My Suggestions For Skyblivion

There could be things from Elsweyr sold in the Imperial City, since The Imperial City (and Cyrodiil) would trade with Elsweyr. (i.e. via ship) There could be jewelry from Elsweyr sold there. (i.e. a moon amulet. i.e. for Khajiit living in the Imperial City. There is a moon amulet belonging to a Khajiit in The Elder Scrolls V: Skyrim, but it looks like a normal necklace, with no moon. The moon is sacred to Khajiit).


There could be items from Black Marsh, sold in the Imperial City (and perhaps other provinces as well. i.e. an ax from The Elder Scrolls V: Skyrim. Nords live in the Imperial City.


Perhaps some jewelry from Skyrim could be sold in Bruma. You could design new jewelry with a Nordic design (maybe a swirl on a necklace/amulet). An npc in Bruma could wear a Nordic necklace. One of the blacksmiths in Bruma could sell a Nordic ax (lots of Nords live there). Perhaps 1 of the innkeepers could sell food from The Elder Scrolls V: Skyrim. The clothing merchant at Nord Winds might sell some Nord/Skyrim style clothing ('Nord' is in the name of the shop. Perhaps she already sells clothing that was in the Nord style in that era). Some Nords in Bruma could wear an amulet of Talos. There is a Great Chapel of Talos in Bruma.


Some npcs in each city (especially the priests) could wear an amulet for the Divine that their Chapel is devoted to.


Some blacksmiths could have jewelry that helps them make better armor and weapons. Realistically some blacksmiths probably would have jewelry or clothing for that (although clothing might become damaged/wear out, so enchanted jewelry might be smarter). It could be a low level fortify effect if it might make it too easy for players that pickpocket. It would be cool for a player that pickpockets to see blacksmiths wearing that type of jewelry.


Will a magic ice attack use solid ice (which armor could realistically protect against) or cold damage like in The Elder Scrolls IV: Oblivion and some of the ice spells in Skyrim? Cold damage would make more sense. That would also avoid ice spikes going through people's throats, without killing them.


Quivers (at least the iron ones) only have 10 arrows in them in Skyblivion. The quivers are small/oval shaped, instead of circular... I read that "broadly speaking" a quiver could hold 25-30 arrows, but some could hold more (in Skyrim, you'd want to carry more arrows then the maximum that could be seen in a quiver, even on the easiest difficulty): https://www.reddit.com/r/AskHistorians/comments/amim1z/how_many_arrows_did_foot_archers_and_horse/#:~:text=Broadly%20speaking%2C%20a%20single%20quiver,in%20which%20arrows%20were%20carried.


In Skyrim, when you get to the last stage of vampirism, a message says 'as a blood starved vampire you are hated and feared'. However there is no change to your character's facial appearance, (unlike The Elder Scrolls IV: Oblivion) and npc's won't yell, attack or run - they all act normal.

In Skyrim, vampire player characters aren't light sensitive, except for a few seconds when the sun arrives. In the previous game, your character got more light sensitive at each stage. In this game, you could make it so that if you fed, you wouldn’t be light sensitive until you needed to feed again.

In Skyrim, at 5:00 AM, with stars still out, a message tells the player that sunlight is affecting their vampire character, yet there is no visible sunlight. More night time would be appreciated as a vampire. They only have from 7 PM until 5 AM. (less than daytime hours)


You can't only drink a portion of a wine bottle. (i.e. the equivalent of 1 glass with supper) That is not cool in a role playing game.


There is no drunk visual effect. (I probably got the idea from the mod Requiem) There is a visual effect for Sleeping Tree Sap, (which people can still manage to fight with) which you could use, as it looks like you are drunk when you consume it.


Cabbage soup in Skyrim only contains cabbage and salt... I heard it would have carrots and onions in it. Onions were in The Elder Scrolls IV: Oblivion.


Half a loaf of bread weighs 0.2, is worth 2 gold, and restores 2 health. That is the same as a full loaf. Half a loaf should probably be 0.1 weight, 1 gold value, and restore 1 health.


If tomato soup is going to be in Skyblivion, salt should be added to the recipe. (salt is in a bunch of recipes)


There is no recipe to make beef stew with potatoes - despite soups with potatoes. Stew wouldn’t be that great without potatoes.


You eat big cheese wheels/can't eat pieces of it at a time - yet you can eat pieces of cheese if they are already separate. (I probably got this idea from the mod iNeed)


Will chicken eggs be sold by inns? They weren't in Skyrim.


Will there be apple trees in Skyblivion? Apple orchards are mentioned as existing in Whiterun in The Elder Scrolls V: Skyrim.


The player can't make baked potatoes, which is a big failing role play wise. Baked potatoes would be good with eggs for breakfast, or good with meat for another meal. Potato soup (which is only made with a potato and salt, which isn't cool. I heard there would be milk and butter in it, which are both in-game items in Skyrim. It is easy to do without potato soup in-game, so either potato soup could be removed from the game, or you could add butter and milk to the recipe) heals 10 points and restores 10 stamina. Baked potatoes restore 5 health. So the player should've been able to make them.


Inns could sell cooked carrots. Inns could sell raw carrots for 1 gold and cooked carrots for 2. (like potatoes)


Will gourds exist in Skyblivion? They existed in Riften.


Will goat milk exist? There was lots of goat cheese in Skyrim. I heard goat milk is good.


Will there be salted/preserved/dried meat? It was mentioned in Skyrim.


Will food spoil in Skyblivion?


I harvested gourds (as Bethesda shows the name in-game, which had 5 visible ones in 1 bush) yet I only got 1, and the 5 disappeared from view. A gourd only heals 1 hp/isn't great loot. They wouldn't need to heal any if Bethesda allowed the player to harvest 5 from 1 bush. Or maybe only 1 gourd should grow per plant. A loading screen saying that gourds are preferred with supper could be cool if that is the case. (The player can be unsure about gourds, which is uncool in a role playing game. Gourds can be harvested by the player in the wilderness, people grow more than a little of them, and the player can eat them. A loading screen could say that gourds are eaten with every meal if that is the case. Can they be cooked? A load screen could say that and/or that they are eaten raw with whatever meal/s)


A backpack could be in Skyblivion. At the moment you can put hundreds of pounds of items, including large items, in your pockets. There could be an imperial legion backpack. (which doesn't exist in-game. Realistically, they could have a backpack to carry food, water, and potions)


The bigger alchemy lab is fake looking/disappointing. (they also show it in load screens, so that player gets to see it over and over) The contents in the first glass bottle would immediately leave it/not be heated by the flame below it. There needs to be a round bottom part in the first part of the set up, so that as the liquid inside boiled, the upper portions of the liquid would leave the bottle into the next part. Also, how would the contents get into the first bottle, as there is no thing (i.e. a little metal bar) at the top to open it. The smaller alchemy lab is OK/better.


One huge piece of (raw) venison (you only get 1 from each deer or elk) only makes 1 (cooked) venison chop (kind of like a steak). Both weigh 2.


If you sprint until you're out of stamina, your character will breathe hard for a second or so. If you consume beef stew and sprint until you're out of stamina, your character will breathe hard until their stamina/energy is completely restored to 100%. Before I discovered that last part, I thought it was a bug that wouldn't go away, so I reloaded an old save more than once.


The glass bottles for all the potions that the player makes "magically" appear out of thin air. Players could buy glass bottles for the cheap price of 1 gold each. (you make money from selling potions, so it wouldn’t be bad) They could come filled with the water that you would need to make/drink each potion. Realistically, there probably would be a glass maker in at least some cities. You could fill the bottles with water at a town well, or by a body of water.


When going to the skills menu to level up in Skyrim, it shows up in the magic area (unless you've moved it earlier since starting the game that session) even when you are a race that is usually a warrior. It can be annoying having to go to the warrior section. If the player was a Nord, or an Orc, the skill menu could start in the warrior section.


No critical hit messages on-screen could be a nice optional setting to prevent immersion breaks.


An on-screen message told me more than once that my weapon's magic charge was out in Skyrim. It was immersion breaking.


Here is stuff I made about how the Race Descriptions/Menu could be better in Skyrim (ideas from there could be used in Skyblivion):


You are presented with racial descriptions to help you choose your race/character. However, the descriptions aren't as good as they could be in that endeavor.


The description doesn't mention that Bretons are most skilled in conjuration/start with a higher level of skill in that than any other race. The in-game description mentioned that kind of thing in The Elder Scrolls IV: Oblivion. In this game, Bretons also start with a +5 bonus to alchemy, alteration, illusion, restoration and speech. None of that is not reflected in the in-game description. Mention of their speech skill could've been interesting and somewhat realistic because Bretons have a reputation for politics, beyond what you see in other places. (it's mentioned in-game) The description could say that Bretons are somewhat gifted as alchemists (they all start with a +5 bonus to that skill) and that they are somewhat gifted at alteration, illusion, and restoration magic.


The description for Imperials points out that imperials have a reputation for being diplomats and traders, yet they don't have any speech bonus in this game. They did in The Elder Scrolls IV. The description mentions that they are skilled with combat and magic. To be more specific/better than the description, they are most skilled with restoration magic, (+10) and somewhat naturally skilled (+5) at physically blocking, destruction magic, enchanting, and using heavy armor and 1 handed weapons.


The description for Argonians doesn't mention that their claws do (extra) damage in unarmed combat (The description mentioned that kind of thing for Khajiit) and it doesn't mention that they are somewhat naturally skilled at alteration and restoration magic.

The Argonian Account, Book III shows that Argonians are accomplished illusionists. (after they used a paralysis spell. That is because paralysis used to be an illusion spell in The Elder Scrolls IV. So the book should be changed to reflect that they are accomplished at alteration)


The description for High Elves doesn't mention that they are more skilled at illusion magic than other races or that they are accomplished illusionists. (+10)


The description for Dark Elves mentions that they 'are noted for their stealth and magic skills'. It doesn't mention that they are more skilled in destruction magic than other races, and it doesn't mention that they are somewhat gifted at alteration and illusion magic. They don't receive a bonus to restoration or conjuration magic, or enchanting. Therefore, they are gifted at 3 out of 6 magic types/schools, yet it claims they are noted for their magic skills, which can give the wrong impression. Dunmer are also slightly gifted alchemists, somewhat skilled with light armor, and somewhat naturally gifted at sneaking.


The Redguard description claims that they are 'the most naturally gifted warriors in Tamriel', yet they don't have any natural skill bonus in light or heavy armor. They have +10 to 1 handed, and +5 each to Alteration, Archery, Block, Destruction, and Smithing. So the description could say something like: they are more skilled with 1 handed weapons than other races. It could also say that they are somewhat gifted at archery, blocking, alteration and Destruction magic. Orcs are the most naturally gifted warriors. [+10 to heavy armor and +5 each to block, 1 handed and 2 handed weapons. They also are somewhat (+5) naturally gifted at blacksmithing and enchanting. The latter would be a surprise to at least some players]


Nords are somewhat naturally gifted at speech/with words, (+5) which you wouldn't know from their description. (Nords have some skilled bards and the Bards College) It isn't mentioned that Nords are most skilled with 2 handed weapons (+10, which is also more than any other race) or that they are somewhat (+5) naturally gifted with the: block skill, 1 handed weapons, light armor, and smithing. The Nord power Battle Cry is only used by you and not used by Nord Stormcloaks in civil war battles. An in-game book mentioned only strong Nords doing the Battle Cry. Not every player reads every book, and they can forget stuff. i.e. if they read the book in a previous playthrough. The descriptions for Nords at the start of the game makes it sound like all Nords can do Battlecry.


You wouldn't know it from the description, but Wood Elves are somewhat (+5) naturally gifted at alchemy.


The description for the Khajiit race could show what stages the moons were at when the Khajiit player was born, as that caused their appearance/form. Many Khajiit player characters could know what moon stages gave them their appearance.


To learn what skills races are good at, players have to either go on the internet to find out, or they have to load a game (sometimes a completely new 1) and then play part of the intro before they can view the skill tree. Those things are not the mark of a good game/product. Maybe a 'Show detailed stats' part could exist that could be clicked on.

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