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The Elder Scrolls V: Skyrim Discussion Thread


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#15051
Redneck1st

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naughty99 wrote...

Redneck1st wrote...

What gets me is why do we have petty soul gems in the game? As when I have to recharge my weapons I never get the option to use a petty soul gem even though I could have 50 filled petty soul gems in my inventory.


You can use whatever button on your keyboard is mapped to the "down" or "back" button in order to scroll down the list of all the categories of filled soul gems you are carrying before selecting one to charge your item.

(I think the default "down"/"back" direction is mapped to the "S" button, but I use a NumPad for directional movement.)



Naughty will have to check that there out thanks for the info.

Merkar as for the weightless items mod the things for which he makes weightless in that mod is stuff for which you don't normally carry around with you all the time. I know that I don't carry around ingots, ores and the various claws and mask on me all the time. I keep them in one of my houses. Ingrients go in a chest @home in White run near my alchemy table there.

Speaking of indgridents I picked up a new one this play through that I hadn't come aross before. And you can only get it in one area. Image IPB

#15052
Lux

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RageGT wrote...

Particularly because I always have a pack mule... err.. companion/wife with me just for carrying the extra stuff! =)


Companions were too squishy on my last playthrough. I'm getting them pack mules when I'm at a higher level. :)

#15053
Lux

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Redneck1st wrote...

Merkar as for the weightless items mod the things for which he makes weightless in that mod is stuff for which you don't normally carry around with you all the time.


I use it mostly for Dragon bones and food.

#15054
Redneck1st

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Merkar wrote...

RageGT wrote...

Particularly because I always have a pack mule... err.. companion/wife with me just for carrying the extra stuff! =)


Companions were too squishy on my last playthrough. I'm getting them pack mules when I'm at a higher level. :)



If you don't mind my asking what are you playing through as and what level are you? 

As for me 2nd play through this time as a female Redguard 38th level currently. Most of my leveling was obtained from exploring the outside areas, smithing, enchanting, and making potions to get them 3 up to 100 as quickly as possible as I like being able to make my own potions and equipment.

Like I said earlieve I've yet to be to Markarth, Riften or Falgreath<sp> 

Question has anyone done all 15 Daedra quests yet? And what do you do with the rewards you get from some of those quests?

#15055
Redneck1st

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Merkar wrote...

RageGT wrote...

Particularly because I always have a pack mule... err.. companion/wife with me just for carrying the extra stuff! =)


Companions were too squishy on my last playthrough. I'm getting them pack mules when I'm at a higher level. :)



I keep them stored with my ingots and ore's in my home in Whiterun. You see I carry very little on me. My bow, maybe 200 daedric arrows and a couple of daggers. I wear daedric armor which when epuiped thanks to a perk it weighs nothing. Healing and Stamina potions for which I 've got them all accessible via quick slots.

Modifié par Redneck1st, 22 décembre 2011 - 07:48 .


#15056
DragonRageGT

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I would be really really mad at the game's devs if I hadn't got a PC version and had all these bugged quest items stuck in my inventory forever! But then, I only have PC games! Hooray for the Console!


from UESPwiki - Item related bug

There is a bug related to the briar heart associated with containers and alchemy. For some reason after the quest to obtain a briar heart is complete, if you have multiple hearts, they may not lose their quest status which means that you won't be able to drop them or put them into containers, and you won't be able to use them in alchemy. The bug may happen if you have briar hearts in a container in your house but none on you when you get the quest. If you then remove all the hearts from the container, they may all get the quest status. Subsequent additions of hearts will cause the additional hearts to also become bugged.

I tested the workaround via Console:

player.removeitem 3ad61 <amount of your hearts> and then
player.additem 3ad61 <amount you want> and it fixes it quite well.


I transfer all non essential misc., ingredients and books to my pack mule err.. wife/companion during my journeys. It's amazing how much free weight I gain from that! Then I store it all at one of my houses. I've only know found out that my 14 Briar Hearts in my inv were bugged. The above commands fixed them for me! =)

Modifié par RageGT, 22 décembre 2011 - 07:51 .


#15057
Redneck1st

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RageGT wrote...

I would be really really mad at the game's devs if I hadn't got a PC version and had all these bugged quest items stuck in my inventory forever! But then, I only have PC games! Hooray for the Console!


from UESPwiki - Item related bug

There is a bug related to the briar heart associated with containers and alchemy. For some reason after the quest to obtain a briar heart is complete, if you have multiple hearts, they may not lose their quest status which means that you won't be able to drop them or put them into containers, and you won't be able to use them in alchemy. The bug may happen if you have briar hearts in a container in your house but none on you when you get the quest. If you then remove all the hearts from the container, they may all get the quest status. Subsequent additions of hearts will cause the additional hearts to also become bugged.

I tested the workaround via Console:

player.removeitem 3ad61 <amount of your hearts> and then
player.additem 3ad61 <amount you want> and it fixes it quite well.


I transfer all non essential misc., ingredients and books to my pack mule err.. wife/companion during my journeys. It's amazing how much free weight I gain from that! Then I store it all at one of my houses. I've only know found out that my 14 Briar Hearts in my inv were bugged. The above commands fixed them for me! =)



I found out about the bug for the briar hearts in my last play through due to the repairing the white phial quest. So I don't carry any of those hearts on me. When I do that quest I'll know to use the console command. As I've had to use console commands to remove other items as well like the instruments for the bards college.

#15058
Tommy6860

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I am only going to quote some to make things clear :)

mrcrusty wrote...

You could metagame the system. Since Oblivion relied on Major Skills to increase in order to level up, you stack crap Skills as Major ones, then level the Minor ones till the cows came home. I'm not 100% sure, but I believe it's theoretically possible to get a variety of skills to 100 without ever leveling up.


I want to avoid an ad hominem argument. So, exactly what is a crap skill, do they also exist in Skyrim, Morrowind and Daggerfalll? In Oblivion, I choose my class, then my sign, I then need to choose the 7 skills that reflect those choices, they level up properly, all others take forever because they don't fit my build. There are 8 primary Attritbutes, 4 derived (three of which are called attributes in Skyrim). How I select my attributes along with my sign, then my primary skills says how fast I can level them. I could be mage class, screw up what what I want by choosing the wrong skills against what sign and attributes that (should) fit it as I level up. It was mostly complicated for many, I liked it because it worked for me and made me think. Add in the choice of a race which also adds to it, as does Skyrim.

In Skyrim, I choose a race, that applies its attributes properly, but then I still (can) level up fast on everything. Not so in Oblivion, and not because it was broken or because the skills were crap.

To be fair, I already use a mod that equalizes the amount of skills needed to level over time while drastically reducing the skill growth. Meaning that at later levels, you won't be increasing a stack of skills per level and that the whole process is slower. At level 41, my highest Skill is only at 80. So I never really had that problem.


Using a mod doesn't excuse the vanilla setup, because you need to use a mod to achieve essentially what I said Oblivion already does. Don't get me wrong and I am not wanting to argue this just for the sake of it. Oblivion is the worst of the series IMO, but not for proper character building, that worked fairly well. But this mod essentially does what Oblivion already did, something you claim was broken in Oblivion.

The hope is that I am that modder. I actually plan to carry out these ideas, if they are possible. It's why I probably send more time tinkering with Skyedit than I do actually playing. Many of the variables and aspects can be changed but getting it to all work in the context of a leveling system is... well... ?


Have you written any with the script extender and applied them to Skyrim (using the SKSE)? I am not that good at that part, but I am doing just OK at manipulating the code.

Yes, it is about Attributes. Oblivion was broken in how it handled level up mechanics. Otherwise, it wasn't so bad.


Exactly how was it broken? I already explained that if one chose the proper parts to their class, signs and used the leveling of their attributes to fit them, it worked well. It was just complicated. If you want that to mean broken because of its complexity, so be it, but you are factually wrong on this aspect otherwise.

But AFAIK, the only Attributes they've got left in the system is Health, Magicka, Stamina and Movement (?)


For the sake of comparison, in Oblivion, those were not the attributes (maybe derived attributes?), they were the resultant stats derived by how much one used their leveling points within the 8 primary attributes. Beth is now calling "health, magicka and stamina" attributes in Skyrim.

They actually took out the rest. So basically, how can you create a system that emulates Attributes to provide a good balance of Attributes, Skills and Perks for maximum RP, without going too far beyond what's currently in the game?


Well, with the way Skyrim is set-up, you cannot. I admit, I am only basing this notion on my experiences with Oblivion and before. I have no problem with how they simplified it and I also admit taht it was probably too hard of a system to swallow for most with Oblivion, when they didn't get the character to build the way they want, with all of the interacting stats and attributes resulting from their choices. All that's needed in Skyrim, IMO, is that when one chooses a class, the system levels them, relevantly fast according to that class and much slower in the others. Also, remove being able to go back a choose another standing stone, that allows for fast leveling in skill relevant to thsoe classes. Once the choice is made, you cannot reverse it.

What is surprising is that Attributes were taken out but there is a tonne of Fallout 3 settings and references still left inside Skyrim.esm. Lol.


Yea, I noticed that as well. But in the context of this discussion, the attribute system, though more simplified in Fallout 3 than Oblivion, still provided with how one would make a more complex build in Fallout 3 as well. Instead of calling them attributes, they called them S.P.E.C.I.A.L.s.
:P

Anyway, Skyrim has none of that now.:(


I should probably flowchart my concept since it seems that it's being a little misunderstood.


Do eeet! :D

Modifié par Tommy6860, 22 décembre 2011 - 08:02 .


#15059
Lux

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@Redneck1st

My first playthrough had a serious case of filus savus corruptus which rendered large parts of the world unplayable for my level 50 character. After taking a break from Skyrim I've decided to start a new game with a character of a similar mold as the previous one: a Nord male. I'm currently at level 15 and taking care (trying) not to let that happen again.

The weightlessness has the advantage of mitigating the weight that you carry while you're exploring. Mining, collecting ingredients, finding ingots, food and looting a dragon is no longer a problem when I also loot weapons and such. I then store/sell whatever items I found when I eventually get to a town.

#15060
Redneck1st

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Merkar wrote...

@Redneck1st

My first playthrough had a serious case of filus savus corruptus which rendered large parts of the world unplayable for my level 50 character. After taking a break from Skyrim I've decided to start a new game with a character of a similar mold as the previous one: a Nord male. I'm currently at level 15 and taking care (trying) not to let that happen again.

The weightlessness has the advantage of mitigating the weight that you carry while you're exploring. Mining, collecting ingredients, finding ingots, food and looting a dragon is no longer a problem when I also loot weapons and such. I then store/sell whatever items I found when I eventually get to a town.



I am the same way in regards to selling things. Most things get sold. Or if I think I'm going to use them I'll store them in a chest in one of my two houses. I think this play through I'm going to buy all the houses. Why because I can. And whats the point in having all that gold if you can't spend it? After all I make my own healing and stamina potions as well as for arrows so I don't have to buy them. As for the ingridents you can find them all over skyrim. Weapons and armor I use Daedric heavy armor and weapons all enchanted so I sell everything else. I might make a new amulet though. As I found one that gives 100% against disease. And if I can add that and a plus to my healing it will allow me to hopefully no longer need to carry potions of cure disease.

#15061
DragonRageGT

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OMG. I found all 30 crimson nimroots and very fast! I thought it would be one of those very hard quests but I got a nose for it, I guess.. hehe

PS.: 31 33 now.. how many of them are there?

Modifié par RageGT, 22 décembre 2011 - 10:04 .


#15062
Ultai

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Lvl 60 and I finally get around to doing more of the main quest.  While I was out fighting a dragon with the Blades, I noticed they were standing in peculiar spots, so I had to act fast with a camera console command and such to snap these before they moved.

http://cloud.steampo...5DF31A6D822433/

http://cloud.steampo...FE261FC8D7FE81/

Open in a new tab for full screen as always, although to me in game it looks alot better than screenshots most of the time.

steamcommunity.com/id/ultiface/screenshots/

Some more in there to browse.

Also, having to complete broken quests via console command tends to get old after awhile, but then again I count myself lucky to even be able to use them unlike the xbox or ps3 counterparts.

Modifié par Ultai, 22 décembre 2011 - 08:54 .


#15063
DragonRageGT

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Redneck1st wrote...

I found out about the bug for the briar hearts in my last play through due to the repairing the white phial quest. So I don't carry any of those hearts on me. When I do that quest I'll know to use the console command. As I've had to use console commands to remove other items as well like the instruments for the bards college.


Yeah, that's what I meant. Now imagine if you had all those bugged quest items in your inventory. Add them all and it's a lot of extra weight to carry!

The instruments, some quest journals, a quest dagger which quest is available only for a char with skill level 90 in some magic school (don't remember which), lots of Briar Hearts if you had lots stocked and picked them all from your ingredients chests like I did, all those Stone of Barenziah which are already a PITA if you have 23 of them needing one more to finish the quest, the Strange Amulet which never becomes The Necromancer amulet... I sure there is a list of them all somewhere but I'd guess they all would add some 100lbs to our inventory! hahaha

PS: Nice Throne! =)

Image IPB

Would you guys believe that only now at level 63 I found my first paralyze item that I could disenchant? I then crafted a Legendary Ebony Greatsword of Paralyze and it sucks badly! haha ... Everything resists to it. I used a Grand Soul Gem and it makes no difference for this enchantment, but I wanted to free Azura's Star so it's ok. Not bad that I kill most everything in one or two hits with any of my swords anyway. It's still fun when the paralyze works! =)

Modifié par RageGT, 22 décembre 2011 - 09:23 .


#15064
Elhanan

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The top perk on Archery tree is a chance for paralyze target; a very nice bonus occasionally.

#15065
Kaiser Arian XVII

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Elhanan wrote...

The top perk on Archery tree is a chance for paralyze target; a very nice bonus occasionally.


Bethesda weekended the Magic, so I forced to use Archery. I'm at level 40 and my Ebony Bow does 98 Damage after smiting (without its fire perk).
The only reason I don't give up Skyrim is to finish the storylines and just the obsession of leveling up!

O good old Oblivion ... At least your Major-Minor skills and cons, dex, str, char, luck etc. was far more better.
Why should I learn EVERYTHING?!

#15066
Yrkoon

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mrcrusty wrote...

LegendaryAvenger wrote...

Can anyone point me to the best vendor for soul gems?


I don't know who's the best individual vendor, but definitely check out the College. Most of the senior Mages double as Mage vendors, so you've got access to a whole bunch of soul gems at once, not to mention the best Magic trainers.

----

Okay, I've got it and this is very spotty on the whole "is it possible?" factor, but I've never liked the idea of Attributes being reduced to Health, Magicka and Stamina. The skills and Perk system is fine, but there is quite a bit they leave out which can be messed around with in terms of using Attributes to define a character.

I tend to think of Attributes as the intrinsic qualities of a character, while Skills represent how good they are at carrying out certain tasks. Perks fill the role of special abilities and bonuses that come as a result of proficiency in those skills.

To that end, I've come up with a broad character system concept that's loosely inspired on the Storytelling System as seen in Vampires: The Masquerade - Bloodlines. It's not particularly close to how it works, but I liked the idea of categorizing at least.

On level up, instead of picking from Health, Magicka and Stamina, you pick from a variety of choices that bleed into the Skill system and a lot of aspects of your character.

You first pick a Facet of your character you want to develop:

- Physical: +12 HP, +8 SP, +2% Movement Speed, +10 Carry Weight.
- Mental: +20 MP, +10% to MP Regen, +5% to HP/MP Regen.
- Social: -10% to Bounty Prices, -10% to Training Costs, I'll also see if I can get reductions for House Prices and scale up gold rewards for quests too.

Once you pick a Facet to develop, you then pick a Specialization to define your area of expertise.

- Combat
- Magic
- Stealth

When you've picked that Specialization, you add a small bonus to the relevant Skills within the Specialization that correspond with each Facet.

You do sorta get that in Skyrim.  It's just that  they decided to tie these "facets"  to   the Race you choose for your character.  (orcs, for example, start off at level one "physically" stronger than Kajiits. etc.

Modifié par Yrkoon, 22 décembre 2011 - 10:45 .


#15067
Yrkoon

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LOL, I just created a potion worth 2600 Gold.

Now to try and find a merchant in this game who can afford to buy the damn thing.

Modifié par Yrkoon, 22 décembre 2011 - 11:08 .


#15068
DragonRageGT

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Jedi Sentinel Arian wrote...

Elhanan wrote...

The top perk on Archery tree is a chance for paralyze target; a very nice bonus occasionally.


Bethesda weekended the Magic, so I forced to use Archery. I'm at level 40 and my Ebony Bow does 98 Damage after smiting (without its fire perk).
The only reason I don't give up Skyrim is to finish the storylines and just the obsession of leveling up!

O good old Oblivion ... At least your Major-Minor skills and cons, dex, str, char, luck etc. was far more better.
Why should I learn EVERYTHING?!


You should try improving your bow with 4x +29% smithing and a potion of +147% Smithing. Then enchant 4 items with +45% Bow damage (can be even higher)! The damage with your bow should be amazing!

Elhanan, top Two Handed tree perk also gives a chance to paralyze. I had it on my first char and I thought it would be a wasted perk on this char. It's hard to hit a backstep power attack when targets keep moving away from you, plus I kill then in one it anyway! haha

I'm at level 63 for a long time now and I lost the obsession to level up. I still have 3 unused perks and I can't bring myself to waste them on Daedric and Dragon armor (smithing). I have no need to use those items. Ebony is just as good for a Master Smith/Enchanter/Alchemist and looks a lot better! =)

----

Now a serious question if anyone can help, please?

Should I kill the Emperor before sitting on the negotiation table with the Imperials and Stormcloaks? Tullius mentioned the Emperor a few times during negotiation. I forgot to finish the DB quest line before that but it's not much trouble to reload and let them waiting for my Dragonborn at High Hrothgar! (I have a save right before convincing Tullius to attend to the council and well, I need to go to a wedding in Solitude so it would be fast to switch my task in that town) hehe

#15069
Haplose

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RageGT wrote...

You should try improving your bow with 4x +29% smithing and a potion of +147% Smithing. Then enchant 4 items with +45% Bow damage (can be even higher)! The damage with your bow should be amazing!


I would actually advise against it. Weapons and armor are more then powerful enough at Master difficulty at 100 smithing without boosts. Sure, you can bring the stats higher.... but this also tends to remove fun from the game if everything dies in 1 hit and you cannot get seriously damaged by physical attacks. I think the game would be much more balanced and fun if there was a hard cap on skills at 100. So the enchancements would still be useful for a character with lower skill levels, but things wouldn't get out of control for skill masters.

#15070
A Crusty Knight Of Colour

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I had a big spiel about Oblivion's leveling system (I can PM it if you want but it seems pointless) but I guess we can agree to disagree. I don't have a vested interested in bashing or defending Oblivion. I'd rather talk about Skyrim.

:P

As for the SKSE Tommy, no I haven't. It's almost Christmas and without the CK, I just can't see the point. For the most part I'm just experimenting with Skyedit and seeing what's possible to edit once the CK comes out, because I will be also editing things like Perks and how much Skills affect certain activities which won't require the SKSE, but will require the CK. At least if I don't want to use Hex.

I figure as long as I don't require the SKSE for anything drastic, I could pull it off given enough time (like a couple of years :P). I haven't tried coding with C++ yet, but I have some Java experience and the syntax is similar enough that I could learn as I go with the help of teh internetz. Then again, now that I look back on it, this character system with Facets and everything is really a case of my ideas spiraling out of control again.

As for the flowchart, I'd imagine something like this:

Click here if the image is too small.

Image IPB

On level up, it would prompt you to "Choose the Facet of your character you'd like to develop"

So you'd choose to develop your character's Physical Capabilities, their Mental Capabilities or their Social Capabilities. Each netting their own bonuses that Skills cannot grant on their own.

Physical: Extra HP, Extra SP, Extra Carry Weight, Extra Movement Speed.
Mental: Extra MP, Higher Regen Rates (HP/MP/SP).
Social: Lower Training Costs, Lower Crime Rates, Higher Quest Rewards.

Then it would ask you to "Choose an area of Specialization for your character:"

You'd then have options to choose the Specialization (Combat, Magic or Stealth) within each Facet, which corresponds with particular Skills.

When you choose one, you get a daily Power based on the particular two skills it matches up with. I was originally thinking of a small bonus, but I completely forgot about the Standing Stones, which makes the idea irrelevant.

They're OP in strength, though I always try to compensate with weaknesses (I'll create different versions that scale in power depending on level and try to balance it a bit more) and I've already prototyped some of them by editing existing Powers with the properties of the ones I wish to create.

For example, the Physical Facet, Magical Specialization, comes up with the Destruction and Alteration Skills.

That would combine to create Bulwark of the Elements, which is a combination Frost, Lightning and Fire Cloak, with an Alteration Protection Spell added for good measure (Iron, Stone, Oak, something "Flesh", I tested with Oakflesh). It would last for 120 seconds and deal all sorts of havok to nearby enemies. The downside would be that it constantly drains Magicka at a rapid rate for that 120 seconds. So you'd have to be chugging Blue Pots just to keep casting, or resort to Melee attacks. Which kind of fits, seeing as it's apart of the Physical Facet.

The next one in the list is 1H/2H (Phy/Com), and it comes with Berserker Fury, not to be mistaken with the Orc racial Power. For 120 seconds, you gain a whooping 50% boost to your 1H and 2H Skills, along with a 100 Stamina Point Fortification. But, you rapidly lose Health while you're in this state. You kill quickly, but could die quickly, even if enemies don't attack you. Rage would probably love a Power like that for his Nord.

:P

And so on. Though I'm sure not all of the things I'd come up with would be all that flash.

It should also be noted that I will change the leveling rates so that skills don't get leveled as quickly or as easily. Especially ones that shoot up naturally, like Lockpicking.

It will also be a system where the level up process will alternate between Perk selection, and Facet/Specialization selection. You get a new Perk and develop Facets of your character every two levels. I'm still trying to figure out how to balance it out, but I feel like going through both processes each level is a bit long for many players.

-----

Hmm... it's not so flash reading it over again. Bah, I should've just said, SPECIAL Attribute + Skill System combined with the Perk Tree motif, Traits on Character Creation and Reputations for actions in Quests (Skyrim has some of this). It's my default position.

:pinched:

Modifié par mrcrusty, 22 décembre 2011 - 01:24 .


#15071
DragonRageGT

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Haplose wrote...

RageGT wrote...

You should try improving your bow with 4x +29% smithing and a potion of +147% Smithing. Then enchant 4 items with +45% Bow damage (can be even higher)! The damage with your bow should be amazing!


I would actually advise against it. Weapons and armor are more then powerful enough at Master difficulty at 100 smithing without boosts. Sure, you can bring the stats higher.... but this also tends to remove fun from the game if everything dies in 1 hit and you cannot get seriously damaged by physical attacks. I think the game would be much more balanced and fun if there was a hard cap on skills at 100. So the enchancements would still be useful for a character with lower skill levels, but things wouldn't get out of control for skill masters.


Well, not killing them in 1-2 hits after level 50, even on Master difficulty, would be really disappointing. I'm level 63 now with this char and game has lost nothing of its fun factor to me. There are still things that can kill me, if I let them... hehe But what sort of Nord Hero would wield a Nord Hero Greatsword and feel like a wimp? I've earned my skills and worked really hard for them and it's not possible at low levels.

To have such enchantments as I suggested, a character would likely be way over level 40 and would have to work hard with his Light Armor, Archery, Smithing, Enchanting and Alchemy to have them all at level 100.

#15072
DragonRageGT

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mrcrusty wrote...


It will also be a system where the level up process will alternate between Perk selection, and Facet/Specialization selection. You get a new Perk and develop Facets of your character every two levels. I'm still trying to figure out how to balance it out, but I feel like going through both processes each level is a bit long for many players.


I would switch Light and Heavy Armor. Heavy Armor under Mental makes no sense while Light Armor is under Physical. It should be the contraire. Also, anything every two levels kills the fun of leveling as one level would be lost. Find a balance to that. Increase the XP between levels, make it harder to level up but reward each level up. =)

#15073
Tommy6860

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mrcrusty wrote...

I had a big spiel about Oblivion's leveling system (I can PM it if you want but it seems pointless) but I guess we can agree to disagree. I don't have a vested interested in bashing or defending Oblivion. I'd rather talk about Skyrim.

:P

Hmm... it's not so flash reading it over again. Bah, I should've just said, SPECIAL Attribute + Skill System combined with the Perk Tree motif, Traits on Character Creation and Reputations for actions in Quests (Skyrim has some of this). It's my default position.

:pinched:


I like the graph, it seems it could work, only as long as the leveling doesn't allow for everything to be maxed. Personally though, I would switch out HA for LA between physical and mental categories. Anyway, no, I won't PM you, not that it is pointless, I just know from as much as I played with that system, and Morrowind's, that it isn't as broken as you say it is (especailly when compared to Skyrim's one size fits all system); it's jsut dififcult to figure out for most.
:P

#15074
A Crusty Knight Of Colour

A Crusty Knight Of Colour
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Yeah, I didn't like where Light Armor ended up either, but it was kind of the only place I could put it.

Also, Mental doesn't necessarily imply "magical", but it implies things like Willpower and Resilience as well so I think Heavy Armor does okay there. The other part is that Light Armor is in the Stealth Category and Heavy Armor is in the Combat Category. Not in my own made end classification, but in Skyrim's official one. So I figure I should stick to it.

Besides, the Heavy Armor + Block combination ought to be fun. I have no idea whether it'll work, but I'm thinking of a Power where enemies have a chance to get staggered and/or disarmed when they hit you if you're wearing Heavy Armor.

*lightbulb*

The Specialization Powers could be built up like the Disciplines in V:tM-B.

RE: Oblivion because I have the nasty compulsion to want the last word - since only Major Skills contribute to leveling, yet both Major and Minor contribute to attribute raising, the game rewards Major Skill choices not in the context of a player's character concept (how they play), but in how they cover up the gaps from their Minor Skills to get the maximum Attribute bonuses. In essence, your "Minor" Skills becomes the cornerstone skills of the character and the Major ones become fillers to ensure maximum efficiency. It's too easy to exploit since Oblivion doesn't offer much in the way of static challenges that kick your ass if you hadn't leveled up. It actually did the opposite, kicking your ass if you leveled too quickly. It's a system that encouraged meta gaming.

In comparison, Morrowind and Daggerfall offered less level scaling and made Minor and Major skills essential to leveling. This ensured that this particular issue wasn't a problem (or not as much of one).

It's actually a very widely acknowledged problem and likely the reason Bethesda did away with the Major/Minor system in Skyrim.

Also, was there the need for the implication that Oblivion's system is too difficult for me?

Modifié par mrcrusty, 22 décembre 2011 - 02:08 .


#15075
Haplose

Haplose
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Tommy6860 wrote...

I just know from as much as I played with that system, and Morrowind's, that it isn't as broken as you say it is (especailly when compared to Skyrim's one size fits all system); it's jsut dififcult to figure out for most.
:P


Oblivion's system difficult to figure out? You're kidding, right? It's extremly easy to abuse this system beyond brokeness.

Actually Skyrim provides much more focus and more specialization options for characters through the highly limited number of perks. In Oblivion it was simple to be a Master of every skill and a warrior or thief using magic, could be just as good as a specialized Archmage.
In Skyrim it is not so. Even if you bring all skills to 100, you will still be using most at 50% efficiacy of a character that specialized in them and put perks in them (well, maybe except a few select skills like Lockpick).