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#2491
wintergallows

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In response to post #20390199. #20390404 is also a reply to the same post.

at half stamina, in the stats mcm for requiem it lists my speed as 58%, but i move REALLY REALLY REALLY (HOLY HELL I CAN BARELY MOVE) slow. i have frostfall and this is when i'm not quite cold (with the cold slowdown turned on)

#2492
heckur

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In response to post #20390199. #20390404, #20408544 are all replies on the same post.

That's indeed weird. In case you play in 3rd person view, try switching to 1st person view for a moment. The engine has a glitch involving low stamina and 3rd person view, which vanishes in 1st person view.

#2493
deane9850

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Suggestion:
Make off with static +5 H/M/S per level, instead tie those stat into skills. For example. One hand. Each level provide; (numbers can be tweak, preferably by MCM); 0.4Hp and 0.2St. Thus leveling one hand from 0 -100 will provide 40Hp and 20St. Since no one actually level just 1 skill, let say someone stuck to levelling one hand + block + heavy armor. getting all 3 to 100 grants 120hp +60 hp, thats 32 levels.
Of course block and HA would focus on stamina instead, so if we switch those 2 skills to grant 0.4St + 0.2Hp, we get 80Hp + 100St (for all 3 skills).. still 32 levels worth of HP+St in the current system.
Magic skills for example can go 0.4Mg and 0.05Hp and 0.05St. thus give 40Mg/5Hp/5St for lvl 100 in 1 school.
Non combat can be set to give half of everything or non at all.

Why the new system? Because current system allow leveling unrelated skill to gain unrelated stat. Example, making potions for cheap money and easy stat. Even a warrior can spend time picking flowers, makes potions to sell then when level up, buy stamina or hp. At least now, they need those potions money to make Amren/Faendal/Njada richer :D

Edited by deane9850, 28 November 2014 - 12:48 PM.


#2494
ogerboss

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In response to post #20414619.

There is a major problem with this: There is only one gamesetting that controls all three attributes. Thus one would have to completely bypass the original system, which is no minor task.

Also there are gameplay issues with this proposal, because it has several motivation points for powergaming:
-since you can only choose one attribute at the levelup, you are motivated to only train skills that contribute to your currently desired attribute to maximize the attribute poinsts you acquire.
-also your approach allows to supercharge the attributes. Let e.g. a level 50 warrior (who needs an tremendous amount of skill XP to level up) start to pimp his level 5 destruction skills. Since he will have many skill increases before he has a levelup, allowing him to choose a huge magicka bonus. (While further training of his main skills would only provide a moderate health/stamina bonus.)

#2495
deane9850

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In response to post #20414619. #20414944 is also a reply to the same post.

Nonono.. you misunderstood me..

Basically, my suggestion is this.. 0Hp/0St/0Mg at level up.. however every skills level up will grant that tiny amount of stat.

Also, in your case, even if that warrior pimp his destruction skill.. he still gain 1 perk at his level up, and that destruction skill is still worthless to him without relevant perk in destruction.. or get that destruction perk and be a hybrid. and it still no different with the current system of grinding alchemy for cheap early stat.

Regarding power gaming, while its true in some context, it also flesh out a build by making peoples focus on their relevant major skill. for me tho, power gaming means spamming irrelevant skills to level faster because the reward is something of your choosing, thus if I can get more hp by talking/brewing/crafting.. thats what i'll do.

Here's a mod that actually does that.. http://www.nexusmods.com/skyrim/mods/56416/?

Edited by deane9850, 28 November 2014 - 02:05 PM.


#2496
45akaColt

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In response to post #20414619. #20414944, #20415384 are all replies on the same post.

Cool. That's similar to what I mentioned recently. I also thought that automatically getting more then 1 stat, at each level up (the amount depending on your skill level ups) would be more realistic then only being able to choose 1, when you realistically could have gotten more intelligence, stamina, or health, as well.

Using the evasion or heavy armor skill to run around, would work out your leg muscles, so it could give a mage a little health that way. Getting health from a magicka skill may be unrealistic.

One thing to maybe keep in mind, is that the higher player levels are easy anyway. An alternate player leveling system could maybe be an optional feature/file or vice versa (it could be the main file/feature, with the old system being an alternate file), so that the situation/example ogerboss provided, about the level 50 warrior, could be avoided.

That mod and it's description seem interesting.

#2497
Isphus

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Does anyone else feel like alchemy is a little overpowered? Not only it gives a lot of money, but it's also very easy to level up and the perks are pretty much a must to any class (hundreds or hp and mana, plus immunity to disease an poison? what character wouldnt want that?).

Some alchemical effects, namely damage magicka/stamina regen, tardiness, and regenerate health/stamina/spellflux are simply too expensive, and can be done with very common ingredients (mountain flowers, wheat, salt...). Not only that, but these potions are mostly useless (tardiness is useless because with Requiem everything dies fast, regen is better achieved with poultices/drinks and damage magicka regen... in my 4.000 hours of Skyrim i never used one of those.).

So my suggestion is simple: Lower the value of potions with those effects. If there is enough time, maybe a rebalance of all potions could be made to get closer to supply and demand (how come health potions are the cheapest if every soldier, bandit and adventurer need them all the time? in times of war hp potions should have quite the inflated price). And if there is an alchemy overhaul in any patch to come, maybe a mix between potion value and a fixed XP per potion could be more balanced (why does the shopkeeper's evaluation of your potion affect how much you learned while crafting it?).

And on a much smaller note: Eltrys (the guy who gives you the Forsworn Conspiracy quest) gives 500 gold for each stage you complete. Given that he is a miner living in the warrens, i dont think he could spare that much gold.

#2498
45akaColt

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In response to post #20432449.

My mage and warrior never used alchemy. I either never used, or rarely used these potions: damage magicka/stamina regen, tardiness, so I think you are correct that that those potions should not be so valuable, especially if they are made with common ingredients.

#2499
Zaksta

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In response to post #20414619. #20414944, #20415384, #20424374 are all replies on the same post.

I really, really like this idea.

Seeing as this is the roleplaying overhaul, I have always had problems justifying why my stealth-based and or magic based characters became a lot tougher (could take hits) as they leveled up their primary skills.
I don't like adding points to health when it doesn't feel "right" but I understand that without doing so I would probably die a lot more.
Up until I read this suggestion my solution to my problem (the problem being feeling like I'm power-gaming) I would simply just disallow myself from allocating stats to those I felt "did not match" my character's growth.
It is for that reason that after hundreds of hours of Requiem I have not killed a single dragon. Yes, that's right, not even the one at Whiterun.

#2500
Metroid55

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In response to post #20432449. #20433814 is also a reply to the same post.

I absolutely agree with everything Isphus wrote. Also you can combine potions to have both negative and positive effects and increase their monetery value, which is kinda silly.




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