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Darksun45230

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Everything posted by Darksun45230

  1. @Fuzzylicious While it is true this Vampires vs. Werewolves is something we as a culture invented, I believe that, at least according to lore, that they are at the very least indifferent to one another. As Rompa999 said earlier, the Silver Hands had Vampires in their ranks and whether or not these volunteers intended to directly harm Werewolves (considering their sole purpose seemed to eradicate them) we can at least infer that Vampires were not their allies. There's also the implication that we've never seen Vampires and Werewolves hunt together in vanilla Skyrim (which would be awesome if it was otherwise.) Sadly, that's seems to be the case. I believe that Werewolves and Vampires are more like competitors than allies. They both require the same food source, but one manages to blend in better than the other (or should) at the cost of convenience. As a Werewolf you're free to transform any time and during that state you must feed to retain a transformed state. As a Vampire, you need that food-source constantly. I hypothesize that the Vampires joined the Silver Hands simply to eliminate their competition, hence allowing their kind to bolster in number. It was likely the Silver Hands didn't know about their Vampire members because they'd be on the chopping block too. I'd even go so far as theorize that the Silver Hands were merely a puppet organization controlled by Vampiric forces.
  2. The Novice, Adept, Expert, and Mastery tiers in each rank of Lockpicking have one problem: they are useless. Because the player has an unlimited amount of lockpicks you have an unlimited number of tries to unlock said lock. You can apply a mindsets to mend this: the realism route -- limiting the amount of lockpicks the player can carry, allow the player to smith their own lockpicks w/out forge (New Item: Lockpick Kit.) Quick Hands -- Because players can easily wait until a guard or citizen's not looking this skill is useless, unless the player has to pick said lock in real time. Lockpicking in real time means a heightened chance of being caught and Quick Hands could mitigate this. Wax Key -- From what I understand, this gives you a key of a picked lock which can be used to unlock other locks that require the same key. This is, at best, a minor convenience. What's stopping me from backstabbing the man/monster carrying said key and unlocking that way? There's really no dungeon designed to have multiple locks released by the same key, or at least in my experience hasn't. In my experience, no player in their right mind would choose this over the saucier Perks. How about this; from a Thief's point-of-view they've picked many locks. At some point they gain the ability to recognize the configuration of said locks and are able to bypass the lock picking mini-game altogether. Hence, I suggest a Wax Key give players the ability automatically unlock a percentage of the time (low enough for balance, high enough to warrant investment.) Golden Touch -- More gold in treasure chests. :confused: Perhaps combined with an Imperial's natural gold finding ability this may yield an untold percentage of gold. As of now, I'm fairly certain looting dungeons and farming enchanted Daggers gives you much, much more. So, we can either up the rate in which gold drops or make it so every humanoid drops (I understand that it's more of a pickpocketing so...) or we can up the percentage of gold to scale as the player levels. Treasure Hunter -- 50% chance of enchanted items from chests. I'm kinda neutral about this considering I've never actively pursued this perk. Assuming this scales with loot as the player levels I think it's rather balanced, it just needs to be closer to the bottom tree. Unbreakable -- Lockpicks never break. If available initially this would be OP. To balance immediate availability I would double the strength of my lockpicks giving them 50% less chance of breaking (or a durability low enough for balance, and high enough to warrant investment.) What do you think?
  3. I have trouble understanding your critique. What exactly does encouraging an alternative style of gameplay bad in anyway? You're really not all that specific.
  4. What Skyrim has taught us is that events hatching within the guilds need not be disconnected and essentially an endless rung of latter-climbing. Rather, Guilds have evolved into contained stories with their own beginning and end. Sadly these ends are too quickly concluded. It can take two to five hours of straight gameplay to reach Harbinger, a little longer for Arch-Mage, and a little shorter for everyone else. When they (largely) gutted the monotonous fetch quests of yore they also shaved a considerable chunk of gameplay. Now places like the Mage College graduates you soon after admittance, you ascend to Harbinger, and win the rest with little more than Are you sensing a pattern? It might not be such a problem to edit this after the fact except we have the additional problem of voice acting. Characters can't be rejiggered to say new lines unless: a) Re-hire said actor. b) Have a new voice actor. c) Insert subtitles instead. I doubt anyone has the resources to do (a) and either (b) or © break immersion and sense of flow. Which leads me to my first suggestion: Give us quests to do after we've become guild leaders that don't involve being someone's lackey. Thinking creatively I can think of various ways to extend to the Mage College questline: Mid-terms. * Player hands out a written examine testing player's knowledge of magic; quest ensues when students are accused of cheating. Player must decide whether to turn in the culprit or extort them for gold/equipment/favors. * Player takes a group of students down to the Midden to conjure familiars and atronachs; quest ensues when undead spirit breaks free from Oblivion and you must chase after it. * [NPC Teacher] guides students to Hall of Elements where students must Ward off her magic in order to pass; quest ensues when a student is killed by a overpowered fireball. She is taken into custody eagerly by Winterhold troops. After convincing the player of her innocence it's up to you to locate the true saboteur and clear her name. Now, this isn't concrete and we don't know how much we'll be able to change but I believe it's entirely possible to add various NPCs and view their dialog through subtitles. Yeah, it's immersion bending but hardly breaking. When becoming head of a Guild, we are able to send lackies on Quests to generate revenue. Ever feel like Farkas, Varkas, or Aela The Huntress loiter far too often around Jorrvaskr? What ever happened to all those quests everyone was eager enough to pass onto you? What I suggest is the ability to expand your organization into an empire stretching across Skyrim like the great guilds of Morrowind. Here's an outline of how I think this should work. a) Pick up [Guild Quests] in bars, taverns, or special NPCs working for the Jarl (depending on whether they're lawful or not.) b) Take that quest back to an NPC, who then leaves shortly after to do said quest. c) System runs an invisible check (I'm not good with scripting) weighing the NPC's level with the difficulty of the quest. d1) NPC passes check and returns with reward which he splits with you. d2) NPC fails check and you get a letter, or note from a courier saying "NPC entered ruins but never returned," or "NPC died while trying to rob/kill mark," and so on. "But wait!" you say. "If I send someone like Farkas to his death, it's only a matter of time before the Companions are empty!" Which brings me to my next point. Able to recruit members and expand the influence of the guild. When you heard an NPC say "One day we'll return the Empire/Dark Brotherhood/Thieves Guild to their former glory!" did you believe it? You ever purchase a piece of real-estate and dreamed of converting it into it's own guild? I sure did. What I propose is simple. The ability to recruit random NPCs just as you were recruited (Companions/Mages = Apply, Thieves = Steal, Brotherhood = Kill) and send them on quests. The applicants can be randomly generated NPCs ranging from grizzled veterans to young whelps. The applicants scale depending on your level and grow to reflect how many quests they've finished. Ranks: [Novice] [Apprentice] [Adept] [Expert] [Master] The benefit of sending NPCs like, say, Faralda or Aela [Expert] is that she has a much higher chance of returning alive than a [Novice] Conjurer/Armsman. To sum up it all up: a) Recruit various random NPCs from random locales like bars, prisons, towns, ect. b) Send said NPCs on quests for gold and scaled loot. c) Sell scaled loot and use gold but more property in other cities. d) Convert property into a Study for Mages, Barracks for Companions, or Tavern for Thieves/Dark Brotherhood. e) Repeat until all of Skyrim is under your control! Sadly, with all these bonuses we must have one large penalty. We cannot become the leader of more than one Guild. To keep things balanced we can only become the leader of one guild. Why? Because it's a conflict of interest. Being both the Arch-Mage and the Harbinger means I'm eventually going to favor one over the other. This doesn't mean that you won't be able to finish that quests storyline, just denied the rank. Placing a College in Windhelm and a Jorvaskar in Solitude is feasible but generally doesn't sit well with me. To make the player's experience more unique, they should be have sacrifice the prestige of one guild in favor of the other. There are just too many benefits to being the leader of more than one guild should this ever be implemented. Well, those are my thoughts. Tell me what you think. Too ambitious? Too labor intensive? Too much?
  5. This sounds fantastic. My older brother is a HUGE Elder Scrolls fan and I haven't told him yet that Vampires are "meh" yet, and he loves vampires! Hell, I'd be tempted to try if Bethesda had implemented what you're suggesting. I eagerly await for the Creation Kit to emerge.
  6. Oh. :facepalm: I guess I didn't think of that.
  7. Spear Mod: Adds a Spear skill tree shaped like a Trident. It's base (a, b, and c) making up the grip while the three points (d1, d2, and d3) make up the tips. a) Damage Perk. (20) Increase damage of Spears by 20% 1/5. (40) Increase damage of Spears by 40% 2/5. (60) Increase damage of Spears by 60% 3/5. (80) Increase damage of Spears by 80% 4/5. (100) Increase damage of Spears by 100% 5/5. b) Toss perk: Hold then release M2 to throw Spear (returns to hand after throwing.) (30) Unlocked. (40) Further charges the spear for increased damage. c) Charge perk: Run faster with Spear in hand. (50) Unlocked. (60) Able to thrust attack while sprinting as well as throw farther. d1) Puncturing Prong: Spears have a 35% chance to cause bleeding. (60) Unlocked. (90) Increase bleeding chance to 55%. d2) Demolishing Tip: Spears have a 15% chance to critical. (70) Unlocked. (90) Increase critical hit rate by 30%. d3) Silent Halberd: Spears deal three times more damage in Sneak Mode. (70) Unlocked. (90) Spears deal five times more damage in Sneak Mode. Also, I want a Bound Spear spell. Thoughts?
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