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#TESVI
obscene-beans · 1 month
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IM WEEPING AGAHAHAHAHAGAHA
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bonestrewncrest · 8 months
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we fucking need tes 6 dude
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uesp · 7 months
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There was a large leak of documents from the FTC v. Microsoft case, including confidential information about Zenimax and Bethesda's plans. For example, their plans originally included:
Starfield out in 21 Indiana Jones, Starfield DLC, and Oblivion Remaster in 22 TESVI, Dishonored 3, Ghostwire: Tokyo sequel, DOOM Year Zero, and a Fallout 3 remaster in 24
As you can see, this plan clearly changed course, and we won't really be able to tell which of these projects that we haven't seen in the interim were completely cancelled, or just delayed, unless Bethesda makes announcements related to any of them.
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ego-osbourne · 3 months
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Jyggalag Concept
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I’ve really been wanting to draw him but Oh Dear Lord trying to figure out his shape took way too long. It was mostly his legs. I struggled so hard on his legs. BUT now I have a decent design figured out, so hopefully drawing him in the future will prove to be more fruitful
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powdermelonkeg · 1 year
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raeynbowboi · 2 years
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What I Want from Elder Scrolls VI: Magic
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I already talked about what I’d fix for Stealth builds, but my other favorite play style is Magic builds. Don’t expect one for warriors though. I have only ever played a warrior one time, and I got bored of it pretty quickly.
- I want Necromancers to be able to do more. I liked that Skyrim expanded magic to give players the chance to play Necromancers, but for Elder Scrolls VI I want them to take Necromancy, and push it further. In Skyrim, necromancy pretty much only brings back the dead. While we got more options in Creation Club and Anniversary Edition, most times when I build a necromancer, I still rely on mods to give my necromancer damage-dealing spells. Elder Scrolls Online moves in the right direction, giving Necromancers a multitude of different necromancy spells that aren’t all just animating skeletons, and I’d like Bethesda to keep going in that direction. Let me create a Spirit Cloak of wailing phantoms or necrotic energy. Let me manifest skeletal armor and lob magical skulls. Let me drain life, magicka, and/or stamina from my foes to make them weak and easy to kill. Let me sacrifice a portion of my health to deal massive damage with forbidden dark magic, paying a blood price for power.
- Allow players to interact with their summons. It’s all fun and games summoning frost atronochs or having an army of skeletons. Until you need to move through a hallway and your stupid summon is blocking your way. You can’t move them out of the way either. It takes the fun out of playing a necromancer when you have to just stand there and wait for the spell to expire, attack your own summon, or pointlessly run into them, hoping you might push them out of the way just long enough to get past them.
- Give damaging spells to every spell category. Are you trying to play a sneaky illusionist, but oops, Frenzy is your only means of fighting enemies with your illusion magic. Good thing sometimes you only get attacked by one enemy and now Frenzy is worthless. This sort of feeds back into the expanding Necromancy thing. Sometimes players want magic catered to their character, or they challenge themselves with a certain build.
- Add or Expand Upon Spell Types. In the Dawnguard DLC, there are a few Restoration spells that deal Sun damage. Through mods, it’s possible to build an entire character around being a sun-damage cleric type, and it’s a lot of fun for roleplaying. I’d like to see Elder Scrolls VI take this idea and expand it further, making Sun damage the main damage type of the Restoration school. Maybe make Psychic spells the damage type of the Illusion School. Necrotic or Shadow damage for Conjuration. Stone and Wood magic for Alteration, altering Alteration to the school for environmental magic. Maybe Water and Wind would also be Alteration. Add Blood magic or Dark magic to the school of Destruction.
- Add unique quest and faction spells. Have you finished a quest for the priests of Dibella, or joined their priest faction? Maybe the high priestess will teach you some Illusion or Restoration spells only available to those favored by Dibella and/or the Aedra. Have you killed in the name of Sithis and the Night Mother? Here’s some spells that deal Poison and/or Necrotic damage, disguise your appearance to frame others for murder, or a spell that disorient guards while turning you invisible, allowing you to escape detection and hide from authorities. Did you become a vampire? Here’s spells you only gain access to as a vampire. Have you won the favor of Nocturnal? You should get some spells available only to those favored by the Daedra, as well as some stuff exclusive to Nocturnal. Now, if I want to build a Priest of the Divines, I can win the favor of all the Eight Divines, and just build a character around Sun damage, Aedric Spells, and the unique spells I can only get from each Aedra. Did I build a Necromancer? I’ll bet the unique spells from Vampires, Sithis, or even Arkay made that build more diverse and interesting.
- Allow Mages to Play Different Archetypes. While I don’t want hard classes in Elder Scrolls VI (we have Elder Scrolls Online for that) make it possible for magic builds to cater to every magical archetype: Wizards, Necromancers, Clerics, Druids, Bards, and Cultists/Warlocks (Daedric Priests). And by mixing those with other builds, you can make a Paladin, Ranger, Arcane Trickster, or Arcane Knight. Just add spells that fit those archetypes.
- Give mages a Lockpicking Spell. Have you ever played a mage in a dungeon and come across a mandatory expert level lock that you need to pick, but you’re a mage build and picking a lock just feels out of character? Give mages spells to open the door or teleport past it so that they aren’t forced into one type of gameplay. Maybe it’s the point that Stealth characters are the best dungeon delvers, but it kinda breaks the immersion of playing a master wizard. It’s also not very immersive for Warrior players, but this isn’t about them. Sure, you could just make your follower pick the lock, but that’s not the point. You’re a mage. Use magic to solve the problem.
- Make learning and mastering magic part of the Mage Guild Questline. You barely need to know magic to become the Archmage of the College. I’ve never completed the Mages’ College storyline, but I’m pretty sure you only need to know two spells to complete the storyline. Whatever random spell you demonstrate to Faldi to cross the bridge and join the college (which you can skip with a high enough Persuasion. I would know, I’ve done it) and Steadfast Ward. You can become the Archmage of Skyrim knowing only 3 - 5 spells depending on race and persuading Faldi. I should need to learn spells and prove my level of progress before my guild master trusts that I’m strong enough for the next task in the main storyline. Is it possibly frustrating and grindy? Maybe. But I’d rather have a main storyline take me 20 hours than 20 minutes. This kinda gets back to the issue of ranks within factions I’ve mentioned over several posts now. I should not be the archmage of Skyrim with 3-5 apprentice level spells.
- Have multiple Mage Guilds. Ideally, the best choice Bethesda could make in giving us factions is to basically make one for every archetype: a wizard’s college, a cleric’s cloister/temple, a druid’s grove, a witch’s/hagraven’s coven, a bard’s troupe, a necromancer’s sect, and a warlock’s cult. But I’d settle for 4 factions: Wizards, Aedric Priests, Necromancers, and Daedric Priests. Though for the Priests, I would like it if you could join the temple/cult of a specific Aedra or Daedra. While I’d settle for a blanket faction of Priest that worships all of the Aedra or a Cultist that serves all the Daedra, it would be fun to be able to play through a game as solely a Priest of Dibella, and serving only her for that character without automatically being in a faction for all of the aedra. Plus, more factions means more storylines, more hours of gameplay, more builds, more playthroughs, and more unique characters.
- Have Multiple Mage Colleges. If they can’t manage to have multiple “class” factions, then just having the mage college be split into literal schools of magic would be the next best thing. It would still be an improvement over Skyrim. Let there be a school of restoration, so that if I want to only focus on restoration magic, I can just attend that school if I so choose. I cannot emphasize how barren and empty the College of Winterhold feels. At least across multiple colleges, 3 students each would actually amount to something.
- Streamline the Mage Perk Tree. If you’re going to play a mage, you’re going to dump a lot of points into boosting every type of magic. It’s doable, but mages have to invest a lot more perk points than Warrior or Stealth characters.
- Make Magic less taxing. It costs a LOT of magicka to be a mage. I often hear people say when building mage characters to split your skill points 70-30. 70% Magicka, 30% Health. Magic basically requires complete commitment, because if you only put a few points into magicka, you will struggle to cast just about any spell, making playing an Arcane Trickster or an Arcane Knight very difficult, forcing you to invest a lot of resources into magic that you maybe only wanted as a support skill.
- Add a Faith/Alliance Perk Tree. This is again mostly for Aedra/Daedra, but the concept could be expanded to other things, like how Skyrim has perk trees for the Vampire Lord and Werewolf but use different points than the ones you use for leveling your main skills. Conceptually, it would give unique perk trees for either the Aedra as a collective whole, or each aedra individually, and likewise for the Daedra (and possibly other gods and powerful figures like Sithis). This would allow you to earn points with those you serve, unlocking new features as you level up your faith or loyalty with that higher power. Thus allowing a character to really worship and devote their build to either a single higher being like a Priest of Dibella build, or an entire pantheon like a Priest of the Divines build. However, maybe this idea could work as sort of a faction tree. Unlocking unique skills and perks as you level up in a faction, like how joining factions in Elder Scrolls Online gives the player unique skills and perks from joining that faction. Or, you could even earn the respect of high power NPCs. Wouldn’t it be nice if befriending someone like Maven Black-Briar came with perks? An Alliance skill tree where you unlock new perks as you win over NPCs would give players incentive to become invested in the social aspect of Tamriel. Not unlike confidante perks in Persona 5. Your friends make you powerful, and it’s good to have friends in high places. Especially if you’re set in High Rock where there’s so much intrigue, backstabbing, and plotting, having perks from your allies would be beneficial and immersive.
- Vampires of Every Shape and Size. I mentioned this in my vampire post, but I’ll repeat it here. I’d like to see multiple vampire factions in the next game. Elder Scrolls VI is theorized to be set in the Iliac Bay region of High Rock and Hammerfell, which is host to NINE different Vampire Clans. That’s enough options and variety that you could have 3 clans each that lean more toward Warrior builds, Stealth Builds, and Magicka Builds. And those are just the ones in the Iliac Bay region, that’s not including the other vampire clans that exist in Rivenspire.
- Allow Players to become a Lich. Not everyone wants to be the hero. Sometimes, they want to become the most evil thing possible. If we’re going to be expanding necromancy spells, and maybe even getting a necromancer faction, I’d love the option to perform the wicked sacrament that turns us into a lich. Let it be like becoming a Vampire Lord or Werewolf, with its own skill tree. I don’t know if players would be able to enter and exist Lich form the way they can do with Vampire Lord and Werewolf, but it would truly take playing a Necromancer to new heights to be able to become a true master of undeath.
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saintacheron · 2 years
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maormers are the only new race (not a background or sub-race) that makes sense introducing in The Elder Scrolls VI and i will die on this hill, if maormers have 1000 fans i am one of them, if there are none it means i have died.
no they are not extinct
no they are not evil by nature (wtf)
YES it is lore friendly to have them in Tamriel... even if they come from another island, even if their nation is politically “difficult to deal with”... like babes we have Altmer in Skyrim during their civil war... after a great war...
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plavi · 1 year
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Some TESVI “news” dropped: in short, it’s not coming out anytime soon.
Longer version is that, Todd Horward wished it didn’t take so long as it did and “if he could go back in time it would have never been his plan to wait this long as it’s taken for it”. I suppose it is in regards to the way they planned on releasing their games: first releasing one title (Starfield) and then start working on the new one and plan on releasing it (TESVI), as they kept repeating that thru the years to fans.
Someone in the comments suggested an alternative saying how employees, producers and publishers should be hired on a per title basis instead.
I can’t add more on that bc idk what that entails on a larger scale but yeah.
(Source)
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chasertech · 1 year
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Old picture of my Khajiit character, Nisrrina. 5-18-2019
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chazzhay · 9 days
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My (Reasonable) Wishlist for TESVI
Here are things that I think are in Bethesda's power to do with TES 6 that aren't outside of the realm of possiblity (I am not expecting, for example, they will change engines lol)
More resistance to becoming a "Master of all trades". So you have to specialise a bit in your build so that it actually becomes rewarding to focus on a few skills unlike Skyrim where it's a bit too easy to be good at a lot quickly. Doesn't need to be a full on class system that is locked down and there should be the ability to mix things up should you want to mid playthrough
More racial differences. Each race's defining features should actually feel different while you're playing as them and against them
More bespoke content for major quest lines outside the main quest. IE more set pieces for Guild quests
Better guild quest lines and more specifically less promoting the player the the head of the faction with little effort ie becoming an Arch mage at level 10 by just finishing the quest.
Level gating content to pace quests better (or a more elegant suggestion)
Less heroic options for the main quest. Bethesda love to make you the Hero even if you're doing bad things. I want to be able to choose the "wrong" side of the conflict (even if it becomes non-canon). Like what if I wanted to join the Mythic Dawn in IV or help Alduin take over Sovngarde
Make brute forcing fights is less possible and make it so the save system helps you roll back easily to escape these senarios.
That's all I've got for now but I'm sure I think of more stuff. And like I said this is only the stuff I could actually see happen, not my pie in the sky dreams.
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moogaiashe · 2 months
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The day TES:VI comes out is the day I ascend to heaven
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uesp · 8 months
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During an interview with the Spanish website Vandal, Pete Hines mentioned that TESVI is at the currently past through pre-production into early development. The majority of the interview focuses on Starfield.
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ego-osbourne · 1 year
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Man Overboard!
//click for better quality
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Velehk: A duel with the captain, aye? || That armor will weigh you down.
Ego: I’ll take my chances.
Velehk: You shouldn’t tempt fate. || But you could tempt me…
Ego: HUH || Wait— || aAA
Velehk: That’s that, then.
~~~
Upon first arriving on the ship, Ego demands a friendly duel with Velehk, mostly to prove their worth. Velehk kindly informs them that the heavy armor that kept them warm in Skryim will do them no favors on the hot sea. He fakes them out and lets them sink, not realizing that Ego is the Dragonborn. Oops. //don’t worry, Ego is wearing Volsung, which has a waterbreathing enchantment//
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powdermelonkeg · 2 years
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Oh my god I think I’ve guessed the plot of TES 6
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raeynbowboi · 2 years
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What I Want From Elder Scrolls VI: Thievery
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My favorite factions in Skyrim are the Thieves Guild and the Dark Brotherhood. They just have the best storyline out of the three. But there are things I wish were better for the next game. Some of these may be repeats from my post on what I want from Factions in general, but these are geared more toward the specifics of Thief Build gameplay.
1. Donning Disguises should do more: In the Dawnguard DLC, there’s a mission where you are sent to a major city with Dawnguard armor to kill a high profile civilian to frame Dawnguard and turn the public against them. This is a really cool idea... but you still get the bounty even though you’re disguised and framing someone else. I’d love to see the Dark Brotherhood use this sort of set-up, but if you’re disguised, you shouldn’t get the bounty. That’s the whole point of framing someone else. What about bounties? Simple. If your face is shown, the bounty goes to the character. If your face is covered, the bounty goes to the “masked person” as it were.
2. Side Quests should have lasting consequences: In the Thieves Guild, there are radiant quests where you plant evidence in people’s homes, forge documents, rob stores, and loot houses. But once you turn in the quest, there’s no lasting consequence on the outside world. Shopkeepers you loot don’t complain about a recent burglary. You never see anyone arguing with the city guard about being accused of a crime from planted evidence. I’d like to see it in the next installment that there’s a real consequence to your actions.
3. You should be allowed to be a solo thief/assassin: Sometimes you want to join the Thieves Guild. Sometimes, you want to compete against the thieves guild. I don’t have high hopes something like this  could be implemented, but I’d love it if the player could form their own guild and compete against the in-game guilds. Obviously, the Dark Brotherhood would come after you for stealing an assassination, and the Thieves Guild will try to sabotage you if you start cutting in on their action.
4. Poison needs to be more potent: Short of mods, poisons really aren’t that suitable as a means of killing people silently. Granted, that means poison will be more effective against the player, but that’s a small price to pay for playing as a poisonous assassin. Perhaps give the player the ability to bottle diseases as well, allowing skilled poisoners to use germ warfare to weaken enemies.
5. Thieves need to be good in a direct fight: While I understand thieves are weaker than Warriors and don’t have the magical power of Mages, Thieves can deal a lot of damage when they sneak. But, once the thief is noticed, they’re really weak. They’re not useless in a fight, but giving thieves and assassins a means of fighting better once caught is helpful. Perhaps they’re more evasive and better at dodging damage, or they have a higher chance of critical hits to make up for their weaker damage output.
6. Add a Dagger Skill to the One-Handed Perk Tree: They have a means of improving swords, axes, and maces. But not daggers. This goes along with the last point, just giving Thieves a means of keeping pace on damage without always relying on sneak attack.
7. More Varied Missions: Maybe the Dark Brotherhood would have you pose as a perspective mage to sneak into the mage’s college in order to assassinate a target. Maybe the Thieves’ Guild would give you a job to break into a noble’s house to steal weapon and leave a replica. Later on, that noble gets into a fight and oops, their weapon is inferior and they get killed as a result. There’s a lot of cool jobs you could do that would fit the thieving assassin archetype that don’t get used. Infiltrating the Thalmor Agency is almost more rogue-ish than some of the actual missions you get in the Thieves’ Guild.
8. Reputation: What’s the point of being a wanted thief if you’re not something of a legend? If nobody’s talking about the master thief or your exploits the way they do about Gretel the Kind being killed in Riften? This would work in tandem with the mask/unmask system, so you can effectively maintain two very different reputations. By daylight, you can be a respectable nobleman, while by night, you’re an infamous thief.
9. The Story Continues: Congrats, you’re the leader of the Thieves’ Guild and the Dark Brotherhood.... now what? Even as the Leader of the Thieves’ Guild, you still report to Delvin and Vex for your quests, even though you’re their superior. You don’t get to plan heists or send underlings on missions. Same with being the leader of the Dark Brotherhood, you just get an endless sidequest of assassinations from the Night Mother. You have the power over the guilds, but you don’t get to do anything with it. I want to actually get to do something as the guild leader.
10. Important NPCs should be Assassination Targets: In Skyrim, important NPCs are protected so you can’t cut off a quest line. But here’s the thing, it’s not always immersion-friendly to play through every single storyline in every playthrough. Killing off high profile NPCs not only makes you feel like a better assassin, it also has lasting consequences, which forces players to weigh their options and make tough choices.
11. Add a mechanic for hiding bodies: They can’t accuse you of murder if they can’t find the body, right? Give the player the option to dumb bodies over walls or hide bodies in bushes or lakes so the guards don’t realize there’s an enemy in the midst of them.
12. Allow Spouses and Children to Join: Your spouse can already walk through the Cistern without getting attacked and can join you on missions, but they can’t become a member? Nor can you train your child in your skill sets to follow in your footsteps and become an apprentice/rookie in your guild. I just think it’d be cute to murder the emperor as a fun family activity. A family that steals together stays together.
13. Bring Back Guild Ranks: The worst thing about Skyrim is being literally the newest member of any guild, and being trusted with the most important jobs in the guild almost immediately. I don’t want to just walk in off the street and become Guild Master in less than a week of joining. I should have to work my way up the ranks and earn the respect of my crew. It was there in Oblivion, but by Skyrim, they’d done away with it for the worse. Please bring it back. I want to earn my reward.
14. Perform the Black Sacrament: It’s kinda weird you can’t hire a Dark Brotherhood agent, right? That you can’t put a hit out on an NPC? I’d love to see it where you can pull a Maven and sick the Dark Brotherhood on the Nazeems of this world.
15. Lockpicking is a bit of an issue: I don’t have a problem with how lockpicking is done in Skyrim, but it’s one of the only mandatory skills because dungeons often have locks you have to pick in order to advance. While this isn’t a problem for Thief builds, it’s less in-character when you’re playing as a Mage or Warrior. Either put keys in dungeons so non-thieves don’t have to invest in a skill they may not want, or allow mages and warriors to open doors with their magic or strength. Give the Mage an “open lock” series of spells, apprentice locks are always unlocked with an apprentice spell, novice locks with a novice spell. etc. It levels your Alteration skill. Warriors just smash the door, but if it’s someone’s house, you get a bounty, and you alert everyone nearby.
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