsword and Human (Steel) Longsword. They MUST be different not only in color,
but in appearance. So, maybe change a little ALL Weapon/Armor system? Make Human, Dwarven
Elven (and maybe Orcish, Daedric, Undeadish.....) TYPE of Weapon/Armor. And then it could be
Mithril Elven Chainmail (look below), Steel Dwarven Axe, Orcish Iron Scimitar, well - you catch it, I guess.
Next. Chainmail. Different materials, okay? Ah, Leather armor too. There are nice difference between
Mithril Longsword and Elven Mithril Longsword.
- Raising Dead
- A costly item enchantment or an artifact that restores you to life
when you are struck dead. Probably only one use per enchantment etc.
- Item Levels
- Make items have a enherent level. As I understand it in daggerfall, items have as effective level the
PC's level, even if the player character is a barbarian with the intellegence of a turnip (and magical
ability of a radish) . Or maybe have a use magical item skill. It could not only define what level
you use magiacla items, but also let you identify them.
- Correct Materials
- More lower-level materials before you get up to the good
ones. Copper and bronze The metals higher than steel
should actually LOOK metallic. Daedric should be a reddish
metal, instead of some sort of shiny, bright-red plastic.
- Renaming
- Be able to rename items without having to enchant them (if I want to call my sword Jack, why can't I?).
- Ethereal Weapons
- There should be spells which temporarily create a special magical weapon. For example, a cornered
mage suddenly lashes out from nowhere with a Soul Whip, a fiery sword or a daemon trident.
- Switching Weapons
- When using a bow and arrow you should be able to have a
tanto or dagger or other very small weapon in your belt
for close combat
Total of 115 Suggestions, 31 Unique
Please feel free to Contribute a Suggestion...
This file automatically generated by the UESP Suggestion Database program created by Dave Humphrey, 8 June 1998
If you have any inquires, problems, or suggestions related to the program or its output, please direct them to the WebMaster, Thank-You.
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