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Well, at least they won't need to make "thousands of planets" worth of "content", so the game might at least look consistent
Still, after Starfaild, my expectation is for TES6 to have something that kinda almost resembles Dark Messiah of Might and Magic's melee combat; only Archery, Melee, Magic and Armor skills to level up; Emil Pagliarulo's "greatest" story yet with double the time travel and multiverse bullshit; twice the amount of stories that get nowhere and that nobody in the world cares about; removal of stealth
Well, if you think about it, they might want to do a Daggerfall with thousands of nondescript villages and dungeons, powered by AI.
looks like they're being beaten by old daggerfall devs at their own gimmick then https://www.kickstarter.com/projects/oncelostgames/the-wayward-realms/?ref=kicktraq
I hope they're not biting off more than they can chew. I mean, the scope of the whole project sounds bigger than Daggerfall, which means it's unlikely they'll finish on time and, when they do release something, there's a high chance it'll be lacking tons of features at launch.
Unless they're Dwarf Fortress level masters of procgen, I won't expect much more than typical single pass "random perlin terrain"
It will be lacking features, this kickstarter is just to fund a year of early access development to shop it around to publishers to get started on the real work
Which would be an improvement over the 10 different "dungeon" buildings + 3 caves + 6 POIs you can find in starfield
Heck, if they went back to Oblivion's concept of having the npcs with predefined lives and goals and slapped a free version of chatgtp onto the npc interactions, it would be cool.
I hope stealth gets a major rework, at least. Or maybe not stealth itself but how the AI handles interacting with it. No NPC should ever guess that it was just the wind when there's an arrow sticking out of them or their colleague is lying dead in plain view (or even just doesn't respond when they call to them).
They should use strategies and tactics that work against stealth. Patrols (including their own stealth patrols sometimes), roll calls, better lighting, positioning of guards to cut off entrance points, traps (and not just the dungeon traps, but NPCs setting new traps when they suspect stealth, where the trap could be as simple as a trip wire attached to metal rings that will jingle if someone disturbs them), spells that locate nearby people, using senses other than sight and hearing, dark vision. Sometimes stealth missions should be forced to end and come back later because the residents realize someone is trying to sneak around and kill or rob them and go on high alert with effective tools to negate stealth. Just sometimes, sometimes it should work like it does in Skyrim where a guard just doesn't want to deal with whatever is shooting arrows at him and maybe just yells threats instead of using a stealth counter (just get rid of that memory of a goldfish thing).
I mean, stealth is fun, but it's not as fun when every single character I make ends up becoming some kind of a stealth archer because the NPCs are effective at generating opposition to everything but that.