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#2271
ogerboss

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In response to post #18738669. #18767679, #18798544 are all replies on the same post.

Are you aware that the boss in BFB is semi-bugged? He can either spawn as a Requiem-badass draugr or a Vanilla whim... so the perceived challenge is completely determined by chance (and bugs).

#2272
45akaColt

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In response to post #18738669. #18767679, #18798544, #18799959 are all replies on the same post.

No I wasn't aware. Interesting. Would making it a dragon priest fix the issue?

#2273
kfbkfb

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In response to post #18738669. #18767679, #18798544, #18799959, #18813829 are all replies on the same post.

persistence, lol.

Anyway, I think it would be cool. Now that you mention it, I do remember generic dragon priests in labyrinthian that could hold their ward up for like 5 minutes straight while still being able to cast spells somehow. One of those would be perfect for BFB.

Edited by kfbkfb, 30 September 2014 - 12:50 AM.


#2274
SmegheadGimboid

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In response to post #18715934. #18746084 is also a reply to the same post.

You have a point :D Still, I do think it seems inconsistent to prevent the player from changing armour mid-combat, but allow them to strip a corpse of their gear mid-combat. Maybe a middle-ground would be to allow us to open the container, but time no longer pauses, leaving us open to attack. I have no idea how feasible that would be to implement, but take my idea for whatever worth it may or may not have :3

#2275
ogerboss

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In response to post #18715934. #18746084, #18856904 are all replies on the same post.

The ideal solution would be to figure out if there is an NPC fighting or only searching for the PC and only disable looting while being in real combat. However, I do not now, if such a finer-grained check is feasible within the engine limitations. And it is again tricky: Might you not want to grab that sword the last Draugr dropped after his big buddy has shouted your own sword to Sovngarde? ;) In contrast to picking the armor of a dead bandit in combat, that's an action I certainly consider feasible.

#2276
JonDeth

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Do you plan an alternate version for use without java? java in the past has caused many problems for myself and my business.

#2277
ogerboss

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In response to post #18867864.

Not really, as explained in What the Reqtificator actually does I simply could not achieve the same things as the patcher does within any reasonable amount of time if made by hand.

If you are worried about granting admin rights to a Java program, there always is the option to use hard links, just make sure you understand their meaning first to not blame me afterwards of bloating your diskspace. ;)

And if you totally refuse to install Java...well, I will make a premade minimal patch (Skyrim, update, Dawnguard, Requiem only), which would mean that you cannot use any NPC/weapon/armor mod alongside it. If neither of these options are acceptable, your only remaining choices are using Requiem 1.7.3 for the rest of your Skyrim lifetime or surrendering Requiem.

I am no big fan of Java either, but I learned to overcome my aversion against it to benefit from this powerful tool. In the future it will pave the way to even more awesome new features, introducing SkyProc has a development scope that goes far beyond 1.8. ;)

#2278
SmegheadGimboid

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In response to post #18715934. #18746084, #18856904, #18867634 are all replies on the same post.

Yeah. Having a blanket rule about in-combat stuff could definitely cause irritation. Still, I was impressed at your solution to changing equipment mid-combat, so who's to say you couldn't work another miracle? :D

Beyond that, I also had another outlandish idea: some sort of system that gives a punishment for death other than wasted time; even if you don't savescum, Skyrim gives no penalty for throwing yourself at an enemy, and while Requiem makes encounters much more strategic, there's still no reason not to employ suicidal tactics. Dark Souls has a wonderfully elegant system that forces you to play cautiously or risk losing valuable resources, and I think Requiem could do with something at least vaguely similar.

There are mods that add the sorta thing I'm talking about, but I suspect they'd break Requiem. If there was an official Requiem attempt, I think something as simple as waking up at the nearest hunter camp with some gold taken away might be punishing without getting too tedious. Just another wacky idea I cannot guarantee is remotely worth considering :D

#2279
FinnWolfshorn

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In response to post #18715934. #18746084, #18856904, #18867634, #18891709 are all replies on the same post.

I recommend Living Takes Time, among a lot of other highly immersive features it allows you to configure by MCM what you can or can't do during combat (such as looting corpses and chests).

#2280
kfbkfb

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Got a question / possible suggestion about restoration.

A pattern I notice in science is that the more general a theory is, the less powerful it is at manipulating specific things as a result of it being more complicated to use. An obvious example would be Newton's theory of gravity, g = GM/(r^2) v.s. the very accurate approximation, g = -9.8 m/(s^2). The second one is more powerful at predicting things on earth simply because it's easier to use, very accurate, and you also have to know less about the object itself to use it, but the first one is more general and can be applied to not only the gravity of earth, but the gravity of planets orbiting the sun and the gravitational force/acceleration that exists on other planets.

So basically, a magical theory that specializes in undoing the undead should be more powerful against the undead than the more generalized destruction magic, in my opinion. Now, here is the point that I'm trying to make here.

At a glance, it seems that restoration isn't as good for fighting the undead as destruction magic. The most damaging spell that I see is that 'sunburst' (or whatever it's called, I don't remember right off hand) and it doesn't appear to be as good as some spells like 'firenova' (Once again, I don't remember exactly what it's called, sorry about that! ) . I could be wrong, maybe there are other restoration spells that are really good against the undead. However, it seems that spells like firenova just roasts everything around you to a crisp, while you actually have to hit close to your target to do anything useful with sunburst.

So basically, what I would suggest is to nerf destruction's power against the undead somehow so that restoration has a slight advantage over destruction for killing them. Something like giving all of the undead 40% more resistance to fire, frost, and shock would do the trick. Vampires would still be weak against fire and fire magic would be better than restoration against them for lore reasons, but this would balance it out a bit. Or you could create more powerful damaging restoration spells. Again, I'm not 100% sure there aren't any already, but I haven't seen any in game.

I could be completely wrong about restoration not being as good at destruction at killing the undead. Maybe I'm doing it wrong.

Edited by kfbkfb, 03 October 2014 - 04:07 AM.





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