Make Mythic Treasures tradable to wandering artists for zone crafting recipes. Revamp "Treasure" items by having them be an alternative zone currency (clean/laundered ones of course). Incorporate tomb raiding (some sort of "Dungeoneering" skill).Use the caravan wagon/camels for cover and distance from the group reduces movement speed (make movement speed important) Sand wurms and wind gusts attack the caravan, blowing characters around and threating the caravan. Place it in a Sand Storm puzzle where multiple players have to work together to navigate using their positioning to find their way through the shifting dunes. Have a wandering Caravan mechanic where players have to protect a trader caravan.Have monsters and bosses completely change mechanics, drops, and/or availability depending on the time of day (like a desert). Bring in plenty of hookshot poles and roof running and agility shortcuts. Make the area pretty lawless, with hiding baskets, wandering lantern guards, and a night-time curfew mechanic. Incorporate a Thieving Guild update and bring in the Hew's Bane aesthetic.Ultimate Skyrim aims to do this by adding a greater. Have them use "Earth" and fire elemental damage, grapples (essentially stuns), kicks, and agility. This chonking great mod is the sum of 16 other mods which come together to make Skyrim a more hardcore and unforgiving experience. Introduce a new Monk class and/or Unhanded skill line.When ZOS does complete Southern Hammerfell / Western Cyrodiil, here are some ideas: How about each of the captains for their respective alliances get something capable of traveling to Akavir or the semi-submerged continent of Thras? Why not go even more oldschool and repurpose a dwemer flying machine to go after some fortress in the sky that the Sloads have magical wards to prevent teleportation to? Why not show that one alliance was secretly backing Sea Elves and strike at some "elusive island" that's on the back of some sea serpent or turtle? You have natural antagonists there. Call me a warmonger, but it needs to go on.Įdit: they spent a LOT of time subverting expectations on High Isle and they even have a need for new ships from what is basically the shipbuilding capital of Tamriel (at least as far as DC is concerned). Right now they are trying to make the leaders buddy-buddy and it's going to kill the narrative. You can even have path divergence depending on what side you want to be on. Make it so Jorunn was dealing with Akaviri spies from the AD and DC who were either colluding with Thras or Akavir and you have instant shake and bake plots and continuation of the war after planned genocide plots against the EP is discovered. Right now, you got all the alliance leaders gathered, and the missing leader Jorunn wasn't in attendance. Like getting stung by a jelly fish and waiting for someone at the health clinic on the boardwalk to sprinkle some vineagar on your arm-level of boring. Like sand in your bikini at the beach-level of boring.
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