Honestly, it kinda surprises me how many RPGs in general struggle to avoid having one or two optimal choices, especially with armor. The easiest solution I usually see is just giving lighter armor more bonuses. One of the better solutions I’ve seen is the Fromsoft equip load system, but that only works if your game is built around a dodge mechanic. Either way, it’s something that needs to be figured out a lot more often than it is now.
Two things i'd absolutely love to see in TES is: The FO4 style crafting system, the modularity of it is just wonderful, and i think finding random weapon or armor parts would make for a lot more loot variety. And a separation of materials and styles, more intricate styles and rarer materials being quest or item locked. Being able to craft any cultural style using any material would make for fun customization, maybe even throwing in paint to further add style points for the people like me who love to play dress up. And by extent it could allow more open roleplaying, like an elf character that only uses elven style gear, which in skyrim you'd basically be locked to two mid tier armor and weapon sets. When otherwise you could go iron through daedric in progression and always keep the elven vibe.
Great ideas, Kingdom Come: Deliverance essentially did this so BGS doesn't have an excuse to not do something like this.
Lovely video series! Here's my obligatory comment for engagement. As a dev working on a game with a more in depth combat system I had worked out weapons from DS1/Salt and Sanctuary, and Monster Hunter but I didn't really think much on armour, I'm glad to see someone put lots of thought into it! Apologies if I steal some of your ideas for armour ;-v-. Keep at it! I've added Dragons Dogma to my playlist already. Can't wait to see what the next one is on!
Re-uploaded with reduced background music volume
This is a very interesting series, I love conceptualizing, and I am looking forward to more videos about improving upon Skyrim!
I just found your channel and I’m so glad. I bother my friends with discussions about improving on Bethesda games and most of them are only humoring me. I really love your ideas and have had many similar ideas, at least from the two videos I’ve watched so far. I will definitely be consuming all your content on this topic and look forward to checking everything out. Keep up the great work!
Love the warframe music in the background ❤
Much better sound quality. Thanks for the content!
I've always thought armor should be a lot more detailed. It's difficult but it can be done. I think it would improve any game. For example, chainmail was made to protect against blades or slashing attacks. But not good against bludgeoning attacks. Good video.
These are some good ideas. And the detailed and well thought out charts are neato :)
I love the armor layering idea!
I am so sure that none of Bethesda team focused or even think deep about any skill tree or how they work. They lack so much.
6:00 I see you are a man of culture also. And you would be surprised on how many builds based on frames are viable.
The smithing skill increases not by the number of items but by the value of the items crafted. So better craft high tier weapons and armor or jewlery.
For those who dont know it, most of the things mentioned have been modded in the game (pc). Mods that ironically got broke by bethesda "upgrade".
I had some thoughts about how the enchanting system might be improved in TES VI. One of the problems with enchanting in Skyrim (and Morrowind and Oblivion) is that to get the most powerful enchantments, it relies on killing to gain access to souls. This makes enchanting morally questionable and an anathaema to lawfully aligned characters. I actually rather like ESO's approach to this where you are instead required to find runestones and match them together to create glyphs which you then apply to an item, usually a weapon, armour or other piece of apparel. I think it would be good if you could learn certain runes by discovering them in books, being taught by trainers, attending lectures in the Mages' Guild, questing or level up rewards. You would use a research station to put together runes into glyphs which would be analogous to fantastical circuit diagrams. When you learn the effects of a glyph, you can then apply it to an item such as weapon, clothing, jewelry, armour or other object. You would use a special crafting station to actually apply glyphs to the item that you want to be enchanted and perhaps have a minigame to trace out the glyph accurately. Better crafting equipment, higher quality items and more player skill would allow better, more complex enchantments to be made. You would also be able to create enchantments that would do more than simple attribute buffs or damage enchantments. You could create all manner of magical gadgetry, perhaps animate a golem or suit of armour or other item, create a trap, make an automatic door or a techno-magical control console to control machinery in any settlement or ship you build. Ofc, there should be a cost and you'd have to go through some process of imbibing magic onto the object to be enchanted, perhaps drawing from the PC's own magicka pool. Soul gems would be usable and unlock access to especially powerful enchantements but ofc would be more for an evil character; think of them like a quick yet powefful buff at the expense of your character's humanity, this could have gameplay effects such as increasing infamy, changing NPC reactions towards you or corrupting your appearance. Other options for more powerful and less morally suspect enchantments would include Varla stones, Sigil stones, or crafting in places of a powerful magical nature many of which would be scattered around the world. On that last point actually, you could have the ability to create your own magical nexus through the settlement crafting system or by performing rituals. In the first case, for example, it would be by concecrating ground by building a temple or sime such for a permanent nexus or in the second case just performing a magical ritual for a less permanent nexus. Building a cathedral as a magical nexus for enchanting purposes would require people to keep visiting the place to worship to keep it charged and useful as a place to make enchantments but an area you have performed a ritual in will eventually fade and expire. Vampires could get access to unique thematic "blood magic" enchantments.
Just found this channel, this is good stuff, mate! Maybe if you can find a modder you can put this into practice! Also, lol, this series has a better design doc than Starfield. Now go make the Unarmed video. I need it.
To make it even more complex, if an enemy has fur "armor" ie an animal or a human wearing fur, when you slash them, they should actually take some bashing or blunt damage. They would be nearly immune to the slash damage, but it still hurt being hut by a sword even while wearing fur or chain.
@TasTheWatcher