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#2471
45akaColt

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In response to post #20277884. #20285134, #20290149, #20290759, #20316184, #20317069, #20330274 are all replies on the same post.

It's possible, if not probable, that Durniviir may not have healed. He may have became 1 with the Soul Cairn, and then totally been reformed, from the Soul Cairn. That means he could go from being badly damaged, to being energy/Soul Cairn, to perfect/undamaged condition, without healing.

Restoration means to restore, so a heal undead spell could realistically be in the restoration category. It would make more sense then turn undead being in the restoration category. Even though it says "The School of Restoration involves control over life forces", it could involve other things as well. Flesh (or undead flesh) can be created from nothing (like Alduin did) but it's another thing to bring back a soul/bring a corpse back to life, so that heal undead spell could exist. It's a dream world where magic can create materials.

Edit 2: I guess it may be possible to have it in the conjuration category, since it may be similar to conjuring a bow, or tent, like in Frostfall, but with the exception that you are making the energy a physical/solid/normal material, kind of like ice shards.

Edited by 45akaColt, 25 November 2014 - 05:29 AM.


#2472
kfbkfb

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In response to post #20327309. #20327959, #20329534, #20330239, #20330674, #20335539, #20338369 are all replies on the same post.

Thanks for bringing that to my attention, colt. I can't believe I overlooked that atronach forge manual. Then again, I've only used the forge like 3 times and never in a requiem play through. (it's been a long time since I've played without requiem)

I always liked the archery system in requiem because it was like guns in Skyrim. You can go out and have a shoot out with some bandits. If you get hit, you're dead. If they get hit, they're dead. Makes Skyrim the most awesome first person shooter I've ever played in my life. The enchanted arrows are icing on the cake man, it reminds me of the second rambo movie when Rambo goes around blowing up helicopters, Humvees, and stuff with explosive arrows . =P

For the enchanted arrows, I always chalked that up to being magic. Although you do bring up some interesting points regarding the ingredients used to make enchanted arrows, colt. Are fire salts hot in their natural state? Or do they become volatile only after being applied to the arrows? After all, you can eat them to figure out their alchemical properties in game, which may imply that they're not hot in their natural form. If so, by what process do they become volatile when applied to arrows? Maybe it can simply be chalked up to magic because it's not fully understood. In fact, at one point in time, sword making was considered to be magic because people didn't understand how heating and cooling metal could change its properties.

On the topic of sword making, it kind of irks me slightly that the developers of Skyrim didn't do any research on how swords are actually made before they created the smithing animations. Given that most of the non-magical stuff that happens in skyrim (gravity, waterflowing, basic physics stuff), is based off of the physics in our world, it should seek to emulate our world as much as practically possible. The way sword crafting in skyrim is depicted is just plain wrong. First off, if they were to throw a blade into water after shaping it at the forge like that, it would warp and be practically unusable. Instead, what they should probably do is temper it right away by heating it up and placing it point down into the water. If it's not point down, the blade will warp. Otherwise, they should probably just let it cool at room temperature and temper it later. Now I'm no blacksmith, but even I know that much given that I've done a little bit of research into how sword making works.

In spite of this, it seems as if the developers of Skyrim probably cared a lot about making the game as close to being the same as the physics in our world since they made Masser and Secunda always be in phase, which conforms to physics in our world, but not to TES lore. This is due to the fact that if Secunda orbits Masser, then there is no possible way for them to have different phases with a single light source (the sun). Obviously, if they're willing to sacrifice lore for physics, they must realize that realism is a big deal, and I believe that the game should be as realistic as practically possible, at least as realistic as a game with magic can possibly be.

Anyway, Ogerboss, my only complaint about the current archery system is I feel that the bows should have more of an impact on how much damage is done as opposed to the arrow. For example: Ebony bow does 75 damage, Ebony arrow does 90 damage. My suggestion would be to simply switch the two values. Make the bow do 90 damage and the arrow do 75 and to do this with all of the bows and their equivalent arrows. The arrows would still have a big impact on the damage dealt given that it now does a higher proportion of the damage than in 1.7.3, but at least now it would maintain its semi-realistism. By the time you factor enchanted arrows into this (even if it goes above the bow damage, I would have no qualms about its realism given that its magic damage and not physical damage), it will still pay off drastically to use high-grade ammo.

Edited by kfbkfb, 25 November 2014 - 06:24 AM.


#2473
45akaColt

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In response to post #20327309. #20327959, #20329534, #20330239, #20330674, #20335539, #20338369, #20340079 are all replies on the same post.

It's possible that the salts are glued (glue existed in medieval times, and was used for arrow making), to the head of the arrow, so that they can explode on impact. Maybe all elemental salts have magical energy inside that comes bursting out, when the shell is broken. That would mean that they probably should hurt you when the shell breaks down inside your body, when eaten, as well. The first alchemy effect of Fire salts in Oblivion was fire damage, so if you applied the rules of Skyrim to it, and ate fire salts, it would do fire damage, since that was it's first alchemy effect. I can't remember if eating fire salts in Oblivion did fire damage to you.

Ya, since the dream, the game universe takes place in, mostly follows the rules of our universe, it's safest to keep things the way they work in our world, so that it's most likely to be correct. It's a pattern of likelyhood.

Edit 2: IIRC, my archer used lower grade arrows (possibly Orcish), against most enemies, but when I fought dragons, I'd use glass, or ebony. Some arrow heads look better, so it may be nice to be able to use whatever you want. Requiring higher grade ammunition, more often, might be a good way to make gold a little more valuable though.

Edited by 45akaColt, 25 November 2014 - 08:07 AM.


#2474
heckur

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In response to post #20277884. #20285134, #20290149, #20290759, #20316184, #20317069, #20330274, #20339129 are all replies on the same post.

Donated blood is treated with chemicals to prevent it from clotting (from Blood donation):

The blood is usually stored in a flexible plastic bag that also contains sodium citrate, phosphate, dextrose, and sometimes adenine. This combination keeps the blood from clotting and preserves it during storage.

In Requiem the venom of the frostbite spider is used, because in real life some venoms have the same feature: they prevent blood clotting (among other more nasty features).

Gold is used because it is a noble metal: it is resistant to corrosion and oxidation. Blood contains a lot of oxygen.


#2475
axonis

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In response to post #20277884. #20285134, #20290149, #20290759, #20316184, #20317069, #20330274, #20339129, #20342194 are all replies on the same post.

45akaColt & Heckur,

Would you agree that blood phials should not disappear upon drinking and that only venom should be required to add fresh blood ?

Would you also agree that the above change should also go with a drastic decrease of lootable empty blood phials ?



#2476
heckur

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In response to post #20277884. #20285134, #20290149, #20290759, #20316184, #20317069, #20330274, #20339129, #20342194, #20342249 are all replies on the same post.

1 - Yes, it would make sense that an empty phial remains after using it.
2 - Now there can be two kind of empty phials in the world: used and prepared ones. The number of prepared phials you can find as loot should be very small, to encourage you to make them yourself. The number of used ones can be the same as the number of empty phials you can find right now, because you still need skill and frostbite venom to prepare them again.


#2477
kfbkfb

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In response to post #20327309. #20327959, #20329534, #20330239, #20330674, #20335539, #20338369, #20340079, #20341304 are all replies on the same post.

Yes, but how would having an incentive to use high grade ammo have that big of an impact on the utility of gold? I almost always get my arrows by looting, stealing, or smithing, almost never from buying. This holds especially true for really high grade ammo, such as daedric or dragonbone which can practically only be acquired by smithing.

I understand that archery needed to be rebalanced to give a greater incentive to use better ammo, but making most of the damage come from arrows is not the answer IMO.

"It's an incentive to use high-grade ammunition instead of using a ebony bow with iron arrows all the time." - Ogerboss

Yes, but the exact opposite will probably happen which seems very weird. You may start seeing players using crappy bows with good ammo. I mean, bows are extremely expensive to upgrade; you upgrade from elven to glass, it costs like 8K gold for the upgrade (if I remember correctly) and now you only get 5 damage extra above elven. You may very well see players using an elven bow with ebony arrows.

And from 1.7.3, archery didn't seem like it was unbalanced. It could have used a few tweaks. I personally would have liked to see heavy armor have greater protection from arrows. Whereas an almost pure archer build with no magic is very feasible, I think that a pure melee build with no archery would be less feasible. That one guy from youtube, DeFactoMan, said that he believed that most people thought requiem was too hard without having a character that uses some sort of ranged combat.

#2478
ogerboss

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In response to post #20327309. #20327959, #20329534, #20330239, #20330674, #20335539, #20338369, #20340079, #20341304, #20356024 are all replies on the same post.

Might I suggest that we postpone this discussion until 1.8.2 is released? It contains a lot of additional archery tweaks, including yet again rebalanced draw/reload times and modified perks/mechanics.

#2479
Isphus

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1- So we are told that we can only bash wooden chests because other materials are too hard. I can understand that. However, we are also told that daedric weapons cut through any other metal like butter, so why can't a weapon capable of crushing dwemer armor also crush dwemer locks? Suggestion: Make it so that daedric weapons are capable of bashing locks of any material, though the adept restriction may still apply.

2- I love the idea that you slow down when your stamina gets low. Tired = slow, makes perfect sense. And low hp = slow also makes some sense. But there are two problems with this: A) They stack, making it so that you literally cannot move if both your health and stamina are low. Once i literally got a deathlord on his knees, but he was an inch too far from my reach, and both my health and stamina were low. Being 100% unable to move, there was nothing i could do but watch it get back on its feet and kill me. B) Enemies are unaffected by it. Whenever an enemy yields he runs just as fast, if not faster, than he did before. And that means you will remain in combat until you chase down and murder every single bandit. Did i mention they always run in opposite directions?
My answer to these are:
A) Remove the stacking (or add separate MCM menus for stamina slowdown and health slowdown). One way of doing it would be to make a single debuff with two possible triggers (both low hp and low stamina give you the same debuff, but it cannot be applied twice)
B) Either give enemies (specially bandits) the slowdown effects, or make yielded enemies stop being enemies (no more red dot on the compass, no more "you cant sit/rest/craft/talk to followers because a former enemy is nearby").

#2480
Isphus

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In response to post #20102459. #20134519 is also a reply to the same post.

Skyrim is the icy province, fire wrecks things here. Just like in Morrowind (or Dragonborn for the matter) most things are weak to ice.

Its the lore, and im afraid you'll have to deal with it.




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