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The Elder Scrolls V: Skyrim Discussion Thread


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#15901
phaonica

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LobselVith8 wrote...

LegendaryAvenger wrote...

Assuming that it was the Stormcloak-established Markath regime, I'd think it'd be very hypocritical of Ulfric to complain that his way of life is at risk. 
This was an ambiguous situation, however, and it could also be pinned on the Empire.


I think it's ambigious. I wouldn't be surprised if the Silver-Bloods were involved in abuses and deaths against the native inhabitants, though. Given how Madanach's execution was stopped and he was instead imprisoned, it's safe to assume that the Silver-Bloods had a lot of authority and control in Markarth, so they might have been handling arrests and executions, and Thonar Silver-Blood doesn't seem to have much of a moral compass, especially since he sent mercenaries to steal land and used the Forsworn as his own private militia.


Braig does specifically mention that his daughter pleaded to the Jarl, so the Jarl was at least somewhat in the know about the whole thing.

#15902
Addai

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Mike Smith wrote...

What's the best way to handle questing? Main quest, major main quest lines, or minor quest lines. I'm also interested in the best approach to exploration. I've got as far as killing the 1st dragon and being named Thane of Whiterun.

Personally I find it works best not to push quickly through any particular quest line, otherwise you end up feeling like you have nothing left to do.  If you do the aimless exploring while you're following a quest line, then you get a full game without running out of goals.  I think it's set up this way.  For instance, on my way to a mage guild quest last night, I decided to go into a nearby cave.  It turned out to be a mage type dungeon, with some small tie-ins to the guild quest.  I got the idea the designers said "most people will go from point a to point b for this quest, let's put something on the way that will add to it."

As I'm out and about, I look on my compass for "black" (undiscovered) locations and intersperse questing with exploration and then trips to towns to sell and craft.  I also look at the map and decide to check out areas that look empty, i.e. which I haven't explored yet.  While I'm there I check the journal to see if I have any side quests active in the region.

Modifié par Addai67, 04 janvier 2012 - 09:36 .


#15903
Elhanan

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Mike Smith wrote...

What's the best way to handle questing? Main quest, major main quest lines, or minor quest lines. I'm also interested in the best approach to exploration. I've got as far as killing the 1st dragon and being named Thane of Whiterun.


I was very disappointed when plaing the Main quests ahead of the Civil War because almost all of the diplomatic deals made for a truce were simply undone or ignored, and the Dragonborn received blame. Not going to occur again in any future play here.

Other than that, I might recommend placing the Companions ahead of any Daedric quests, but I would delay playing the god-like quests until later anyway.

Join the Dark Brotherhood before the Thieve's Guild; funnier when threatened with any DB contracts.

As was suggested by Yrkoon, gain the Lover's Stone blessing  early to aid all skills, then change to another choice later in the build. I use the Lover's Stone ca.20th and alter effects at ca.40th; also recommending the Lord's Stone for protections. FYI - you lose a Restful sleep bonus with the Lover's Stone, but the overall effect is worth it, IMO.

#15904
Addai

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About the stones- I prefer Lord's Stone or Lady's Stone on early levels when survivability is an issue. I find leveling already quite fast early in the game. It's later on when your primary skills are high that leveling slows down a lot, and the skill stones are more useful.  OMMV.

Modifié par Addai67, 04 janvier 2012 - 10:11 .


#15905
Giggles_Manically

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You can also grab a fairly easy quest and get a permanent 15% bonus to smithing skill progress to.

#15906
AngryFrozenWater

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Giggles_Manically wrote...

You can also grab a fairly easy quest and get a permanent 15% bonus to smithing skill progress to.

The problem with any bonus like that one is that it somehow damages the number of skill points rewarded during level up. That's what started the stone discussion a couple of pages ago.

#15907
Volus Warlord

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Character: Smashyue

Orc, Warrior, Freelance;Extensive Criminal History, mostly for Dark Brotherhood (Thieves guild I rarely get caught). No jail time. Was always able to bribe or pay bounty.

One Hand, Heavy Armor, Block, Smith

1.) I am disappointed that I could not have any children.

2.) So few Orcs... and I play Orc. I mean, yeah, Skyrim is Nord's home turf, but still there are loads of Imperials, High Elves, Dark Elves, etc. etc.

3.)Making money early is so easy on compared to Oblivion. Transmutation ftw! If I could find more Iron mines (and more vendors) I'd just make jewelry.

4.) I really don't see any reason to turn down being a Werewolf. The rest bonus is too temporary to be useful.

5.) I'm in the high 20s and haven't joined either the Imperials or the Stormcloaks yet. I hate them both. I've fought them both.

6.) Unmarked quests can rot in hell.

7.) Whiterun is my favorite city by a long shot, and it's the one where I spend the most time.

8.) The comments you get for running around without clothing are pretty funny. (I strip down to sneak. Lol)

#15908
Redneck1st

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happy_daiz wrote...

Redneck1st wrote...

Now I didn't know that you could change your NPC stats to be honest with you there. And as for me I'm using the pc to play the game as opposed to the console. So I can use the console commands. Image IPB


Oops, I probably didn't word that right. I was thinking that a follower would level up with you, but that there was a cap, and that you had to dismiss and re-hire them (and do something in the PC console) to update them to your level. Maybe I'm just not understanding it completely.

I ran across this document that charts leveling and stats for each follower, and now I'm even more confused, actually. According to this, J'Zargo has the highest max level of any of the followers (listed twice, but one of them is 81). Am I seeing things?
Image IPB
Also according to that chart, Cicero has the highest sneak skill capacity (100). Image IPB


Now with your posting of it it was the first time that I'd seen a break down of the followers like that for which they have done. Not only is his sneak at 100 but so is his 1handed as well and his light armor and archery are also a 97 so maybe he wouldn't be such a bad follower after all from what I see of his stats.

As for the Ebony blade my feelings are the same as yours when it comes to that one there. I stored it at home. Not only did I not care for the way improved but didn't like the fact that it was classified a 2handed weapon. And I just don't do 2handed weapons at all.

#15909
Yrkoon

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AngryFrozenWater wrote...

Giggles_Manically wrote...

You can also grab a fairly easy quest and get a permanent 15% bonus to smithing skill progress to.

The problem with any bonus like that one is that it somehow damages the number of skill points rewarded during level up.

You keep mentioning this, and I have no idea what you mean by it.

Leveling up does not give you skill points.    It gives you perks.  And you get 1 perk every level up. This never changes.

What  can change  is how fast you level up.  That's where those  stones come in.  Stones make your skills  increase faster.    And the faster you increase your skills, the faster you level up.      Stones don't, however, affect how many skill increases you need before you can level up.

For example:  You just hit level 5.  You need 10  skill increases to reach level 6.  Using the Lover stone  will simply make it so that you achieve those 10 skill-increases  15% faster.    This means less Iron dagger crafting to increase Smithing skill, less selling stuff to increase  Speech skill,  less whacking your opponent with your sword to increase your 2-h skill...etc.

Modifié par Yrkoon, 05 janvier 2012 - 02:29 .


#15910
Yrkoon

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virumor wrote...

Killing the Companions after doing their questline is ten people, right?

LOL!

Sure.    Just Kill:
1) 3 of the best combat trainers in the game; and   
2) 3 potential spouses; and   
3) 3 of the coolest potential companions; and 
4) the best Blacksmith in the game.

And your reward?  Your  mediocre  (and bugged) Ebony blade will do a little bit more damage when you're done.

Modifié par Yrkoon, 05 janvier 2012 - 02:51 .


#15911
DragonRageGT

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I'm using the Mage Stone since the start of my Mage chick and with Well Rested bonus as much as I can. I don't see any problem in leveling fast because soon it becomes slow anyway. I mean, we need more skill increases to gain a level.

I got to level 34 in 34 hours of playtime. Probably will get to 60 in some 150 hours though. heh Leveling up Destruction is really a pain. I can increase all other schools pretty fast. Really fast. (hmm.. not Restoration unless I attack Undead with healing, I think) But I killed 4 Mammoths and 3 giants for one lousy Destruction increase!

I tried the Balanced Magic Mod for the Destruction.esp only but I didn't like it. I want to see how far I can go with the Vanilla system. Using a mod to change gameplay and make it more powerful feels like cheating. Plus, I noticed no increase in the damage of my spells while the Impact perk was greatly nerfed in all mods that change magic. I rather have Impact working as devs made it! =)

I was trying to focus only on the main College quest but I ended up doing a few sidequests since they're on the same path. I can't believe that I've started the Mage's quest at level 18 with 18 hours of gameplay time. =)

#15912
Addai

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I've looked at several magic mods and I'm suspicious of them. So far I'm doing okay so don't feel a need for them anyway. I got Midas Magic for more spells but as it is I don't use half the spells in my favorites list, though there are a couple useful ones like Cure Disease which I thought out to be in the restoration school anyway.

Now I hear Colette's whining voice in my mind.. "restoration is a perfectly valid school of magic!"

Modifié par Addai67, 05 janvier 2012 - 04:09 .


#15913
Laser Beam

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Addai67 wrote...

I've looked at several magic mods and I'm suspicious of them. So far I'm doing okay so don't feel a need for them anyway. I got Midas Magic for more spells but as it is I don't use half the spells in my favorites list, though there are a couple useful ones like Cure Disease which I thought out to be in the restoration school anyway.

Now I hear Colette's whining voice in my mind.. "restoration is a perfectly valid school of magic!"


Don't be. You should at least try them out. Especially the Balanced Magic Mod. It really doesn't change too much for you to fear (besides the mod can be easily removed), but enough to make magic far more enjoyable (trust me). It will also level Sparks, Flames, etc. which is fantastic. You don't notice the difference unitl higher levels and you'll be thankful for having it. Magic is really nerfed in Vanilla. I wouldn't be able to use my Pure Mage without. Also it doesn't ruin any challenge of the game (hence why it's called "Balanced").

Midas I'm waiting for unitl it's complete.

Also everyone should try out PISE. It's fantastic! (also great when combined with Balanced Magic)

Modifié par Laser Beam, 05 janvier 2012 - 04:58 .


#15914
Addai

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I'm suspicious of anything that changes gameplay. Whatever anyone says, the game devs know their own game and know how it's supposed to balance. Until I see for myself that they've borked something, I'd rather play it vanilla.

What is PISE again?

#15915
Morroian

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Laser Beam wrote...

Don't be. You should at least try them out. Especially the Balanced Magic Mod. It really doesn't change too much for you to fear (besides the mod can be easily removed),


If it changes the impact perk as Rage has said then its changed too much.

#15916
naughty99

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I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.

Modifié par naughty99, 05 janvier 2012 - 05:08 .


#15917
Laser Beam

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Morroian wrote...


If it changes the impact perk as Rage has said then its changed too much.


It does indeed change impact...but that's because of the mod's changes. Destruction depends on impact in vanilla. The mod makes it so that's not necessarily true. Destruction would most likely be OP with the mod and impact vanilla. But of coure I'm only recommending it :) ALSO NOTE: You don't have to use the destruction part...but I enjoy it. I like having a flamethrower hand at high levels.

Addai67 wrote...

I'm suspicious of anything that changes gameplay. Whatever anyone says, the game devs know their own game and know how it's supposed to balance. Until I see for myself that they've borked something, I'd rather play it vanilla.

What is PISE again?


Bethesda has never been known for balance lol...but PISE is also a type of balancing mod lol sorry. Uses smart ai (bandits can use potions, enemy mages heal their allies, etc), less leveled loot, etc.

It's not for everyone but it's really popular and for  good reason: check it out here

Modifié par Laser Beam, 05 janvier 2012 - 05:13 .


#15918
Redneck1st

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naughty99 wrote...

I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.



I'm hoping someone will come up with a good un-official patch myself that clears up allot of things that need cleared up. Like things staying in your inventory after the related quests are completed and having to do the Red Eagle quest multiple times etc.

#15919
Laser Beam

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naughty99 wrote...

I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.


I'm excited to see some more spells. Open lock ftw.

#15920
Redneck1st

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Ok folks here's something for which I'd like to get your opinion on.

Lets say side with either the Storm cloaks or the imperials. For examples sake say you side with the Imperials and during the battle you decide to fight against the imperials and attack them or attack both the Imperials and the Storm Cloaks?

#15921
Redneck1st

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Laser Beam wrote...

naughty99 wrote...

I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.


I'm excited to see some more spells. Open lock ftw.


Now the open lock spell is one that I was suprised not to see in Skyrim

#15922
Addai

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Redneck1st wrote...

Ok folks here's something for which I'd like to get your opinion on.

Lets say side with either the Storm cloaks or the imperials. For examples sake say you side with the Imperials and during the battle you decide to fight against the imperials and attack them or attack both the Imperials and the Storm Cloaks?

You're going to be a one-man army?

I think you'd just end up confusing the game.  I did something similar by helping Madanach escape and then turning on the Forsworn when we were out in the city.  The game acts as if he's still alive.

#15923
Redneck1st

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Addai67 wrote...

Redneck1st wrote...

Ok folks here's something for which I'd like to get your opinion on.

Lets say side with either the Storm cloaks or the imperials. For examples sake say you side with the Imperials and during the battle you decide to fight against the imperials and attack them or attack both the Imperials and the Storm Cloaks?

You're going to be a one-man army?

I think you'd just end up confusing the game.  I did something similar by helping Madanach escape and then turning on the Forsworn when we were out in the city.  The game acts as if he's still alive.


I guess the game wasn't set up for the pc to change their mind in the middle of battle or to take on both sides at the same time then. After all  you might be one that thinks both sides have viable arguments and want to bang both their heads together to straighten them out. 

#15924
Laser Beam

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Redneck1st wrote...

Laser Beam wrote...

naughty99 wrote...

I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.


I'm excited to see some more spells. Open lock ftw.


Now the open lock spell is one that I was suprised not to see in Skyrim


Indeed. Magic animation and technical wise is soooooo much better but it feels dry with the amount of spells and effects that were left out of the game. There was a disscussion on the Bethesda Forums about Spell Creation that was interesting. I don't know how I'd feel about it in a mod though as it would be difficult to balance. It'd be the like the smithing tree of magic.

#15925
Redneck1st

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Laser Beam wrote...

Redneck1st wrote...

Laser Beam wrote...

naughty99 wrote...

I'm playing it cautious and holding off on mods until after the first few rounds of official patches are finished.

Then I will probably start looking for a good survival/needs mod, maybe Arwen and Duke Patrick will release something in February or March.

I imagine there will also be some great quest mods and mods that add new dragon shouts, perks and crafting recipes.


I'm excited to see some more spells. Open lock ftw.


Now the open lock spell is one that I was suprised not to see in Skyrim


Indeed. Magic animation and technical wise is soooooo much better but it feels dry with the amount of spells and effects that were left out of the game. There was a disscussion on the Bethesda Forums about Spell Creation that was interesting. I don't know how I'd feel about it in a mod though as it would be difficult to balance. It'd be the like the smithing tree of magic.


I fully agree with you here. Well in Oblivion you could in fact create your own spells but they removed that aspect in Skyrim I guess they thought maybe it was in fact to over powered for the game. But the folks at Bethesda had their reasons for taking it out of the game. Will have to admit that the smithing and enchanting for which you can do makes you have some of the most powerful items for which you can find in the game it self and makes all the other items even plae in comparison to what you can create.