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PapaStalin

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Everything posted by PapaStalin

  1. could someone please make a mod to disable the no fuel sound in the power armor (the beeping sound when the fuel cell runs out). its pretty annoying. ty
  2. not sure if a crafting system overhaul is in scope of this mod, but i would really love to see a fletching mod that allows for poisoning of arrows. (i know you can poison bow for next shot, but would be cool for those ranger / sneak / assassin types that invest in alchemy, to be able to make poisons, and apply them to arrows before hand) yeah, morrowind complete mod had something simmilar, but it was really reserved for later part of game, when you find all the recipes, equipment and so on. it would be cool for poisons to be an integral part of an archer's gameplay, available from start in a weak form ofc. like this ranger, living in the woods, gathering all he needs to survive in the forest, selling pelts and meat in a city :)
  3. dont want to sound rude or anything, but im pretty sure that when were talking balance and realism issues, it is all with a notion that we are after all playing a game. For me at least, modeling this detailed split in elemental damage versus different surfaces / areas hit would not be a top priority certainly. (not saying it should be ignored) reading the ideas and suggestions people had, i was more under the impression that we generally strived primarily for a gameplay and balance that just made sense. And onece we could do that, its possible to build on top of that foundation. for example stealth aspect too dumbed down, some enemies too strong, some too weak, dragons too weak, and so on. Anyway, i am really excited about the ideas Mansh00ter expressed. cant wait to see this game in a year or two with all the awesome mods :)
  4. good points. although, in a land ravaged by civil war, we could imagine warriors slowly becoming more skilled in defensive and offensive abilities, maybe their smiths, through months of practice would learn to craft improved iron and steel weapons, and so on. so in that respect we could imagine a slow progress of npcs, ofc not anything like it is now. also, im much more inclined to a progress in skill, than one in gear. For me, iron and steel should be the norm in skyrim, everything else very rare.
  5. @arithine yeah thats what i meant, heh you explained it better in few words. Exactly, you stumbled on a dragon at low skill/gear, tough luck theres no way in hell you can kill it. it would make some dungeons and or opponents impossible below certain skill and gear level. Yes please ! it only makes sense to be like this. Besides, slower we progress in the game, longer we enjoy it :P @VreyAar sorry, im no modder or a litterate person in terms of writing softwere. wasnt aware this idea means you need to phisically change many stats and gear on each single mob in the game. I can see how that can be challenging :D anyway, were just brainstorming here, we all want the same end result.
  6. for example the skill or perk points could be earned the same way as now, every time you advance 10 skills. or any way that makes sense in terms of balancing. but imo, that is just a detail, i mean, it can really be solved in a number of ways. the core idea is for every type of mob to have a set general performance compared to every other mob. for example, lets take every single type of "mob" in the game and give it 50 points in defensive skill (armor, whatever), and 50 points in offensive skill (1h weapon...) than we say, ok based on those referent values, what is the general relation between these mobs. than lets say we would have dragon>...>draugr boss> ... >snow bear>...humanoid> wolf > fox dont mind the breakdown, just for argument sake. so that you could not meet a random low level bandit, and kill him with a fart (pardon my french), than in few minutes meet another bandit, a high lvl one this time that you cant kill at all. thats my main point, we should always have some general relation, something that makes sense. When it comes to character improvement, if we take same example, a player character with 80 in heavy armor and 1h weapon, would be a considerably tougher opponent, that the base level of 50. But only to a certain point. So that in effect you could not become 10x as powerful. In that way we could differentiate between same types of mobs, some are good in atack, some in defense, some in both, and so on. But never could you meet a humanoid that is just ridiculously tougher, or weaker than you are. Dunno if it makes sense, english is not my primary language :)
  7. while thinking about the balance and scaling problems, so evident in vanilla, i had a similar general idea as Bearget. we all came to this thread because we want a more "realistic" challenge, or something that makes sense in every aspect of the game. Atm ill focus just on general difficulty player vs enemies The way i imagine a "realistic" elder scrolls game is that every type of creature has a general balance versus any other type of enemy. (not that they are always exactly the same, but a general balance, than fine tuned by individual skills and gear. Dragons would obviously be on the top of the food chain, and no matter what level you are, or what gear you have, that should not change drastically. Obviously, as you progress in gear and skill, you would be able to take on more and more challenging enemies, but just to a certain point. I mean, if you engaged 10 average bandits in open combat, with all of them hitting you at the same time, you should die a miserable death, no matter how well geared you are. For example a playing character should be of a same general balance as any other humanoid in the game. As you progress in skills, you will be able to better utilize your armor for example, or deal harder blows with better weapons, but should not make you 10x more powerful. In order to solve this issue of overall balance of player vs npcs in terms of damage dealt and received, i believe a possible solution would be the abolishment of leveling up in a traditional sense. if there is only one "level" than it should be relatively easy to find a very good balance. That doesnt mean PCs would not improve, you would still level up your skills, still invest perk points, and get better armor, its just that you would not see that level up message. I know it sounds weird, but it can work. Basically we would progress in all the important ways (skill, perks, gear). What this would accomplish also is a cure to the silly items leveling with the playing character. Playing my lvl 40+ khajiit assassin, i can see glass weapons and armor on nearly every person in taverns, on bandits, in stock of all vendors, and so on. It really breaks the immersion. I strongly believe that iron and steel gear should be the norm in the land of Skyrim. other types of weapons and armor should be very rare, and hard to find. Enchanted items should be attainable only by risking your life in dangerous catacombs and dungeons, not something found in every corner.
  8. guys, these "modes" already exist in vanilla Skyrim. In fact detection system currently in place is very good. Much better than anything we saw in morrowind and oblivion. What is lacking is the reaction system. And i totally agree, we need a realistic or common sense reaction to being shot with an arrow, or seeing dead commarade. The detection system already has much more modes than these 3, as can be seen by the eye opening and closing dynamically. From just a minor disturbance, eye just barely opened, to a major alert of eye being almost fully opened. You can backstab an opponent in any of these modes, until you become fully "detected", doesnt matter how alert npcs are, they can still receive sneak attacks. But, its a lot harder to shoot a moving alerted target, as it should be. So in my opinion, solution to this problem should be explored in the reaction part of the equation. The detection system is really good. Now that doesnt mean you have to be seen at xy meters away, or whatever, those are the details that can be ironed out as part of balancing, but the overall system is solid. Bump for the OP, alert status after being attacked MUST remain active for a long time (enough to make hit&run exploits inefficient). Any alerts before an attack can pass relatively quickly (a guard hears something, ok it was just his imagination). But once someone gets attacked, or patrol discovers a dead body, its full alert for anyone in the vicinity
  9. yeah, would like to find out how to do this, bump
  10. concerning the thieving and stealth aspect of the game, i would like to see much more awareness on part of NPCs that there is some stranger in their house, or that they saw someone sneaking and so on. reaction to seeing someone sneak around in your home should be severe. seeing someone sneak on the street should also produce an "alarm" for nearby citizens and town guards. i hope that this can be accomplished by using same mechanic that already exists in the game for AI to hear sounds. for example, if you shoot an arrow near a bandit, he will immediately go into an alarmed state, and start searching the perimeter for enemies. Is it at all possible to setup same mechanic for normal citizens, shopkeepers, guards, but to react if they see someone sneak, or enter a locked house at night?? just thinking out loud
  11. in regard to improving immersion, please take a look at the progression in item quality that merchants or random npcs get as the player advances in levels. atm im lvl 35 and every merchant in some little nord village seems to have full set of enchanted weapons for sale. also quite a few people i meet in town inns carry glass weapons. than there are random bandits in iron armor, b ut carrying elben weapons, and so on... ty
  12. hi guys, can someone please spare few minutes to help out with advice on specific mods im looking for. Would really appreciate some help, im coming back to morrowind after many years. have a very specific RP concept, and really need certain parts of the game modded. the first character id like to create is a thief / assassin, that uses ranged weapons only. He is near useless with melee weapons, and doesnt use any magic spells at all. To offset that, he is pretty good in alchemy. This assassin would attack his enemies mostly with poison tipped arrows/bolts/... and would run away from melee. So the things i need above all are mods that introduce a lot of poisons, which also improve in potency with alchemy skill. These poisons would have to be applyable to weapons. Some slow/paralysis/burden poisons come to mind, in addition to standard damage poisons. ideally there would be really high number of different poisons. other part of the game id like to see modded is the marksmanship mechanic, as much as possible to resemble Oblivion style combat. (pliz dont tell me to go play oblivion, as id like to rp, oblivion just doesnt do it for me, with all due respect). Some kind of physics would be great, arrows flying in an arch, dropping down with range, chance to hit 100% but unstable targeting to offset it, sticking into obstacles, bodies, and so on. Also possibility to do bonus damage with the first strike from stealth would be nice. Just to note that i have already found complete morrowind mod, that certainly has some things about poisons, but would love to grab also a more complex mod dealing with poisons specifically, as complete morrowind has only a few, and you need a poison extractor to make them, thus preventing a low level character from making poisons. Id like to sorta start immediately with weak poisons made by a low lvl character, and work my way up. Sorry to bother you with newb questions, but would appreciate any help. thanx
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