ganp0t Posted November 19, 2011 Share Posted November 19, 2011 I have put about 40 hours into Skyrim so far, and while most of the game is quite good, there are some things that are either lacking, broken, or misused. Please let me know what you think, I enjoy feedback. I also realize that most of these are not possible without the mod tools, and I have no idea when Bethesda will get around to releasing them. 1. Werewolf and Vampire Changes-Werewolf: Silver needs to be more of a threat, especially in Beast Form. Therefore, silver weapons should do +50% damage to werewolves in human form, and +200% damage in Beast Form. As well, becoming a werewolf no longer allows the player to equip silver items (including jewelery). I also want werewolves to be more tradition friendly, so many of my changes are geared towards that end. Instead of +100 health in beast mode, the player gains only +50. However, the player also gains constantly regenerating health (which heals them quickly even during combat). Health regeneration only stops when hit by a silver weapon or when on fire, and resumes after 15 seconds (probably sooner if the cause was fire). Werewolves gain +25% defense against ice in human form, and +75% in beast form. But they also have -25% defense against fire damage in human form, and -75% in beast form. Regarding beast mode: it no longer only lasts 2.5 minutes, but 3 in game hours. It can also be cancelled at will by pressing the "wait" button, although I advise using caution in this, since when transforming back into a human the player is drained to half health and all magicka and stamina is consumed (due to the transformation process being quite strenuous. Note that transforming does not reduce your health past half of your total, so as to avoid potentially killing the player). In addition, werewolves in human form can still eat humanoid corpses (by crouching and clicking on them), but this gives you less health than eating them in wolf form. Eating a corpse in either form will shorten your beast form ability cool down by 6 hours per corpse (it starts at a 24 hour cool down). Additionally, while in beast form, players can access their map and other menus, although they cannot equip armor, weapons, or spells, and they still cannot loot items, fast travel, wait, or sleep. Lastly, once a month (on the full moon) a werewolf' will change against the player's will (don't worry, there will be about 2 minutes warning so you can flee from the cities). Everything not specified stays unchanged. -Vampire: Early stage vampires have it too rough when trying to venture in the daylight, and there are no good advantages to balance out the frustrating aspects (like having to constantly feed and avoid daylight). In stage one there is no change (since there is currently no penalty to being in sunlight). In stage two, health and stamina regeneration take a 25% reduction in sunlight, but maximum health is not reduced. In stage three, health regeneration takes a 75% reduction, stamina regeneration is reduced by 50%, and magicka regeneration is reduced by 25%. In stage four, health regeneration stops completely, stamina regeneration takes a 75% reduction, and magicka regeneration takes a 50% penalty. Note that the maximum health, stamina, or magicka values are never decreased (I already get 1 or 2 hitted enough as a mage, thank you). Additionally, vampires gain a unique ability to instantly kill a humanoid enemy by sneaking up behind them and "feeding" on them (this does not work on werewolf npcs, as lore-wise that would turn you into a werewolf). This downgrades your vampiric stage just like normal feeding. The other vampire weaknesses and strengths remain unchanged. Lastly, feeding on another vampire (by either method) will grant you the Nosferatu Aura ability, which absorbs the stamina, health, and magicka of any living opponent around you. It also allows you to constantly detect life forms around you. This ability unfortunately also amplifies the bad effects of vampirism, so the player will immediately revert to stage 4 vampirism, but with more extreme side effects. Fire resistance is lowered by 150%, and frost resistance is heightened by 150%. As well, daylight not only stops all regeneration, it actually saps all of your magicka and stamina. All of these effects last 24 hours (in game). After that you turn back into a stage four vampire. -Contagion: When a vampire or werewolf (including the player) attacks an npc, the npc has a 20% chance of contracting the attacker's disease. If the npc is not killed, they will be retain that disease forever, and might end up spreading it amongst the townsfolk. Eventually, there could be an entire town of werewolves or vampires. These people will not be hostile to the player when the player is in a form which is normally hated (beast form or stage 4 of vampirism). However, if for example, the player is a vampire in a town full of werewolves during a full moon, extreme caution is advisable (in other words, RUN!!!). This would allow for a lot more immersion (at least in my opinion). The only npcs who should be immune to this are temple priests (since presumably they will worship at an alter at least once every couple of days and cure their disease before it is permanent). -Hybrid (Underworld Style): Oh yeah baby. "Half-vampire, half-lycan, but stronger than both" indeed. Hybrid status is only possible by gaining the blood of a living werewolf and the blood of a living vampire, then combining them and drinking it as a human. I envision a repeatable series of quests (2 or 3 in total) which allows you to gain both types of blood. Drinking the blood mixture grants the player the ultimate beast form ability. While not using this ability, the player is a normal human and the only bonus received is a +50% buff to health regeneration. But after transforming, the player gains a +200% bonus to magicka, stamina, and health regeneration, as well as a powerful buff (+50%) to all offensive abilities. Unlike a werewolf, a hybrid may use spells and ranged weapons, though any armor and melee weapons equipped will not be shown. Hybrids also suffer no fall damage, and can jump twice as high as normal humans. They can also run faster and for longer periods than a werewolf. Hybrids can feed both on living and dead bodies, but cannot consume regular food. Thankfully, Hybrids share none of the weaknesses of their weaker brethren, like the inability to equip silver items or a weakness against them, weakness during daylight, or a limited transformation time. The only downside of the ultimate beast form is that it suffers from a -200% weakness to fire (since both werewolves and vampires are weak against it) and npcs will still be afraid of you (including vampires and werewolves). 2. Combat System Balances-Silver arrows need to be implemented into the game, to provide a ranged threat to werewolf players. Only werewolf hunters will commonly use these (the same as silver swords). -Magicka should regenerate at 33% of total normal regeneration speed while in combat. That way, wearing magic regeneration buffing clothes actually helps. -Npc enemies REALLY need to have limited magicka and stamina pools. It's rather unfair that an enemy mage can put up a ward indefinitely with one hand while continually tossing out fireballs with the other. As it is, stamina and magicka draining abilities are useless. -Non-combat skills do NOT level up your character, since currently a character with high level blacksmithing, alchemy, etc. is hamstrung in combat (since enemies scale with your overall level). The skills affected are: speech, lock picking, pickpocketing, alchemy, smithing, and enchanting. These skills can now be called minor skills. -Dragons need to be the second strongest thing in the game (the dragon priests are ideally number one), not counting scripted story bosses and such. Fire dragons should start at level 15 and scale to the level of the player, frost dragons should start at level 20 and scale to one level above the player, and finally, blood dragons should start at level 30 and scale to 3 levels above the player. Note that this does not count dragons which are part of the main story line, as players are tasked with killing several dragons at a rather low level. Also, blood dragons will probably need to become more rare to compensate for their new-found strength. -To keep the werewolf's beast form ability relevant at high levels, it's effects should stack on top of any armor and weapons currently equipped (none of this will be shown visually of course). -When a magic ward spell breaks due to the high level of damage received, the user (be they the player or npc) is staggered. That should stop the rampant ward spamming. -Using the silent forward roll ability (from the sneak tree) staggers enemies who are hit. That should keep it somewhat useful after the player receives the ability to walk and run without enemies noticing. -Shouts are rather disappointing so far. Many of them are kinda buggy (I'm looking at you frost breath) and most of them are rather useless. I generally just stick to two of them: Ethereal Form (which is bugged by the way, since you aren't supposed to be able to cause damage while in the form) and Ice Form (I have the second word for this, and it doesn't seem to do anything except lengthen the cooldown...). While completely overhauling the abilities will probably be best, let's stick to one simple change for now. Getting the upgraded form of the shout now reduces the cooldown instead of lengthening it, and the most powerful form is now always used (so you don't have to hold the button down anymore). -A new class of melee weapon: spears. Spears have the longest range of any melee weapon, and are great at keeping opponents at bay. There are both 1 and 2-handed varieties, and they are defense oriented weapons. 3. Magical Variety-I'm rather disappointed with the lack of variety in magical skills, especially in the illusion, alteration, and conjuration trees. Illusion magic as a whole is practically useless (although I haven't unlocked some of the higher level skills, so maybe that changes), and conjuration is a lot more limited that it should be. Where are the lock picking spells, the slow fall spells, the npc barter improvement spells? Not to mention the mere handful of potential summons. Is it really that hard to re-skin existing models (to give them a ghostly appearance) and label them as player pets? Making most of the creatures in the game summon-able would both make the magic type more interesting, and lead to more of a sense of progression. Imagine starting out being able to only summon small creatures like mudcrabs and foxes, and moving all the way up to summoning a blood dragon (obviously it would have to be weaker than normal dragons to preserve balance. Plus it would have to be only an outside summon, since most inside locations aren't big enough for them). 4. General Fixes-Drinking too much alcohol should get players and npcs drunk, with vision blurring, delayed reflexes, and awkward movement. Eventually npcs or the player will pass out, which would give the others the opportunity to potentially steal from them. -There should be various addictive substances in the game, including potions. Eating or drinking these substances gives a chance of contracting an addiction. Addictions have 5 stages, with each progressive stage having worse effects, such as delayed reflexes, vision blurring, occasional random weapon or spell equips, and a whole host of negative combat modifiers. Addictions start off at level 1, which has no negative effects what-so-ever. Every stage lasts 12 hours in game, but fast traveling and waiting / sleeping do not effect the duration. After one level of addiction wears off, the next level begins. Drinking anything which corresponds to a current addiction resets the addiction to level 1, which is good in the short term (no combat debuffs) but bad in the long term (you have to start over on breaking the addiction). After a level 5 addiction wears off, you have officially broken your addiction, and the negative effects are all erased. There are several different types of addiction, and they all stack (so trying to break one addiction at a time is advisable). The types are: Alcohol, Skooma, Hallucinogenic, and Misc. (haven't thought of the fourth type yet...). Substances have different levels of addictiveness: low - 5% chance of addiction, medium - 20% chance of addiction, and high - 50% chance of addiction. -Cheap falling deaths really need to be fixed in this game. I'm rather tired of randomly dying from a 5 foot fall. -Bug fixes would obviously be nice, but there are already pages dedicated to that, so I'll leave them out. -Melee weapons could use more of a feeling of impact when hitting someone. -Stealing a horse should be a one time offense, as should stealing other objects. It's absurd that you can rack up a bounty by continuously picking up and dropping a single item. After successfully stealing an item, you are in the clear with it permanently (although it is still marked as stolen in your inventory, so you can't sell it easily). -There should be repeatable quests for becoming both a vampire and a werewolf (currently there is no quest for becoming a vampire, and the werewolf quest is a one time only affair). There should be also be repeatable quests to cure yourself (not necessarily easily). 5. Better No-Spider Mod-Some people suffer from arachnophobia, which makes playing games with a large number of spiders in them emotionally challenging. Thankfully, kind souls have already released a mod which deals with this issue by replacing all spiders with bears. But surely we can do better than that right? What about people who suffer from a severe mistrust and fear of bears, such as Stephen Colbert? Now they have to suffer even more! I think a better solution is needed; one which can't possibly cause anyone mental distress. If only there was something which everyone loved, and no one was afraid of.... oh wait, there is! The one thing which no one can resist: clowns. Clowns make everyone happy! But just to make sure that they aren't threatening, they should laugh maniacally constantly while in combat. They should also crawl quickly on the ground (similar to spiders) to appear smaller, and therefore less threatening. No need to thank me for such an incredible idea, I'm just here to help :D. PS: In case by now some people still think I'm being serious, I AM NOT. I want these things to be f***ing terrifying. I want to people with severe arachnophobia to play the normal game, switch to my mod, then switch back again because this was just too much to handle. Because nothing, NOTHING is as scary as crazy spider clowns. This is a mod for people who want to be scared. 6. The Ever Classic Zombies Mod-The zombie apocalypse is upon us! A strange disease is spreading across the land, turning people into savages. Thankfully, fate (and the angry Deadra) have chosen you to cleanse the land. Cause, c'mon, no one else is gonna do it. This will (hopefully) feature a completely new campaign, with zombified versions of just about every enemy. That means zombie dragons. Zombie spiders. Zombie bears. Zombie skeletons? Maybe not. Additionally, any npc who is bitten by a zombie creature will transform into a zombie themselves (excluding any quest vital npcs). This is my least thought out mod idea; I just thought that this could be cool if done well. Link to comment Share on other sites More sharing options...
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