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Everything posted by NSCReaver
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I think thats too much, even. You'd have the best luck making slot pieces so people could customize what exactly they want.
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LE Immersion Tweak and Mod Ideas List
NSCReaver replied to LightShadeInc's topic in Skyrim's Mod Ideas
In reply to the heat source needed / cold damage in prolonged icy or watery environments, I'd like to see more ways to counter it. For example, packing your armor / robes with fur, or being able to brew special warmth potions, such and so forth. Camping in safe-zones is cool for the more harsh areas, but I'd still like to be able to travel where I please if I take the right precautions. And if you could get the fur packing to look good as well, I'd go for it. -
Thanks for all the replies, helping me out a lot! Saving me a lot of time that would be otherwise spent writing things no one wanted in the first place. I had another question, and it slightly relates to the topic. Figured I'd tack it onto here, as I'd still like to see more input on the earlier questions. My new question is this: How long (on average) would you want a dungeon mod to be? This would be a single dungeon, part of a series of single dungeon mods that span a larger story. For your answer, imagine that it's entertaining, engaging, such and so forth.
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Gotten a lot of feedback about what people want in dungeons, and here's two simple questions I still feel the need to ask. 1. Books - what kind of things would you actually spend time reading? Is it worth my time to write a book for whatever skill advances I decide to put in, or should skill advances be tacked on to more essential books (instructions, plot revelations, etc)? 2. I plan on using a lot of lore from the First Era (we're now in the Fourth). Would papers and parchment surviving from that long ago bother you in terms of immersion, or would it not matter? Thanks for reading, and thanks in advance for any replies!
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The problem with a daily cap is that you could still become a master armsman or archer (whatever skill you're practicing) without ever needing to actually put these skills to use in a practical way. Like beating on a punching bag versus fighting a rival boxer, sort of. Adding a short-term cap just makes the transition less jarring - in the end, you're still punching a bag and becoming adept at punching a live target who fights back. A permanent cap at 25 would be more to my liking, as the dummies would serve a purpose, but there's still the idea that you can only learn so much in practice. That said, its just how I feel about it. Feel free to disregard my ideas and go about making it however you'd enjoy it most.
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Do you want to make truly immersive dungeons
NSCReaver replied to pannonian's topic in Skyrim's Skyrim LE
Interesting thoughts, hadn't considered them before. Will take it into account while planning out my dungeons. Another question I had, since we're on the topic of immersion - what do you guys think about books? IE, what purpose should they serve - hints to puzzles, foreshadowing, non-essential immersion, or maybe skill-up books? Would like some thoughts on the skill-up books in particular. -
Made for a good laugh, TY.
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Do you want to make truly immersive dungeons
NSCReaver replied to pannonian's topic in Skyrim's Skyrim LE
Always enjoy hearing ideas like these, please post more if you have them. Just had a few things to ask / add, everything else I agree on more or less. 3. Would you not want several unique items that you had to choose from? For instance, if I put in a unique item for almost every skill (some would be rather useless), and you had to choose which to take with you, or which to give to your follower. Besides inputting randomly enchanted, high level items like Daedric Sword of Fire or whatever, which is what I think you're getting at. 4. A lot of the KOTOR puzzles were just pushing buttons in the correct sequence, or using math to reach a certain number. But now that I think about it, there were some interesting ones - can you remember which ones you're talking about, specifically? Also, what do you think about trap lethality? 5. This already partially exists, although I won't go into detail. Interesting idea, though. Additional. What do you think about combat scenarios and boss mobs? I brought up a point a long time ago about Loyalty items. The basic concept is that someone would release several dungeons over time (or all at once), and somewhere in the first dungeon, there would be an item that weighs nothing and can't be sold, but it can be taken into the second dungeon and it'll unlock some secret room or pathway. Thoughts? EDIT: Anyone can answer my questions, by the way. -
Anyone Disappointed With The Lack Of Creatures?
NSCReaver replied to CLSimms's topic in Skyrim's Skyrim LE
Sure, there was a lot of variety in Oblivion, but then again, you could kill anything you came across, as long as your weapons / spells upgraded along with your levels. At least, that was my experience. As for Skyrim, I enjoyed not being able to take on a Troll, or a Giant, even if I would eventually be able to kill whatever I swung at. Liked having a chance at failing, perhaps. A reason to level up that didn't involve just raising my stats. However, on the other hand, the monotony of level 45+ dungeons and wading through a sea of Draugr Deathlords is off-setting. -
I see it as just another facet of the harsh northlands, where life is tough and the people are tougher. However, I'd like seeing a few more energetic people, provided they were different from the aforementioned Moira Brown. Murdering a helpful quest-giver has rarely been so satisfying. Even after the attempt with the nuclear bomb failed.
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I think it'd make turtling behind the shield too beneficial, making 2h / dw less on-par than they are now. I find that the game was a bit too easy with a shield and a 1-hander. Going by your math, the what stands out to me is that the unshielded player is just taking 30 extra damage - which would make sense, given the increased damage tradeoff, but that already exists. People without shields would be taking more damage with no upside to the change (particularly dual-wielding, which I'm told is gimp as-is), both of which already don't get the 50% elemental resistance perk. Maybe if you added in other mechanics to balance it? Perhaps a weak parry for dual-wielding, and a small hike to the 2h parry to follow step? Or a downside to blocking without stamina ( I think it's just staggering, but I feel like I never get staggered, even at 0 stam.)? Just my 2 cents, hope it gives some thought.
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Personally think the number should be lower, around 10 maybe. All for it though, got plenty of left-over souls doing a whole lot of nothing right now.
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Just wondering if people are more favoring of waiting a long time and having a set of dungeons (with an interconnecting storyline), or to do a more "rapid-release" method where each dungeon is uploaded as a single mod, but brought out much quicker than uploading them all in one mod. Also, what would be some benefits / downsides to doing either? Thanks for reading, and thanks again in advance for helpful replies. P.S. Thanks for all the replies in my other thread about Dungeon Content, will help me a lot. Didn't want to bump it after a few days for no reason other than thanks, but in case you're interested, here's the link. http://www.thenexusforums.com/index.php?/topic/469860-dungeon-content-what-interests-you/
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Would like to see it, and the more personalities / various types of followers, the better.
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I enjoy them more as the archetype of the old, wise-beyond-their-time race that died out, and took their knowledge with them. While they didn't explicitly die out, you see where there are comparisons. Forerunners (Halo), Atlantis, The extinct race on Mars (Doom), etc. They leave complex machinery and such lying around, waiting for their long gone owners in the silence of the ruins. Very interesting, hinting at larger meanings behind things, while being creepy about it. Bringing them back would be a massive undertaking to make it fit in with the lore, which would be very difficult with the voice actors in the core game still not caring about the ancient, wise race that just came back from nowhere, and instead focusing on stolen sweetrolls. However, it could be done, if you went about it in a convoluted way and went to their dimension, somehow. You could just have the people of Skyrim not believe you when you tell them about it. Edit: Sorry to be such a debbie-downer, but well, that's my opinion.
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Seeing a lot of ideas for vampirism mods, which are all equally interesting and awesome, but all of them have one problem that I don't want to deal with - burning in the sun. BUT WAIT - before going off your rocker about Twilight, hear me out. While I acknowledge that it makes sense, I also am very aware of how much a hinder it would be to me. This is more a matter of convenience than anything, because I just don't like only being able to traverse the country-side during the night, and I don't like hoping to catch people walking back from their outdoor businesses at night to get quests. I am also aware that vampires need drawbacks to offset their wicked powers. So what I propose is this: add in a clothing set, perhaps unlock-able through quests or whatnot, that allows you to not take damage in the sun at the expense of not being able to use any powers. You could throw off the clothes and break out your blood frenzy magic, and start burning up in the sun. Or, you could keep it on, and function like a normal person, although passive stat bonuses and regens would continue to function. You could even tie it in to making vampire-hunters having an easier time finding you, whatever back-story you like. Thanks for reading, please take it into consideration and discuss below.
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Think that shield bashing and blocking can't happen at the same time, so you're just getting hit during a bash because you're not blocking at that time. Not sure though. The bug I always get is that when time slows down, it sometimes just won't speed back up for tens of seconds or even minutes.
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Did the statue not light up? She turns on her light that goes down into an orb or something, and you're supposed to follow it. There will be a door down the stairs that should lead inside the building directly underneath the statue.
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Planning several story-driven dungeons, hoping to improve the design with player feedback, and I realized quite a few things. Disregarding all the technical questions (a moot point until the CK is out), I wasn't sure what a potential audience might want in terms of difficulty, reward, etc. I don't have many other similar threads to go on, so I thought I'd go ahead and ask what your feelings are on player-created dungeons, or for dungeons in general. Here they go, in no particular order. Why do you download player-created dungeons? Is it for the challenge of extra content, perhaps the difficulty of a dungeon? Some entertaining reward that demands more than a console command? Or do you enjoy being immersed in a side-story that you've not seen yet? Linearity - besides the twisting and turning of the main path, would you rather have to fight all the bosses to reach the end, or would you enjoy having some side-bosses need to be explored off the beaten path (not requiring you to defeat them to advance to the end)? Preliminary Questing - would you rather have some quick set-up quests to introduce you to the story, or would you opt to go straight to the dungeon and investigate? Veteran Rewards - would you like to collect special items at the end of one mod, and use it to get extra rewards in the next mod (story continuity, plus shinies), or would that be too easy / require too much time? Story - would you read books to further a story if it didn't require it? Challenge - which do you find the more enjoyable challenge, boss battles or intricate puzzles? Thanks for reading, and thanks in advance for any replies. Hoping to make these mods entertaining enough that people will enjoy them. Have a particular dungeon in Skyrim I should take a closer look at for reference? Post it below! Have other ideas I might not have covered? I'd like to hear those too.
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As long as the skill gain caps after a certain point, I'm all for this.
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Don't know if I'd ever be putting points into a skill tree that I could only use once a day, but werewolves do need some tune-ups. Maybe separate experience stat for every kill or feeding during the form, which has it's own skill tree? Similar things could be done to Vampires, only it'd be more difficult to find something as challenging. Also, power attack with both hands throws the opponent already, doesn't it?
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Now that my first playthrough is around level 50, it'd have to be going on werewolf rampages. Can't heal without killing humans, and that doesn't heal very much. It can be easy, but high level archers can mess you up quick, along with some mages that machinegun their spells. Only one time I was pumped for a dragon fight besides the main one, and that was my first Blood Dragon that I was trying to avoid (after it'd already killed me once). Killed an outdoor quest mob, and as soon as I went to bring up the map for auto-travel, the dragon lands on the mob's body.
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To get it to land, just pull out a bow. Wait for it to land, as it tries to counter your weapon choice, and then switch back to melee.
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How many times have you "accidentally" killed a partner?
NSCReaver replied to RaynorX's topic in Skyrim's Skyrim LE
Prefer to go it alone, after killing so many on mistake and paying so many unfair bounties to guards who really wanted in on the action. Not even counting the dozens I've faces-mashed on accident during the mass attack/defend missions. I don't often run with companions, but when I do, I murder them with arrows. -
so,the empire are the "bad guys" right?
NSCReaver replied to NetDigger's topic in Skyrim's Skyrim LE
It's really up to you which side is bad, just based on your own judgements. Both the Empire and the Stormcloaks are out to unite the people, but they have very different ways of doing so, including treatment of people and tradition. I initially sided with the Stormcloaks after the intro, but turned back to the Empire after I felt that Ulfric was going about liberation in the wrong way.