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Change the EXP-System to a classic version!


godlikeueber

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never thought about dual xp'ing. sounds like a nice idea, though i did not like eg the attributesystem of morrowind where certain skills were linked to certain attributes.

 

The concept wouldn't be too complicated, it's basically just layering an XP system on top of the current, except that current increases in skill level have no effect until 'activated' via leveling up. You could even use the current XP calculations where 1 swing = y XP. But instead of an increase of 1-handed from 35 to 36 increasing damage by X (based on that funky damage formula), that increase would only be available if 'purchased' during leveling up.

 

For example, if you raise 1-handed skill from 40 to 50 there isn't any in-game effect until you 'unlock' better 1-handed via the level up and spending the finite resources there. All increasing to 50 means is you're able to unlock that increase when you level up. It would still retain the attribute-less nature of Skyrim. This doesn't advocate adding that back in.

 

Then again, maybe that is making it too complicated. For whatever reason, this is more what I thought you were asking about.

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about the perk system there is 1 thing i must add:

the idea was ok but i really disliked the base perks of weapon styles (+20% damage x 5) or the "random chance for getting critical hits +xy %". that took a lot of the fun out of spending them; also very frustrating in combination with crafting where you could easily enchant the fortification aspects tenfold.

even though i didnt play sword+shield style, certain shieldperks seem overpowered by description (like +50% resist magic, no arrow damage).

 

what also really angers me is if certain items one finds way later on make certain perks more or less obsolete like eg

the skeleton key (if you kee it)- never break lockpick - perk; azuras star - extra soul energy when using soul gems, steed stone - heavy armor doesnt slow you down perk, which is very costly to get otherwise, i waited for finding it since i 1st saw its loading screen

 

Edited by godlikeueber
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The first item is vital to a quest.

Second item: who the hell uses that perk anyways?

The third object: it replaces another and is only useful in the late game otherwise you'll level slower.

 

Making some items lose their XP yield, like iron daggers getting less and less useful for leveling and give the player a reward for creating more complicated and expensive items, though not too much on the rewarding side, except when the materials are expensive/hard to come by, like elven weaponry on lower levels or Daedric.

Have soul gem size count when enchanting weaponry would make the dagger-deal less rewarding and spending your greater and grand ones more rewarding.

Alchemy is hard enough as it is, but surely a potion with invisible and two-three ugly side effects isn't more valuable than a pure one when usefulness is considered. I ended up with buying at least 30 filled grand soul gems while doing this.

 

The 500-damage two-hander (fortify enchatning, fortify alchemy, fortify smithing in that order) should be harder to achieve IMO.

 

The perks are still better for less experienced players that don't understand all the stats when the character creation starts. And as you mentioned, Randomness are the only way for games where the player isn't aiming the bow and sword himself, like Dragon Age or D&D, but not in Skyrim.

Edited by GisleAune
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I personally find it really annoying that I'm leveling from selling items to a merchant, or smithing a dagger...that 100 daggers is going to get me killed, cuz now my level is higher and all I have is a bunch of daggers...

 

Skill gains should add to skill levels...not player level. I am stronger as a character because my skills are higher.

 

Exp should come from being an adventurer - I finish a quest, I get exp. I clear a dungeon (that cleared tag on the map) I get exp. I kill a monster...I get exp.

 

I get enough experience, I can increase my level.

 

I fully support this kind of mod mainly because I'm level 25 and I feel I haven't done anything but craft things...

Edited by PirateDragon
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When you say it like that. I kinda agree. I have a character at level 46. 500 2h damage, 1200 armor rating, noone messes with him. I keep training odd magic skills to level up. I find a thief to be more fun as enchatning and smithing becomes secondary, while alchemy becomes more useful. I could get +200 restore health potions with my warrior, but rarerly would he ever need to drink them. Edited by GisleAune
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The biggest thing for me is that rewards should come from doing something useful. In Oblivion, I was rewarded by jumping and running everywhere. IRL, people would give me meds for such behavior...of course I'd also get the chair for the other behavior...

 

Crafting skills have their own rewards for getting the skill higher, so I just don't see the point of awarding levels for them. Seems like I'm getting more rewards for my effort then is needed and the game soon falls apart.

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What about thieves? Since people are getting into attack the nay-sayers mode. What, about, the, thieves!

 

Skill based leveling works well for thieves, so will you leave them intact and remove the other skill stuff.. or whats the plan there. People who want to play both a warrior, mage and thief separately are to just disable the mod each time they want to play a certain way? What about the multi-stylists!!!?!?! DEAR GOD WHAT ABOUT THE CHILDREN!!

------------

Edit:

Lunytic is smart, listen to him.

Edited by Sagenth
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Personally I think it's a little silly to change the XP system into one that's like a generic RPG for the sake of conforming.

 

Skyrim's levelling system is UNIQUE and makes it STAND OUT. Sure, it could do with some improvements, but it shouldn't be completley scrapped! The whole point on bringing out a new system is to test it, see what works and what doesn't, and then fix it. If the world operated on some stringent tradionalist logic, we'd still be in the dark ages. We'd never have cars because the early models might've lead to fatal accidents that were eventually mitigated by advancements in car safety technology, such as, I dunno...Seatbelts and airbags. We'd never have planes, and go into space for that matter, because the first attempts to fly failed so let's just scrap the whole idea instead of looking back, studying and improving!

 

Please, I prefer we fix it without destroying it. Smithing and Enchanting are the only two trees imo which really need to be fixed, maybe alchemy too, and perhaps sneak. From what I hear the latter two can become OP so if we instead work to improve those, I feel we'd improve the overall system.

 

This thread is similar to another I read earlier where someone wanted to replace Skyrim's unique elves with generic elves because

"every other lore has them".

 

never thought about dual xp'ing. sounds like a nice idea, though i did not like eg the attributesystem of morrowind where certain skills were linked to certain attributes.

 

The concept wouldn't be too complicated, it's basically just layering an XP system on top of the current, except that current increases in skill level have no effect until 'activated' via leveling up. You could even use the current XP calculations where 1 swing = y XP. But instead of an increase of 1-handed from 35 to 36 increasing damage by X (based on that funky damage formula), that increase would only be available if 'purchased' during leveling up.

 

For example, if you raise 1-handed skill from 40 to 50 there isn't any in-game effect until you 'unlock' better 1-handed via the level up and spending the finite resources there. All increasing to 50 means is you're able to unlock that increase when you level up. It would still retain the attribute-less nature of Skyrim. This doesn't advocate adding that back in.

 

Then again, maybe that is making it too complicated. For whatever reason, this is more what I thought you were asking about.

 

Now this guy's on the right track. I for one would love to see your idea be tested.

 

EDIT: I hope I didn't come off as whiny.

Edited by MajikMoshos
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^

He is smart too. Unique solutions over standard ones any day. When I was in math, I created my own processes to get things done like.. like one day I got tired of doing the same old shyte to factor polynomials in my trig identity proofs.. so what I did instead was create a mathematical algorithm where I could plug the numbers in to do it for me. The answers were always right, I think the algo used pascals triangle or something like that.

 

In anycase it is always funner to work out the kinks in a new solution than it is to revert back to the same old boring stuff that has been proved to work time and time again. It isn't as if we are talking about a fundamental geometric shape like the wheel, we can reinvent this stuff as many times as we want and make it better each time.

 

I'd find it interesting if somebody could actually get a table top experience system to work inside of skyrim though. It would be interesting.. I doubt it could be done in a properly balanced way though, without involving the current system in some way.

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Make smithing take twice as long to level. I was maxed around level 35-40.

Restore damage and repair requirement.

Remove weapon and armour types from tree. You shouldn't be able to pull the ability to craft dragon armour out of your a$$. It should be learned or quested for, like the rituals for each of the magic schools.

Instead of a perk to craft glass weapons and armour, a perk that increase the durability of your armour and weapons. Perks for legendary, exquisite etc. instead of steel, leather, dragon, daedric.

Remove the novice, apprentice, adept, expert and master spell cost reductions, should be automatic.

 

No unlocking. Use it, improve it, plain and simple.

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