sidewaysfcs07 Posted April 26, 2014 Share Posted April 26, 2014 (edited) You know what kills immersion in an rpg? A window you have to open, and click a button "BAM! you can now silent roll! " ...... This doesn't make any sense immersion-wise, so my idea is to do a complete revamp of perks Basicly, when you start the game, you are a "blank" character, no skills, no magic, nothing, and you do your first quests as usual, and by using certain normal abilities, you get better at them, makes sense. but when you reach enough skill for a "perk", instead you have to search for an NPC that can train you to use that ability, and no , not another window , i mean a real quest where that NPC trains you in real time, the NPC intially has a bigger dialogue window with more choices for you, these choices reflect the old perk choices you could make. there should be 1 npc for each major "school" of magic (destruction, illusion, etc) and for each major physical school , like melee, archery, sneaking, armor, leather, etc. for magical spells, i already made a post on how the magic in Elder Scrolls should workhttp://forums.nexusmods.com/index.php?/topic/1641723-immersive-spell-learning/ I think it's much more immersive to have to find NPCs that can teach you new tricks, instead of you just learning them by clicking a button in a window. Edited April 26, 2014 by sidewaysfcs07 Link to comment Share on other sites More sharing options...
notmyhome Posted April 26, 2014 Share Posted April 26, 2014 Yea, I thought that especially for smithing, enchanting and alchemy.The basics shouldn't be too difficult; remove these perks from perk trees and instead give them to the player as quest rewards. Still, I don't know much stuff about Creation Kit, and I also don't really have many ideas how long anddemanding these quests have to be. Giving the Orcish smithing perk as a reward for becoming Blood-kin sounds a little bit ovepowered to me.Also with enchanting there's the problem that nobody (in-game) really seems to know how it works. Link to comment Share on other sites More sharing options...
sidewaysfcs07 Posted April 26, 2014 Author Share Posted April 26, 2014 (edited) i think someone made a good point when they made the "Morrowloot" mod i doesn't really make any sense lore-wise for a random blacksmith in whiterun to be able to craft Orcish armor, Elven armor, Glass armor, Ebony armor etc, so why should your character aquire this knolege by just CLICKING a button imo your idea is good, but it actually needs to be harder, i mean you are being reward with the ability to craft a far superior armor to usual steel (or even that crappy skyforge stuff), so imo in addition to becoming a clan-member of an orcish clan, you would also have to be an apprentice of an orcish blacksmith ... even in real-life blacksmithing is something passed down from man to man, with tiny improvements along the way, no one has ever learned to make a true Katana by himself with 0 previous knowlege. same goes for enchanting, i think you should have to be "initiated" in magic, this ties into my other idea i had about magic, that only people who study magic should cast it, so you would have to study enchanting with a more powerful mage, and he teaches you how to enchant items, and characters like pure thieves, or pure warriors should NOT be able to enchant items at all, it just doesn't make sense. the least they should be able to do is to ask an enchanter to TEMPORARILY enchant their item (for 1-3 days) , since the item should require a magical user to stay enchanted forever, this is how it could be balanced so that non-magical characters can still have enchants, but it would have to cost enough to not make this a trivial task of re-enchanting things. for Alchemy, i think you ca have a bit more freedom since alchemy doesn't require any magical knowlege, alchemy should be something you can learn by yourself, as long as it's not trivial, you would have to find books with formulas on how to craft certain potions/poisons, but still be able to experiment by yourself. However the formulas should be changed a bit, so that unique combinations of materials produce potions, but the individual ingredients don't have a "unique" set of properties so no more "oh this Deathbell has +hp poison, it will always add this to a poison", no it needs to only happen when the deathbell is used with something else like Nirnroot, but if used with something like Garlic it produces something completely different . that way you can no longer learn alchemy in 2 days by just eating ingredients and rushing to 100 lvl alchemy, it should require some moderate , but meticulous study, this is why BOOKS should be important, discovering new combinations of ingredients should be a major part of alchemy, either you write them down on a personal book, so you don't forget the recipes, or you find new books with new recipes, it goes without saying that complex reciples should have more than 3 ingredients.....imo it should keep going all the way to 10. and the same goes for ALL perks, honestly i can't believe no one has ever addresed this issue in RPG games, perk windows should not exist, you should LEARN abilities by doing unique quests, in addition to learning skill points by simply using abilities more often, just imagine how much more immersive the game would be , since you will always have a reason to EXPLORE the world, knowing that some "perks" would be taught by hard-to-find NPCs Edited April 26, 2014 by sidewaysfcs07 Link to comment Share on other sites More sharing options...
Recommended Posts