Thanks for your posts everyone!
VenomByte, here are the responses to your queries.
- Fix scaling, so that dangerous areas have dangerous creatures, and safe areas safe ones. More like Morrowind.
This is fixed in OOO.
- Levelled loot. Rich people should have STUFF WORTH STEALING. The game is currently pretty pointless as a thief because you are simply not able to get equipment and goods which are above your level. No daedric bandits either. Some caves should have better loot than others, and correspondingly tougher creatures. Essentially, I should not have the exact same experience in every cave/dungeon I go in.
This is fixed too.
- Fix damage (maybe multiply ALL damage by 2 or 3), so that my puny mage dies in one hit from a troll but can kill it with half a dozen fireballs or so. Currently, I can take a dozen hits but I need 50 fireballs to take it down. Melee with fighters is just as retarded. It's fucking ridiculous. Everything, including the PC, has way too much health.
Starting health has been reduced, and weapon are more deadly. Magic also has been modified.
- Remove quest compass and blatant quest log hand holding hints e.g "I have arrived at the cave. I should go in now". Jeez!
The quest compass is removed by other mods, but there is still nothing about the quest logs. Maybe we could do something about them.
- Add skill/level requirements to the factions.
This is planned for the following version.
- Add instant travel options in the mages guilds, and have horse & carriage services between cities, or something like that. For those of us who want something more immersive from fast travel than 'go anywhere you've been by clicking the map'.
I think there is a mod that adds that too.
About multiple ending quests, it´s kinda difficult because of the VA. But we´ll see what we can do. For example, I´m thinking about another way of solving the Kvatch quest: Upon arriving to Kvatch, you found the city besieged by daedras. You can try to do the vanilla hero thingie at level 1 and be slained, or you can go back to Weinon Priory and ask for help. A small team of blades would help you closing the gate, but at the end they found a powerful daedra, and they order you to take the sigil stone while they hold them off. They die, and you escape thanks to them. But as you are the only survivor, everyone think that you did it alone, and they call you the "hero" of Kvatch. I think this is a nice example of how you can change the way a quest is done, whie not having to change all references to the Hero of Kvatch, or creating new references to the "Heroes of Kvatch" or the Blades involvement.
For the next version we are planning to do:
- More varied and inmersive Oblivion gates. This includes imperial barricades outside them, trying to hold off the Daedric invasion, and perhaps cooperative incursions with imperial soldiers.
- New faction interactions, and requirements for joining them.
- New quests, factions, enemies and equipment, as always.