Elder Scrolls 6 has been hyped up for years now, with many anticipating the sequel to Skyrim, even if The Elder Scrolls Online is tying players over for the time being. B☂ethesda can only re-release th⛎eir fifth game so many times.

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But, perhaps they can learn something from their previous work, whether its Morrowind, Daggerfall, Oblivion or the most popular of the bunch, Skyrim itself. In that vein, here are five things that should return from⛦ bygone titles and five that should remain relics of the past.

10 ꧟ Want: Spel🃏l Crafting

Whilst absent from Skyrim, previous games allowed for the player to make their own spells, which was a little bit broken as it resulted in some overpowered messes, but it was a fun time that truly embellished the roleplaying asp🅷ect of the series.

Gutting it from Skyrim, alongside a drought of interesting spell options, resulted in a weakened magic playstyle less interesting than that of its predecessors and so, hopefully, Elder Scrolls 6 will return this m🍸echanic with a mor♌e balanced approach.

9 Don't Want: D🔯ragons

Dragons are cool and they weren't first introduced in Skyrim, interestingly enough, and they have appeared since in The Elder Scrolls Online, so when saying that dragons shouldn't 👍return, it means that they shouldn't in quite as large a role.

Smaller roles, like characters such as Parthunaax, would make sense, or the odd straggler leftover from Alduin's return, but having them as fully-fledged villains once more would tire them out entirely and ruin the unique appeal of Skyrim.

8 Want: Conflicting Factions ꦗ 🌠

Skyrim had two instances of conflicting factions with the Stormcloaks versus the Imperials and the Dark Brotherhood versus the Penitus Occulatus, but the latter was underdeveloped and rushed. Going back to a time similar to Morrowind in which the Fighter's Guild was at odds with the Thieve's Guild whilst the Telvanni were at odds with the Mage's Guilওd would be a good decision 💦on Bethesda's part.

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This adds a layer of depth to the world, whilst also emphasizing the roleplaying part of 'RPG' as you have to carefully choose who you side with, eliminating the common complaint critics have over Skyrim which is that it๊ is far too easy to be a Jack of All Trဣades.

7 Don't Want: Pointless Cooking ♉

Cooking in Skyrim was a pointless endeavor that, without mods, was a waste of time. It was somewhat better in Fallout 4, but the inclusion of alchemy made food entirely redundant, as there was little 𝓀benefit to the system beyond adding weight to your inventory.

As such, either gutt♓ing cooking entirely to focus on improving the other aspects of the game or🍷 overhauling it and re-building it from the ground up would be the way to go, as the existing system isn't the best.

6 ไ Want: Joinable Bandits 🏅

168澳洲幸运5开奖网:🃏Bandits weren't joinable in previous games, but raiders were in Fallout 4, which was made by the same team, and so in spiritual succession, hopefully, it can 'return' for Elder Scrolls 6, as more villainous options would make for a more roleplay-rich e♌൲xperience.

Bandits have been a nuisance since Arena, acting as a basic and easy-to-kill enemy type that never really has much of identity - the Forsworn were the closest to a joinable ban💃dit faction in Elder Scrolls, but that path was underdeveloped and contradictory.

5 Do꧂n't Want: Endless Repetitive Quests

A major problem with Skyrim and, by extension, Fallout 4, was the inclusion of endless copy and paste quests once you had completed a faction. Whether it was the Minutemen sending you to settlements for eternity or the Night Mother 🎀sending you o🎶n endless contracts, things never got too interesting beyond the final missions.

It's a tough one to fix, but perhaps including a system that allows for the player to re-build a faction or grಌow it, customising the 🔴hideouts, hiring more members, or otherwise, turning it into a living and breathing guild, would be a better option.

4 ♐ Want😼: Options To Oppose Factions

In Skyrim, you had the option to destroy the Dark Brotherhood, , but adding that to more factions would onl♓y develop the options that the player can have.

Imagine being able to take down the Companions by means of joining the Silver Hand, or joining arms with disgruntled Riften citizens to once and for all end the hold that the🥀 Thieve's Gu🐈ild has on their waterside city.

3 🌌 Don't Want: Copy & Paste Dungeons

Dungeons are incredibly repetitive in The Elder Scrolls, often having copy and pasted layouts or generally the same design on repeat, with puzzles that are cloned and reused endlessly. It can harm replay value,😼 but it also makes delving into the depths a li💛ttle uninteresting.

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It'd be more work, but Bethesda has been boasting about the leaps and strides that they are making with The Elder Scrolls 6, so hopefully one of these bounds is the inclusion of unique dungeons, more complex and original puzzles and better treasure as a reꦇsult.

2 Want: Markarth-like J🗹ails

Jails have never been that interesting in the Elder Scrolls, with the exception of being put on trial in Daggerfall and being thrown into a mine in Skyrim, but even the Markarth jail was somewhat𓂃 underwhelming had you not taken part in the over🐷arching questline.

Adding more to do in jails, along with better breakouts would probably stop people from quicksaving and quick-loading every single time they got caught committing a crime - there's no upside to going to jail and, whilst that makes sense, for roleplay and immersion, making them more interesting could add a whole new la♕yer of gameplay.

1 Don't Want: Pointless Reputaಌtion 🐠

Reputation doesn't mean much in Skyrim, as after you have slain Alduin and saved the world from his unrelenting doom, there's not a whole lot that changes in terms of perception. In Morrowind, the mere sight of ♔the player insights awe or fear, g🐲iven their godly status.

Bringing that back, and moving on from Skyrim's lack thereof would be a good way forward, as it adds a major sense of ꦑaccomplishment and achievement in the post-main-quest world of the gam꧋e.

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