My Suggestions For Skywind
There could be a Khajiit moon amulet. There is a moon amulet belonging to a Khajiit in Skyrim, but it looks like a normal necklace, with no moon. The moon is sacred to Khajiit.
A priest of The Imperial Cult could wear an amulet of Akatosh.
Blacksmiths could have enchanted jewelry and/or apparel that helps them make better armor and weapons. 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.
Quivers only have 6 or 7 arrows in them in Skywind. The quivers are small and not circular... I read that "broadly speaking" a quiver could hold 25-30 arrows, but some could hold more (in The Elder Scrolls V: 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.
Imperial forts should have wine and cheese.
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)
There could be a drunk visual effect. There is a visual effect for Sleeping Tree Sap, (which people can still manage to fight with) which could be used.
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 be 0.1 weight, 1 gold value, and restore 1 health.
The bigger alchemy lab is fake looking/disappointing. (also in load screens) 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.
The glass bottles for all the potions that the player makes 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.
When going to the skills menu to level up, it shows up in the magic area (unless you've moved it earlier since starting that gaming session) even when you are a race that is usually a warrior. It can be annoying having to go to the warrior section. The skill menu could start in the warrior section if the player is a Nord, Orc, Redguard, or Imperial.
No critical hit messages could be an optional setting to prevent immersion breaks.
A message told me more than once that my weapon's magic charge was out. It was immersion breaking.
A backpack could be in Skywind. In Skyrim 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. Realistically, they could have a backpack to carry food, water, and potions)
Here is stuff I made about how the race menu could be better in The Elder Scrolls V: Skyrim (ideas from there could be used in Skywind):
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 for Bretons doesn't mention that they are particularly skilled in conjuration and more so than other races. 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 shown in the description. Mention of their speech skill could've been interesting and 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 particularly gifted at illusion magic and more so than others.
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 naturally 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 the best with 1 handed weapons. They are 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 blocking, 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 state that the player is the Suthay-raht form of Khajiit due to Masser being in the new phase and Secunda waning. Khajiit player characters could know what moon stages gave them their appearance. Suthay-raht can purr and hiss.
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