I was thinking about how much Daggerfall lacks in environmental variety. I was also thinking about how there was nothing to do in the empty space between the dungeons and towns in the game. I decided to make a list of structures and locations that could be added to the land of TES2, as well as some gameplay features. This is what I imagine a perfect Daggerfall would consist of. I'm not a developer and haven't even finished Daggerfall so this is obviously not a perfect list and there may be things that are literally impossible in a Unity engine or are already somewhere in the game. Anyway take a look at these ideas and enjoy
Housing Changes
- Buyable Rooms/Wings (kitchen, dining room, inn)
- Buyable Furniture (chairs, tables, beds, bookshelves)
- Bandit Hideout
- Creature Dens (bears, etc.)
- Orc Strongholds (smaller)
- Necromancer Holds
- Alchemist’s Lab
- Wizard/Sorcerer Tower
- Barbarian Encampment
- Pirate Cove
- Daedric Shrines
- Altars of the Eight
- Court Houses
- Mine
- Textile Mill
- Windmill
- Farms
- Embassies
- Dwemer Dungeons (open/buried
- Redguard Crypts
- Breton Crypts
- Buried Orc Graveyards
- Redguard (arab-inspired)
- Breton (more classical-european)
- Orcish
Road Events
- Roaming Bandits
- Roaming Merchants
- Roaming Guards
- Rivers/Lakes
- Thicker Forests
- Clearings
- Oases
- Cliffs
- Riverside/Lakeside Towns (new buildings: mills and docks)
- Mage City
- Orc Stronghold
- Mining Town
- Farm Town
- Mining Guild
- Merchant Guild
- Trinimac Guild
- Malacath Guild
- Pirate’s Guild
- Royal Navy
- Barbarian Guild
- Monk’s Guild
- Bard’s Guild
Underwater ruins
New Spells
- Summoning
- Necromancy
- Transform into animal
- Throwing Poisons
- Throwing Daggers
- Throwing Stars
- Spears
- Crossbows
- Alcoholic Beverages
- Skooma
- Interactive Deck of Cards
- Wood Cutting Axe
- Miner’s Pick