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nesquiker

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  1. Lol your such a killjoy. These limits are what creates rules and therefore tactics. It's the games job to apply these rules and therefore create game play options. When the game has some rules which create limitations on choices they should be altered. The rules we seek to impose would create a unique game play experience. The point of a mod is to create unique game play. I really don't get why you are so angry. Maybe you think of games in a completely different way than I do. P.S. Don't think of the proposed changes as simply making the game harder (that's not the point at all) just making the options feel more open. P.S.S PLEASE don't misdirect this thread any farther. Some of these ideas aren't even about difficulty and the ones that could be construed in such a manner are more like skill rebalancing (which i'm pretty certain, at least the effect capping, will be addressed in upcoming official patches).
  2. Wow I agree w/ you on pretty much every point. You must be a genius lol. -Less money from selling- This will eliminate sooo much time wasted on tedious actions. In that if stuff gets less expensive I can visit fewer vendors and be more picky in dungeons. -No smithing/enchanting materials at vendors- 1. This would make mines really useful 2. Would discourage power leveling 3. True sense of accomplishment (cheesy but true). -Lots of vendor gold- The majority of the speech skill tree is aimed at doing this. Try that tree out if the vendor gold is giving you issues. That being said I've never used it myself but anytime the game forces a trade-off is good from a character development stand point. Found a mod for this <http://www.skyrimnexus.com/downloads/file.php?id=769>. -Nerf blacksmithing- Game should definitely discern between the items being created when giving experience, I don't think anyone can really argue w/ that. The boosts from improvements need to be nerfed to a point that a non-mage character has a logical alternative to smithing. As it is if you want to be super powerful you get smithing and enchanting. -Nerf Enchanting- Certain effects need to be removed or capped. Spell cost should have a max cost reduction of say 70% and damage buffs should be capped at around 50% (pulling these out of my *** btw). All tradeskill improvement buffs need to be capped at say 50%. To remove the subsequent abuse of smithing and alchemy. -Created item pricing- Created Items should be the cost of the materials as a rule. Stupidly expensive enchanted daggers and potions need to go. -Nerf NPC mages- Don't really agree w/ this one. I've played through w/ a mage, archer, and warrior and I've never found them op. Mage NPC's are challenging, but in a good way, makes you actually think about your magic resistance and battle tactics. -Mob spawns- Skyrim does this already but w/ the application of level max and mins according to the current area. Oblivion used an absolute level relativity formula and got a lot of flak for it. Are you also saying that you want in general a greater number of enemies in the mobs? Might be tedious killing like a random group of 10 wolves. Looks like this mod toughened up mobs quite a bit <http://www.skyrimnexus.com/downloads/file.php?id=1269>. Toughens NPC mages though lol. -XP leveling- That would be fun. Would give more choice in how the character develops. -Friendly fire- O yaaaaa I was raging about this last time I played... actually EVERYTIME I play. I don't use companions for this reason. Game is just funner w/out having to worry if they're gonna step in front of my spell and waste my precious mana. Doing the empire/rebellion battle sequences is where this really shows up though. I find myself dancing around trying to not hit my own guys more then hit the enemy. a lot of good ideas Nokturnalex. These all seem entirely doable as well even w/out the ck. In fact some of these are already out there to an extent. Surprised I couldn't find anything which lowered sell prices or nerfed smithing/enchanting o well maybe I'll do it myself.
  3. There is a save game separator out there <http://www.skyrimnexus.com/downloads/file.php?id=15> It's more of a front end than a mod though. So there isn't an in-game character separation mod yet. Does anyone know why there isn't an in-game save game organizer? Seems sorta wierd.
  4. This is a great idea. Engagements in skyrim are too unpredictably timed to waste magic on support magics. If you go sneak or use detect life a lot I suppose the default system makes more sense. But this would just make the game more fun. More fun, less tedious. Awesome Idea.
  5. Maybe I just suck w/ dual wielding but I don't get why we would ever attack with only one weapon. Shouldn't one attack button initiate a dual wielding attack and the other button activate a block? Am I alone on this one? I really don't get the current dual wielding system. I'll admit I only tried it for a little bit and decided it was garbage.
  6. More realistic transportation would be awesome. Would love to take away fast travel and make transportation more like Morrowind. The only problem I see is that the radiant quest system will pretty much grab any dungeon in the game and make it your objective which will begin to make the game very tedious when your traveling half way across the world to do a minor dungeon. I tried going w/out fast travel and found the radiant quests made it painful. Some kind of requirement for dungeon proximity w/ radiant would be very important. We are talking about getting rid of fast travel right? or am I just ranting lol. For the sitting in wagon idea. Love it. Will get tedious though so skip option will be necessary.
  7. I would love to have a writing mod. I would think that this would be pretty ez. It would be even better if we could use multiple "blank books" and title them.
  8. Make shouts consume stamina and create a shout skill tree. This could enable a shout build and it would make stamina actually important.
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