Seremoth Posted November 24, 2011 Share Posted November 24, 2011 (edited) SKILLS CRAFTING REBALANCE Crafting an iron dagger 1000 times to become a master blacksmith is rather unrealistic (and gamebreaking). So is raising enchanting to 100 with the same petty soulgems and alchemy with potions from the most common materials and so on. In order to change that the modder should play the game extensively and perhaps make some "tiers" that will allow you to progress in the skill by crafting more powerful things. For example for blacksmithing: Iron/Steel tier, Dwarven/Orcish tier and so on.Also the modder should have in mind that the game must offer the player plenty of raw materials in order for this to happen (like dwemer dungeons having metal parts all over the place). An enchanter for example should bleed to make destruction costs near to 0, or stacking powerful buffs to make his swords hit like a truck. This will make crafting skills a lot more fun and balanced. MISC SKILLS REBALANCE Lockpicking is useless. Anyone who has played the game enough will agree on this. Make, for the love of god, apprentice locks impossible for novice, adept impossible for apprentice, expert impossible for adept and master impossible for expert. If i need no more than 5-10 lockpicks to open a master lock at novice levels (which gives me a ton of exp too, then what is the point of the skill). In order for people to be worth raising lockpicking though scale loot depending on the lock difficulty only. Pickpocketing levels incredibly fast and easily (and yes even if you don't load the game after the catch you). It might need some tuning down. ITEMS/LOOT Having completed most of the game's content with 5 characters i found myself predicting the contents of every chest because it depended on my level. Looting becomes tedious. (Enemy looting also scales to a point though it is not so dire from my experience). If one is to rebalance crafting skills, he must rebalance loot as well. For example you can't be looting dwemer/elven armor when you hit 30 or glass when you hit 40 all the time. Someone might think of something better but here's my 2 cents:- Tune down loot so that it stays trashy like when you are level 10.- Have some very rare chests with static loot and good items.- Have some static enemies guarding static good loot.- (optional) Keep 1/100 chests scaled while tuning the rest down to make looting more exciting. MERCHANTS As you understand merchants can't scale their inventories especially when all of the above are applied. Atm everything is scaled, so if you go to a dungeon you find the same quality of items the merchants sell you and so on. It also makes most crafting skills obsolete (except if you "powerlevel" them which sucks) not to mention that it is unrealistic. My 2 cents on this are:- Have merchants have the same crappy inventory/loot from when you were level 10, with higher quality/echanted items appearing VERY rarely in their inventories and not depending on your level. Have a quality cap in what merchants sell.- (optional) Keep misc/ingredients category somewhat scaled so that players can find materials to craft etc Thanks in advance Edited November 24, 2011 by Seremoth Link to comment Share on other sites More sharing options...
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