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Sensible rules for enchanting and smithing?


zyg0tic

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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.

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I think you may be right.

 

But I think a mod that introduces a "fix" for how easy it is to "game the system" would be well received and widely used. That is the best we could hope for.

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