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ogridum

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About ogridum

  1. this is old news for me. Disappointed nothing was actually made so fa.r
  2. I find this topic rather amusing. Ive seen people discussing it everywhere online now. Its not as simple as one self restraining itself. The full responsability is on Bethesda's lack of foresight and balance. The fun part is to do all you can to acquire more power. In this game, the whole progressing in power aspect is as effortless and pointless as blatantly cheating. Buy iron ore, make a dagger, enchant, sell it, buy ingredient, make potion, sell it... infinite gold. Just quit game and restart it to refresh all npcs inventories. I used to do that in Diablo and think it was a necessary evil, because power was never enough. In Skyrim, there is a limit amount of demand for items. You just need X iron ore/ingots to do X daggers to reach max smithing, same for alchemy and enchanting. All one needs is to have money, wich can be acquired rather easily by enchanting an item with the highest valuable effect, or making the highest valuable potions. Then buying more soul gems and ingredients and materials and repeating ad infinitum. Gaming the system. They made it so we can game the system to overpoweredness effortlessly. Almost as much as cheating. It doesnt feel like cheating when you are smart making your potions and enchanted items and selling them and getting rich or when you buy materials from vendors either, there is nothing wrong with doing stuff with them as well. The whole process can happen very naturally. Make money. Buy resources. Level skill. Make more money. Buy more resources. Repeat untill everything is maxed and you outpowered the content for your level being balance. Bethesda have to fix it themselfs. They are the only legitimate party to impose the fixes and balances in a way that people would accept to start a new character. Nobody will download a mod that remove ingredients from vendors, or a mod that reduce the xp given per each craft or a mod that prevents npcs from restocking or anything. Its stupid to cut on your own meat by restraining yourself as well. Its not a solution. It doesnt have legitimacy. People want the same set of rules for everyone so they can actually derive some pleasure from achieving something that others didnt. When everyone cheats, or its too easy despite setting difficulty on "master" its a pointless unrewarding endeavor and gets boring just walking through everything to see the "story", without caring about looting or buying things or money at all. Its like the game has been castrated, downgraded from the point you became rich with maxed crafting stats and the best possible gear for every possible task. Its not about "restraining yourself". "Dont do it". The fun part of a game is rationalizing, exploiting, surpassing barriers and limitations by using your own HUMAN FACTOR, your inteligence. In this game, you dont even need to think to end up destroying the whole experience. You have to actually GO AGAINST THE LOGIC by using your HUMAN FACTOR to develop ways TO KEEP THE EXPERIENCE ALIVE without BREAKING IT, because the developers failed to balance it. Its a change of shift. From "trying your best to win", acting positivelly towards a goal. To a negative shift of behavior: "trying your best not to win". Dont stagger. Dont paralyse. Dont use the AI pathfinding on the rocks. Dont sell potions/enchanted items to vendors. Dont buy ingredients from vendors. Dont improve your weapons. Dont enchant your items. Dont use potions. Dont use shouts. Dont do this. Dont do that. Yadda Yadda. A DESIGN THAT ASKS AN INACTION FROM THE PLAYER IS RIDICULOUS. the design has to be in such a way that the player strives for every advantage WHILE AT THE SAME TIME keeping the progression meaningfull, coherent, at a reasonable pace, with a reasonable challenge. They want to make players want to improve, without breaking it. In Skyrim, there is only 2 speeds. BREAK THE GAME or Dont play it. We dont really have a choice and individually setting us our own rules or downloading an arbitrary mod will not solve the problem. That the game as it was envisioned, experienced and remembered by the majority will remain a few hours race to power, then a big chunk of the game's aspect is dead. No point gathering anything if you can buy them. If you dont need them anymore. Since you dont need money. You can just buy from vendors, save, restart, buy again, repeat. No point mining anything either. Wield is too low, too far and few between, much better just buy from vendors. Money is worthless, you have infinite. Nothing they sell is worthy, since you can make everything better. Exploring dungens get removed their sense of treasure hunting. Loots on enemies become uninteresting. You are so powerfull you just lose the sense of danger. The world does not recognize your godly power, there goes the immersion. You walk through traps, and named mobs. Impervious to any gameplay or strategy designs. You just walk in and hack s*** with paralyse 1 second for a few hit kills on the bosses. There is no point in sneaking. There is no point in carrying a bunch of specific potions or food items. No point in treasure maps. You utterly REMOVE SO MUCH OF WHAT THE GAME COULD OFFER and that happens UNINTENTIONALLY, by you just adding a little bit of your human factor to it. In the end, its like playing the whole game in godmod, blitzkrieging through everything. No sense of belonging. No point wasting any time knowing npcs, doing their stupid errands for gold. Even the quests becomes pointless, since there is no possible reward you need, except for a few extra +magic resistance from a quest or just collecting a few unique items that are already way inferior than what you have... One cannot simply not game the system. ITS DEVELOPERS RESPONSABILITY TO THINK AHEAD OR THE WHOLE EXPERIENCE AND THEIR WHOLE TIME DESIGNING IT GETS DESTROYED/NULLIFIED BY THE SHEER FACT THEY DIDNT BALANCED IT.
  3. Im looking for a mod that increases the number of hotkeys we can have. I play on PC, not on console. The limitation shouldnt apply to me.
  4. Its ridiculous to think this guy will work for us, do all the changes/suggestions posted. Even if its actually possible. I think its reasonable to think that the "project" will just be abandoned due to excess of objectives like many other projects before.
  5. When you SNEAK, whenever your companions talk to you THEY SHOULD WHISPER. No point in them sneaking if they speak loud enough to realistically wake up all the draugr in the area.
  6. I want a storage mod that allows me to click and drag and press shift/tab to turn around items and move them with real physics inside a chest with all other items inside interacting with each other. And a backpack with the same system.
  7. I have a similar situation. I got the golden claw for Lucan Valerius but didnt used it to open the ancient barrows. So I decided I didnt cared for it and wanted to retrieve his golden claw. So no conversation options appear. I remove the claw, and shove it to his face while holding E to manipulate the object, yet, he does not aknowledge it. I got the letter from Sven and Faendal, and I wanted to show both letters to Camila Valerius. Still after completing the quest for either of them, THE GAME DOES NOT ALLOW ME. I have the letter on my inventory, I put it on top of her legs and nothing happens, she does not read it. My character is running naked, jumping and dancing in front of the vendors AND THEY DONT GIVE ME A DISCOUNT! What a break of immersion!
  8. The main point is. MAKE A BALANCED RULESET FOR ME TO MINMAX ON. This way we keep our exploitative min maxer style, WHILE STILL BEING BALANCED. Thats the goal of any balanced mod. The default game has no balance for min maxer/exploity gameplay style in mind. So Im looking for a mod that balances my min maxer playstyle. SO I DONT HAVE TO REFRAIN FROM CHANGING MY PLAYSTYLE WHILE STILL BEING BALANCED. If Im not balanced, then it ruins my experience. If I have to refrain from min maxing, then it ruins my experience as well. One cannot "not use enchanting, not use blacksmithing, not use alchemy, not spend perk points, not use sneak attacks, not buy from vendors, etc". Having to refrain from using the game tools at my disposal to the best of my ability because they are not balanced with my intelect/play style in mind ruins the experience. Its like the game was made for someone that is still developing its cognitive abilities. How can I take it seriously and derive any sense of achievement from it, if its not even attempting to give me a challenge? In an RPG what I want is to do the best in my ability to overcome difficulty. In the default game, if I do that, I dont derive any fun/pleasure because its utterly broken, not thought out and designed for balancing. So balance it for me. So I can keep my playstyle, this time, without ruining the experience.
  9. Rare things should be rare and not scale to player level. Vendors shouldnt spawn things out of thin air. Vendor shouldnt sell items that are too valuable or too powerfull and even if they get persuaded to sell them it should be costly. Maybe requiring a friendship level, stealing it from their chests, doing a quest for them, intimidating or killing them. All npcs in the world should buy and sell goods. Npcs should loot, hunt, farm, mine, trade. Extract resources from the game world. Then take it to vendors and only then those would be accessible to the players. Want to talk about realism? Well, start by making NPCs interact with the world like the player.
  10. The AI is broken. Nobody can argue that. They had no intention to balance the game to prevent players from powergaming/exploiting either. They designed it so people could end up ruining their own experience. Didnt they learned anything from past games? Those 2 are huge flaws in design. Since AI is broken, things like pathfinding, and kitting mobs destroy any and all sense of difficulty, even in secluded areas with scripted encounters! They should had put realistic timers on skill progression ALONGSIDE use. Nobody can defend the current reality of "from noob to grandmaster in a few hours on any and all skills". Nothing NOTHING excuses that. They had to have designed it in a way that people simply dont go from level 1 to 50 in a day, period. Put reasonable caps on progression. The whole level scaling fiasco all over again. Vendors restocking out of thin air with level scaled goods. Tell you about breaking immersion. "Hey dude, so how did you just got this daedra heart one hour ago? What about this ebony armor of destruction?" Dont get me started on the consolity disease. Thats an offense to pc gamers. Its not about "people liking to *biatch*". They have valid concerns and they are consumers.
  11. http://forums.bethsoft.com/index.php?/topic/1275179-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs/page__st__20 My fix would be to make it so crafting take realistic time to make each item and realistic time become a "master" who can now make a bow so good that it kills an ancient dragon in one shot. It has to be longer than a few hours of crafing experience.
  12. Crafting is a source of POWER. A source of power due to ARMOR and WEAPONS. This source of power has to be balanced with other sources of POWER. Such as enemies and dungeons/treasure chests and VENDORS that also provide.. ARMOR and WEAPONS. The current imbalance is that, the blacksmith crafting provides EASIER, CHEAPER and GREATER power than the other sources. While greatly benefiting from VENDORS. To fix that, one must increase one, or decrease the other. Remove level scaling from affecting vendor sell tabbles and loot tabbles on dungeons/enemies. So we have a static rarity tabble for all sources. After that, we balance the easyness of access to POWER on VENDORS. How? Increasing the cost of their raw materials that directly affect blacksmithing grinding. If materials are hard to come by, they have to be expensive. The time to get resources manually should be equivalent to the time to acquire the currency to acquire the same resources from the blacksmith, so that one doesnt prevails greatly over the other. So we remove level scaling. Make it so finding things manually in dungeons is more common than finding them on Blacksmiths. Increase prices of raw materials. Their loot tabble restock every 36-48 hours, with new stuff out of thin air. To balance that, we increase the prices of everything and tweak the rarity of the restocked weapons/armors/ raw materials. Make it so rare things are actually rare. Make it so going to dungeons is easier than finding something on vendors after many restocks routines. Make it so prices on vendors are high enough, so that hunting and mining are encouraged due to their new found worthiness. Now that we level the source of power. We tweak Blacksmith itself. The second step. Make it so crafting each item takes a realistic minimum time and gives a realistic experience. If we cant tweak time to slow down progress to a realistic progression. "One does not become a master in a day". Then we make it so takes more craftings to give the same experience. Ultimatelly reaching the same goal: slow down progression, increase the amount of time and effort required to progress to a realistic balanced level. I propose making blacksmith take 10 times more crafitngs. From 500 daggers to 5000 daggers. This will require more investment in time and money. It will ultimatelly prevent one to craft 5000 daggers in a sit, due to weight limitations, restock limitations, raw materials limitations, resources to actually get the materials to make these 5000 daggers. Thats the idea. The actual power benefit provided at end game would be balanced and justified by the time and effort spent. Wich is the current issue. To cheap, too fast, to easy. So its not about just blackmithing. But vendors and loot tabbles. Prices and XP rates. I really would like to see a LIMITATION TO : MINIMUM TIME BETWEEN CRAFTS. One blacksmith cannot REASONABLY craft more than X swords/daggers per day. Or in the game, a few clicks are a few minutes. This bugs me greatly. People want everything NOW!!! This was delivered by Bethesda. The feeling of accomplishing became guilty. The compromise for a clean conscience is time and effort. S.L.O.W.T.H.E F.U.C.K.D.O.W.N and enjoy the journey. Or just open console and cheat everything. If you want to play "exploity" within a balanced set of rules. Then we mod it so it atleast takes way more materials to improve the skill and that its way harder to get the materials and raw materials to make the awesome weapons and armor and so that they have durability, since everything restock. Right now, once one gets to a certain level, they find a glass/ebony weapon and thats about it, they dont ever need one again, its very hardy to upgrade from that. Blacksmithing become a bee line race grind to 100. Materials are cheaply bought and acquired from vendors. It sucks. Once one gets to 100 blacksmith, 100 enchant and 100 alchemy. Even without any combat abilities, they are now able to wield more power than they will ever need. Just 100 blacksmithing itself already has that pronounced effect. You cannot argue that people are compromising their other skills because enemies level up with them. By having 100, 100, 100 nothing the game can throw at you can keep up. Stacking potions, stacking enchantments, insane damage multipliers, resists, damage mitigation caps. Even without weapon perks and skill the weapons will likelly kill things too fast despite just having 20 points on each combat skill.
  13. I want it so we evolve as mankind and this piece of culture affects a few millions. We have to stop this hypocrisy and focus on things that matter.
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