Xagul hat geschrieben:"Good point. I am just at my first playthrough of Arktwend, and i noticed some things when comparing it against nehrim and all the elder scrolls. First to your point, i absolutely agree. Quest timers are absolutely essential and can be used as a device to keep your questlog from overflooding, and indefinitely postponing some minor quests. It might be interesting option to abandon quest as well.
While the main quest could rely on "He's the chosen one", the side quests could be managed by a trigger for a time limit.
When you are send on your first mission of skyrim's mage guild. The guy tells you to be there tommorow, but when i finally got around to do it after half a year, all the students and teachers were just standing there as if it was yesterday. I think that in this case it would be much more interesting to have a note pinned on the door, saying that "you were late, so we did the exploration without you, for your assignement you have to bring some artifacts from Sarthal" < and this would launch pretty much the same quest, with only difference that you would not have any assistance in the ruins. Or you could go back to Guild and get that teacher. Or something other.
My next suggestion which i have realized is that the sleeping/resting mechanics are not really doing any good to the system as a whole. Summoning the resting/waiting dialogue anytime you want is sort of waste of potential for all those taverns, inns and sleeping bags and tents in game. If you could limit the sleeping dialogue to beds, and cut off the waiting at wish this could be huge improvement...in my opinion.
The last thing which i would like to throw into the mix is your approach into economics of the game. At the moment in terms of money management if you played one elder scrolls, you played them all (including Arktwend, Nehrim, (hopefully not) Enderal). In Nehrim, my troubles with finances ended the moment i found mortar and pestle. In Skyrim you can pretty soon in game craft potions from 2 alchemy ingredients which you can sell for 1000 gold...so first thing thats need to be done is to make self made potions to be of 0 value. Second, i had an idea that it would be more interesting when you are low on funds you could rent a house...or room. Cheaper than inn (paid in weeks not every day), cheaper than buying a house, yet you have access to it only if you pay your rent regularly, and if you for some reason cant than you loose the house(however items stored in there would be waiting for you when you pay your rent again). This way you could keep moneymaking to be real, consequentional, and required. And the menial jobs would have much more sense than, woodcutting would be essential, and you could create much more employements(for example courier, could work like the wanted quests in nehrim, no voice acting required, just pickup a bunch of letters that needs to be delivered to city where you are going, and in 2 days you have to deliver them You could still do the same thing as in every other game (raid dungeons etc.), but it would be nice to have an incentive to play the game differently, thats what rpgs are for
P.S: It might be a little soon to ask, but are you thinking about incorporating something like hard core mode from New Vegas? You know, hunger, thirst, sleep, maybe some of the features mentioned above for hardcore rpg gamers, but still friendly for newbies to simply opt out of it?:)