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.