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Chapter 3 - Dungeons/Towns/Landscape
09 February 2011
Please feel free to Contribute a Suggestion...
- Better Designed Cities/Dungeons
- More unique cities and dungeons. More detail. Cut down on the paper cities/npcs
and random maze-like dungeons. Daggerfall and some one street town should be more different than
Daggerfall just has more buildings. Add 3rd party dungeons, dungeon editor. Give cities back their
function... give port cities docks, border cities soldier barracks, etc... I remember Arena having cities
with docks... put them back in! Dungeons that have a purpose, and that have a layout
corresponding to their purposes (Castles, Towers, Guard towers, Mage tower). Monsters that
have a reason to be where they are. Less size, more detail. Flying cities and higher
worlds (like caves in high cliffs etc...) Stables, Boathouse, Blacksmith (Take Repair out of shops)
Hotels/Brothels, Tailors (custom cloths). Smaller world to travel in, but with increased role playing and more
game stability. Instead of 10,000 cities how about 25 major cities and 200 smaller villages with hidden spots
to be discovered, and maybe some roving tribes to spice things up. There will be 5 Kingdoms each containing 5 major
cities and a roughly 20 fiefdoms. The King can set the player up as ruler in one of the fiefdoms if the player is
of high enough reputation with the king and the player has enough money to pay for the land.
Dark dungeons. Burning buildings. Witness a crime, or a royal possesion in towns, something to spice it up a
little. Dead cities, populated by zombies. Need ports back! Have the inside of castles match their outside
shape (like in Wayrest, Daggerfall etc...). Make cities fully dynamic, so they grow shrink and can even be set up.
Better designed entrances to dungeons (more of them, variety, realistic, etc...)..
Have ghost towns like entire cities that are abandoned. Like a dungeon with monsters lurking in the old abondoned buildings but it is above ground.
Include theatre type buildings. Make the architecture true to the culture/area. Would a
person living in the desert need the same functionality or be able to access the same materials as someone in the
mountains?
( 62 Received )
- Houses
- The ability to have a say in the building of your own house. Maybe the architect could show you
drawings of different designs, styles, extras, and maybe even traps and defenses. Have more than
one house (fortress in one province, nice summer cottage in another, boathouse by a lake...:)
Buyable furniture for your house/boat. Ability to decorate and furnish your house, set books on
bookshelf put armor on mannequins. Chance of robbery and quest to get your stuff back. Rent
apartments, better/larger than inns. Own a castle in the wilderness. Own more than own house at a
time. Own a dungeon (as a lair for those vampires)! Own a store. Make the house maps be included in the town map, ie, open doors,
see in windows etc... Lights in houses can be turned on an off (why are they always on? people in Tamriel must be rich). Better,
larger, custom designed houses. Plant flowers and trees around it. Buy palaces in smaller towns and
become major of the city. The houses seem small in comparison to their insides.
Should be able to buy multiple houses and to actually see what houses are for sale in a town on
the map. Make a seamless entrance into a building.
When you buy a house you should not have to pay all at once. Like a down payment at first then maybe 200 gp every month for the next 3 years. But NOT all at once
********************** ( 22 Received )
- Dynamic and Varied Landscape
- Changing landscape (volcanoes erupting, settlements being built mages tearing up the land etc).
Let the terrain be a risk factor, If I am wandering aimlessly in the Dragontail mountains, make it
possible to fall off a cliff and die. Mountanous terrain and cliffs (big!). More interesting, less
random (run into a town of orcs, a harpy nest etc...) Fires, earthquakes, floods, tornadoes.
We need deep, dark forests, deserts, lakes and seas to explore, caves to wander into. Thicker
forests. Deeper seas. Taller world features. True wars with realistic consequences. A better
designed landscape. See birds flying in the air and animals in the wilderness (not just monsters).
There should be a larger variety of weather patterns, for example hail, lightning, tornadoes,
tsunamies, tempests, white squalls etc. Also there should be wind patterns, with strength
and direction, things should be affected by wind, trees and even balance and flying debris if
it strong enough (like a hurricane). There should be a spell that can change the weather and
spell that rely on the weather, e.g. to call lightning it must be stormy A miss directed fireball should
be able to set trees and other flammable things alight (Dungeon and castle tapestries and any old
thatched roof) Trees should be able to be felled.
More dramatic weather effects. There doesn't have to
be a tornado every time it rains -- those could be saved
for scripted parts in the story (e.g., the tornado
darkens the sky and tears through a major city (changing
many things within); looking off into the distance, you
can see a trail of ruined forest that stretches into the
mountains ... suspecting a magical cause, you follow the
trail to see where the tornado came from etc).
Make the forests and jungles much more thickly wooded. At
times the trees could completely eliminate the sky.
Perhaps some areas of the forest could be impossible to
reach unless you hack through foliage. Make more
background creatures ( deer, birds, crocodiles, tapirs,
snakes, monkeys, insects)
******************* ( 19 Received )
- Owning Stores
- Build/buy structures that are profitable. Like a general store. Get a % off the sales. Or a mages
guild shop or something. Just be able to own one. Get revenues, pay taxes, hire
security, find those thieves that broke in last nite, etc... Let us own shops. If it is our life ambitions to create a character solely to own a store. Allow it. Perhaps use the items we
find exploring dungeons be the start up for the shops that we have.
******* ( 7 Received )
- Object Interaction
- Make all the eye-candy in dungeons and town homes so that it can be interacted with. Pick up
that shield lying on the dungeon floor, look in that bookcase/shelf. Similarily in town,
make the people, trees, etc... real. You should be able to lock doors, hit walls and leave marks, throw
items, use keys, use candles find scrolls in different languages and
write on paper that you buy. Basically your enviornment should be
smaller, but more interactive and realistic. Be able to torch buildings. Not just with magic but be able to use
lanterns / tinder and flint.
****** ( 6 Received )
- Dungeon Puzzles
- In dungeons, provide more clues to how the tricks and traps work in those dungeons -
sometimes I've given up after getting stuck. This could be anything like scrolls/maps left lying
around, or inset bronze plates describing clues, a myriad of possibilities here... More variety of
puzzles. Have the riddles again, they made the dungeon fun to go through-
More loggical thinks in dungeons not only to pull a swich
but for example : Find a key, Find a sword and put it in
to the wall, secret room behind the carpen on the wall,
swich to float the room and kill a creatures, More
creatures in dungeons, Not same dungeons, Not same
textures in dungeons, Also more bigger rooms, Door open
only in a special time (30 second after enter the
dungeon), Breakable (can Break) walls, Mirror on the
walls, Wery dark parts of the dungeonns (can see only with
light), Dungeons can be made from ice or wood not only
rock, Texts on the walls, Need special answer to open a
door (like a code)and few clues to the code, When you step
on secret floor a cage can drop on you or somethin else,
Air can be poisonet, A scale where you must put a big rock
to open a door, A very strong ligh can blind you for a few
seconds, Side NPC´s in dungeons to help him out of there,
Magicali locket chests, big rooms full of gold or death
bodyes, Big statues, Laval in dungeons,
Poisonet water, Little buildings inside a
dungeon, Big rock blocking a way need a
help with special scroll..............more
****** ( 6 Received )
- Remember Dungeons
- I hate it when I clear out a dungeon and exit, then immediately enter and everything has respawned.
Have this as an option, to save or not save the dungeon map when exiting. Have dungeons remain
empty for a week before resetting. Have dungeons _slowly_ repopulate the monster population...not all at once.
****** ( 6 Received )
- Buying Maps
- In real life, when I go to work in a new town, the first thing I do is buy a street map. So why not in
DF have a street map seller just inside the city gates of every major town? Perhaps even buy guild
books to places of interest (dungeons, covens, etc...) Buy a guidebook at the entrance to towns.
Let the book list all the shops, guilds, etc, their hours, and their quality/prices ranges e.g.
Emperor's Weapons--...not fit for a king...but skillfully crafted. This
would save us from a great deal of boring running around the towns. The book
should be cheap e.g. 5 gp. More useful panel in the great city(more informations).
*** ( 3 Received )
- More Varied Buildings
- Add Casinos, Battle Arenas (like a boxing ring for fighting), Homeless shelters (possibly outlawed),
Farms, Masonry/carpentry guilds, Clustered squares (stop randomly spreading shops, doesn't
happen), Ports and shipyards Grocery stores, Hotels and Taverns seperate. Better designed towns.
Theatre type buildings.
*** ( 3 Received )
- Reduce Number of Towns
- If neccesary reduce the number of towns to make each more memorable.
Don't reduce the number of the city or dungeon.
** ( 2 Received )
- Traps
- Dungeons need them. Crushing walls, trapped chests, acidic water, falling spikes, magical cages , poisoned darts,
concealed pits. Need I say more? Calculate falling damage based on falling speed, not time/height.
** ( 2 Received )
- Shop Loitering
- If you loiter around a shop until it closes, have the shop keeper kick you out, but only if they find
you (check stealth skill, hide skill?).
** ( 2 Received )
- Houses, Ships, and Towers
- Purchasing a house in the town
increases the players status in the area and gives the player a place to store his or hers goodies.
Players can buy houses in the villages and main cities. The player can purchase security for his house
from the local fighters guild. The more security, the less of a chance of a break in while out on an
adventure. The player can also purchase a ship. Ships require a minimum crew but are harder to steal
from. The player can also use his or hers ship as a trade vessel and can transport merchandise from
cities to help support his or hers ship. Finally, especially wealthy players can build a small
fortress or tower. Towers are the hardest to infiltrate compared to housed and ships, have the
greatest staff costs and offer increased chances of recruiting retainers. Player with fortresses
and large houses can hire staff to research new spells and possible artifact sites. Players with
high enough skills in weapon smithing (new skills), and armor smith (new skill) can use large houses or
towers to create a smithy and create armor and weapons for personal use. Players with high enough skills
in magic, hobbler (new skills), weapon smithing, armor smithing and a tower can create magic items.
If players don't have said skills, the player can higher retainers who do to create the items.
* ( 1 Received )
- Guard Towers
- I like the idea of having guards centralized in a few guardhouses (# based on size of city). This
would make for Good/Bad nieghborhoods. Some would still go on patrol. Don't make them all
seeing. Resting invisibly/on a roof top/in an abandoned building should be relatively safe. They
should come to my rescue when they see me getting attacked! The city walls of Daggerfall are
totally worthless. The walls should be guarded by archers and it should be unlegal to climb them,
this would mean that assassins will have to caution when entering a town at night.
* ( 1 Received )
- Airborne Settlements
- Have airborn settlements, like cliff caves, treetops, or air castles.
* ( 1 Received )
- Wonders
- Add WONDERS. Manmade and Natural. I like the mountains, but I want waterfalls, cliffs,
collossal statues, obelisks, canyons, mesas, buttes, geisers, and volcanos. The more remote,
harder to navigate regions create new potential for quests more suited to Magic Users and the like.
Ruins of Lost Civilizations.
* ( 1 Received )
- Libraries
- Rare libraries where you can find (or buy) rare books from which you learn about new artifacts,
groups of people etc. (e.g. learn about a Paladin who can teach you different skills if you find him etc.)
- The Void is Good
- Of course we've all been in the void...but I think that Bethesda can capitalize on this. Make maneuverability
easier here, and you can make it a part of the game! You are in the Void. It is 8:32 on the 13th of
Morning Star. In the eyes of the law of the Void, you are nothing. You are healthy. Maybe make
hidden rooms only accessible through the Void, Void monsters... the possibilities are endless!
- Forests
- The trees should be solid, when standing below a tree and looking up, one should see the tree
crown and not the sky, this would shadow the ground and many solid trees put together would form
vast forests and the atmosphere in a forest should be quite eerie.
- Underwater
- In open sea (when you at ship) you can jump to water and sharks will eat today... or you can swim
like in dungeons. Chests with treasures underwater.
- Underworlds
- Some deep dungeons can access the great underworld,an underground realm to
challenge the size of the largest empire under the sun.It could house some
interesting civilizations and monsters.(It was great in ultima v).
- Retainers
- Allow the player to hire retainers to defend
their holdings, land and to support the adventurer in adventures. Retainers take a percentage of any
treasure acquired on any adventures and require monthly pay based on retainer skill level. The player
character can only have 6 retainers at one time. The player generally attracts characters similar to
themselves in ability and race. Occasionally the player can rescue a retainer on a mission. That
retainer would charge less for monthly pay. The player can take at most 2 other characters into the dungeon.
Total of 166 Suggestions, 22 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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