▲ 10 r/TESVI

Weapons and armor sockets/encrusted/adorned.

Socketing could be very useful and I'd like to see it in TES6 by using various items found in the world from precious gemstones to runes, bones or other beast parts, seeds, precious metals, or interesting rocks.

Moving on. For the record we should keep magical enchantments, so these effects would be different than those. Also, bring back weapon durability, and keep the ability to poison weapons.

These sockets would differ from enchantments in various useful ways and each material would have unique properties. Also, each material would operate on a 5-10+ tier quality scale ranging from trifling to flawless.

And maybe some unique qualities like:

fused gems(2 different types of stones fused)

Or combined materials like rabbits foot and thorns, which can normally be used separately with their own unique effects, can also be combined as "thorn-wrapped rabbits foot"

ancient, daedric, etc that would add special properties.

Some items may work for any piece of weapon or armor. And some may only exclusively work on certain types of weapons(axes, swords, bows, spears, throwing weapons, etc) or pieces of armor(shields, helmets, boots, necklaces, rings, piercings, etc)

Gemstones and properties to be sorted amongst them:

Diamond, Ruby, Sapphire, Jade, Opal, Obsidian, Emerald, Amethyst, Garnet, etc.

Gemstones properties: based on quality.

Item is X% lighter(saves encumbrance and uses less stamina), item swings X% faster, item does X% more base damage, item loses durability X% slower, item repairs X% faster, item can be thrown X% further, blocking is X% more effective, jump X% higher, sprint X% faster, climb X% faster, etc.

Bones and critters parts:

These would have benefits towards certain creatures depending on the parts used.

Some may help you locate certain critters in the wild(a predators tooth nose piercing may help you locate(sniff out) smaller prey)

Some may help you locate items like certain foods/plants (a rabbits tooth may help you locate vegetables but may also attract predators to you)

Rabbits ears hung from your helmet or rabbit fur lined ear piercings may allow you to hear creatures footsteps, breathing, growls, eating, etc from further away.

Some may have weakness effects applied for certain creatures but may hinder damage for others(example: you have a wolf's claw, it does more than base damage to small prey but less than base damage or simply no extra damage to larger predators or mudcrabs because of their hard shell)

Seeds/flowers/thorns and other flora:

These could be used not only in weapons but in tools to help you sow/harvest certain things faster, cut down certain trees faster, locate flora, attract critters, repel critters, cook more efficiently, do alchemy more efficiently, attract mates and repel other races that despise certain scents, add garlic oil to your weapon to repel or deal extra damage to vampires, etc.

Precious metals:

Gold, silver, copper, bronze, aluminum, iron, steel, platinum, etc.

Other than upping the value of your item, weapons encrusted or decorated with precious metals can represent wealth for those you may want to impress either by showing off or gifting.

You can keep them as collectors items on your wall at home.

You may simply want to add them to your weapon to give it that 2 or 3 tone look that you find cool.

Maybe a weapon encrusted with a certain metal vibrates or glows around ores to be mined of similar material.

Some creatures have weakness to certain metals in the way that werewolves are weak to silver.

Fossils:

Can awaken in your weapon or armor certain abilities from creatures long lost to time.

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u/JX900 — 12 days ago

What is a must see show or vendor or anything else at the Renaissance Faire? Also, do they sell alcohol?

What are your favorites?

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u/JX900 — 19 days ago
▲ 1 r/TESVI

Hot take: if you want more Morrowind, play Morrowind or wait for Skywind.

I understand wanting Bethesda to bring back their "classic" style of RPG. But I see a lot of people saying they want many of the exact same systems as Morrowind. "Dont change anything. Dont bring anything new. Dont innovate." The list goes on.

Morrowind, Oblivion, and Skyrim are all loved, despite their differences. We must allow TES6 to be different. Allow it to have its own identity. Allow it to do its own thing and hopefully set the bar and exceed our expectations. Let people ask for new things. Let it shine!

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u/JX900 — 1 month ago

Visual damage, looting limbs, and arrow retrieval.

If i smash a mudcrab with a Warhammer, it would be cool if it looked like it got smashed with a Warhammer instead of just dead and bloody. Stab it with a sword and there's a visual hole in its body. Shoot it with an arrow and the arrow sticks it to the wood post. Same with other creatures. Dont just make them bloody and dead, give them holes, visible wounds, burns, and scars if they heal.

Cutting off limbs of humans or creatures doesnt alway have to kill them. But an enemy holding a sword, then getting that limb cut off, should be lootable, the sword and the arm.

Retrieve arrows by grabbing them and ripping them out of the body of the enemy, body jerking physics and all.

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u/JX900 — 1 month ago
▲ 4 r/TESVI

Visual damage, looting limbs, and arrow retrieval.

If i smash a mudcrab with a Warhammer, it would be cool if it looked like it got smashed with a Warhammer instead of just dead and bloody. Stab it with a sword and there's a visual hole in its body. Shoot it with an arrow and the arrow sticks it to the wood post. Same with other creatures. Dont just make them bloody and dead, give them holes, visible wounds, burns, and scars if they heal.

Cutting off limbs of humans or creatures doesnt alway have to kill them. But an enemy holding a sword, then getting that limb cut off, should be lootable, the sword and the arm.

Retrieve arrows by grabbing them and ripping them out of the body of the enemy, body jerking physics and all.

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u/JX900 — 1 month ago
▲ 4 r/TESVI

Pole vaulting ideas

Pole vaulting could be cool and useful in many ways.

Equip your pole, sprint, and hit it! It digs into the ground allowing you to vault over obstacles, over dangerous creatures, or get more air paired with a glider once you hit the crest of your vault.

It could allow you to vault on top of buildings. Valut over rivers or streams. Over bluffs or deep cracks in the land. From boat to boat. Or even from rooftop to rooftop.

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u/JX900 — 1 month ago
▲ 6 r/TESVI

Poses/resting positions

Poses, or resting positions, shouldn't be exclusive to photo mode.

Imagine laying down on your back on a sandy beach along the coast of Hammerfell, no armor, no weapons, just you and a half full glass of your drink of choice.

The sunset is gorgeous. The waves slowly lapping, your characters body dusted in sand. Just chillin. Enjoying the ambiance and music. You're there, finally. On a beach in The Elder Scrolls 6.

A couple button prompts are available:

Take a drink

Take a puff

Turn over

Throw a rock(in the water)

Hum, sing, whistle

Cover yourself with sand

Etc.

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u/JX900 — 1 month ago
▲ 11 r/TESVI

QOL suggestion for item value

In Skyrim, while in your inventory and looking at an items value, it may say 100. Get to a shop and its worth 65. This is of course based on your speech skill. Its frustrating.

The fix? Maybe show us a range like "65-100" so we know what it may actually sell for. Meaning 100 is what its worth, but our current skill will fetch 65. Seeing the comparison will encourage me to upgrade my speech skill.

Maybe even allow us to barter for better prices. Take this one step deeper by having different vendors offer different prices for the items you sell them.

Have this number dynamically update based on what your skill is and what the maximum amount that a known NPC will pay. If you meet other NPCs or vendors that are willing to pay more, then their maximum/minimum will be added to your items value. You won't necessarily know who's it is just by looking at your item in your inventory, but you know someone out there is willing to pay X amount. Its up to you to remember which vendors like which items.

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u/JX900 — 2 months ago
▲ 14 r/TESVI

You SHOULD be able to join multiple factions, BUT, let there be consequences if the leader discovers your treason.

So many have said "I dont want to be able to join multiple factions" I get it. But it would remove the fun of being discovered by your leader and factions members and how they would respond if they discovered you were working with the enemy.

Also, some factions may not interfere with eachother at all so it would make sense to be able to be involved in those at the same time.

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u/JX900 — 2 months ago
▲ 62 r/TESVI

What did ESO have that Skyrim didnt, that you would miss if it wasn't included or improved upon in TES6?

I know they are different studios.

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u/JX900 — 2 months ago

How long do you think it'll be before smart robots for home chores, etc will be in everyone's home like smartphones? And what else would you want them to be able to do?

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u/JX900 — 2 months ago
▲ 2 r/TESVI

Accessories like bracelets, piercings and magic infused tattoos

When it comes to accessories I think it would be really cool to be able to have bracelets for the wrist and ankle. Maybe toe rings and more rings for fingers. Magical piercings for the ears, nose, lip, eyebrow, or wherever you want a piercing, that you actually go to a shop or local tribe member, to have them inserted.

Piercings would be a longer lasting choice in the sense that you wouldn't be able to quickly remove it on your journey or mid battle.

These, along with the necklaces you wear, should move naturally as you walk, run, jump etc.

Tattoos would be permanent. But what if they could be infused with different types of magic? The tattoo artist mixes the magic in with the ink before applying it to your skin. You could receive permanent buffs from these.

Maybe one tattoo would glow when a certain enemy type is nearby. Or you heal faster out of battle.

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u/JX900 — 2 months ago
▲ 5 r/TESVI

Do you think they will adjust the day length?

It changed from Oblivion to Skyrim for the better. Do you think they will extend it further? And what else could benefit from having a longer cycle?

u/JX900 — 2 months ago
▲ 231 r/TESVI

Do you think they teased the subtitle because they plan to trademark it soon?

u/JX900 — 2 months ago
▲ 8 r/TESVI

Companion helper scenario

User u/minerlj mentioned being able to mark items in your companions inventory as wanting to sell.

Ordering your companion to sell things marked for sale is a great idea. Even cooler if you could send them back to town while you're still exploring.

What would take that a step further is if you could help manage your companions stats as they level up and upgrade their speech stat so you can tell them to barter with the shopkeeper for better prices. And if you're there at the time, watch them barter in real time. If you're away, be able to select on the map which shop you want them to go to and which shopkeeper to talk to.

Careful though. Putting too many stats into their speech and not enough into combat may be risky if they get attacked on the way to town. Could you send a summon with them or another tougher companion for protection?

Can you have them buy things while theyre at the shop like health potions to bring back?

Is there some way for them to communicate with you while theyre at a distance? You'll likely be in a different spot when they return. Maybe a magic beacon that illuminates the sky around you? Maybe there's a crystal ball to speak directly. Or maybe you can jump into their body temporarily and bring them to you.

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u/JX900 — 2 months ago

Variable encumbrance- Encumbrance on a gradient scale

In Skyrim, for example, you'd go from full movement at 200lbs to very slow at 201lbs; it was sudden. TES6 should work on a gradient scale, and the more you pick up, the slower you get. This is a scale that the devs can play around with to make sure it feels natural but not too limiting, and still fun but noticeable.

Starting at, say, 20% of your total carry weight is when your movement speed is reduced by a barely noticeable, but still there, 1-3%

At 25% total carry weight, movement is reduced by 5%, and slightly more stamina is used when running, jumping, swimming, etc.

30%- movement reduced by 10%, weapons swing at -1 to -3% speed, slightly more stamina consumed.

And so on. At higher percentages, other gradient percentages kick in. Your jump height decreases until you're completely unable to jump. Climb speed slows(assuming climbing mechanics will exist). Swim speed slows. When you enter water, you sink faster and faster, and more stamina is consumed(sinking could be deadly, could be used to your advantage). Float/sink potions may become essential. Swinging weapons becomes even slower; certain power moves become unavailable. Blocking is slower. Your footsteps are louder, and things in your bags begin to make clinking noises, alerting NPCs.

At very high levels of carry weight(overencumbered zone and beyond), your heavy weapon is so slow that it's almost not worth it, so you switch to daggers. But eventually even medium and light weapons feel useless.

Different races should have different starting stats for this too. An Orc should naturally be able to carry more than an Altmer. The size of your character should matter too. If you make a very large character, they can carry more, but they move louder and sneaking is more difficult. Smaller characters are vice versa.

You should also be able to drop your bag or bags(which is a separate bag from one that contains essential quest items) to instantly reduce a bunch of carry weight to prepare for a fight. The more junk in your bag, the more noise it makes when dropping it. Unless you're able to slowly set it down. The risk is that another NPC could steal your bag, but they would also get variable encumbrance. It could roll down a hill and get lost, fall in water, get damaged, etc.

You could use potions or magic/scrolls to enhance carry weight or resist encumbrance effects for a period of time, but potions should have a "toxicity level" so you can't infinitely spam potions. Food should have a fullness meter as well. Maybe you can add enchantments to weapons or armor that permanently make them lighter.

This system should exist because it's a natural progression of the encumbrance scale, and you'll always have the possibility to have a companion "carry your burdens" and hopefully have a wagon.

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u/JX900 — 2 months ago
▲ 3 r/TESVI

Variable encumbrance- Encumbrance on a gradient scale

In Skyrim, for example, you'd go from full movement at 200lbs to very slow at 201lbs; it was sudden. TES6 should work on a gradient scale, and the more you pick up, the slower you get. This is a scale that the devs can play around with to make sure it feels natural but not too limiting, and still fun but noticeable.

Starting at, say, 20% of your total carry weight is when your movement speed is reduced by a barely noticeable, but still there, 1-3%

At 25% total carry weight, movement is reduced by 5%, and slightly more stamina is used when running, jumping, swimming, etc.

30%- movement reduced by 10%, weapons swing at -1 to -3% speed, slightly more stamina consumed.

And so on. At higher percentages, other gradient percentages kick in. Your jump height decreases until you're completely unable to jump. Climb speed slows(assuming climbing mechanics will exist). Swim speed slows. When you enter water, you sink faster and faster, and more stamina is consumed(sinking could be deadly, could be used to your advantage). Float/sink potions may become essential. Swinging weapons becomes even slower, certain power moves become unavailable. Blocking is slower. Your footsteps are louder, and things in your bags begin to make clinking noises, alerting NPCs.

At very high levels of carry weight(overencumbered zone and beyond), your heavy weapon is so slow that it's almost not worth it, so you switch to daggers. But eventually even medium and light weapons feel useless.

Different races should have different starting stats for this too. An Orc should naturally be able to carry more than an Altmer. The size of your character should matter too. If you make a very large character, they can carry more, but they move louder and sneaking is more difficult. Smaller characters are vice versa.

You should also be able to drop your bag or bags(which is a separate bag from one that contains essential quest items) to instantly reduce a bunch of carry weight to prepare for a fight. The more junk in your bag, the more noise it makes when dropping it. Unless you're able to slowly set it down. The risk is that another NPC could steal your bag, but they would also get variable encumbrance. It could roll down a hill and get lost, fall in water, get damaged, etc.

You could use potions or magic/scrolls to enhance carry weight or resist encumbrance effects for a period of time, but potions should have a "toxicity level" so you can't infinitely spam potions. Food should have a fullness meter as well. Maybe you can add enchantments to weapons or armor that permanently make them lighter.

This system should exist because it's a natural progression of the encumbrance scale, and you'll always have the possibility to have a companion "carry your burdens" and hopefully have a wagon.

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u/JX900 — 2 months ago

Flora growth

I would love to see plants, trees, shrubs, etc grow in TES6. Its being done in games like games like Botany Manor, Viridi, and Garden Life: a cozy simulator.

To be able to tend to your own garden in TES6 while trying to keep hungry critters or garden thieves away would create some fun gameplay moments.

Being able to sell your produce at the local market, or set up a roadside stand would also be fun. Maybe a bandit gang would attack you at your stand and steal your produce. Some NPCs would be picky and only accept produce of a higher quality.

Aside from gardening, watching trees grow larger with time, and topple over, or become new shelter or shade for wildlife would be cool. When they fall over, they begin to rot, mushrooms grow and attract wildlife.

Flowers blooming, fly traps catching bugs, bees visiting flowers. Fruits, grains, and veggies maturing. Having vines grow up trees, fenceposts, the sides of houses, or up your leg(killer vines), would make the world feel so much more alive.

Also having them change with the seasons and only being able to grow in certain weather and climates. You'll be adventuring, of course, so you should be able to hire gardeners, some may be great at gardening but bad at defending against critters or bandits.

All foliage should react to fire and other elements.

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u/JX900 — 2 months ago