1.8 BetaSolstheim DLC discussion Thread - #26

Post » Mon Oct 29, 2012 8:07 am

This exactly.
I just don't see any appeal in them. If they are in, okay, I am happy for the fans of the idea, but personally I would heavily prefer something else being included, something entirely fresh.

The thing is, the models are partially there, as evident in the game jam video. The only things that they would need to do is code them for proper lycanthropy, adjust some stats, and implement them into the game. None of which would probably warrant it's own DLC
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JaNnatul Naimah
 
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Post » Mon Oct 29, 2012 10:13 am

Did we ever talk about Stalhrim (spelling?) crafting? I'm just curious about where they are going to shove all these new armor types in the smithing tree. This is one of the things that made me most skeptical about HOW they handled the smithing tree to begin with, seeing how with the way they did it, you cannot add more things to smithing because you obviously can't keep pouring perks into smithing.

Anyone kind of insanely hoping they restructure smithing and make it a better tree to put points into (maybe this is where the weapon and armor degredation stuff is coming from) or do you think they are just going to put the weapons and armors into the game and just lazily tie them into existing armor types (Advanced Armors seems like the perfect catch all to me, but I will be so angry if that is where they pour everything).
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Hussnein Amin
 
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Post » Mon Oct 29, 2012 11:18 am

Did we ever talk about Stalhrim (spelling?) crafting? I'm just curious about where they are going to shove all these new armor types in the smithing tree. This is one of the things that made me most skeptical about HOW they handled the smithing tree to begin with, seeing how with the way they did it, you cannot add more things to smithing because you obviously can't keep pouring perks into smithing.

Anyone kind of insanely hoping they restructure smithing and make it a better tree to put points into (maybe this is where the weapon and armor degredation stuff is coming from) or do you think they are just going to put the weapons and armors into the game and just lazily tie them into existing armor types (Advanced Armors seems like the perfect catch all to me, but I will be so angry if that is where they pour everything).

If anything I hope that there are more smithing options all around. More variations for existing armor, as well as for the new ones.

As far as the crafting goes, I can see them fitting them in with the already existing perks. Might put them with Advanced armors.
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Ronald
 
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Post » Mon Oct 29, 2012 5:27 am

I think part of the reason people want were bears is because werewolves were so disappointing in this game. Another part is their absence butchers lore.


I cant speak for everyone else, but for me, after dawnguard, I'd say they were very well done. I enjoy them greatly, and my characters are usually a werewolf at least once before I lose it for rp reasons.
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Bethany Short
 
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Post » Mon Oct 29, 2012 10:45 am

Did we ever talk about Stalhrim (spelling?) crafting? I'm just curious about where they are going to shove all these new armor types in the smithing tree. This is one of the things that made me most skeptical about HOW they handled the smithing tree to begin with, seeing how with the way they did it, you cannot add more things to smithing because you obviously can't keep pouring perks into smithing.

Anyone kind of insanely hoping they restructure smithing and make it a better tree to put points into (maybe this is where the weapon and armor degredation stuff is coming from) or do you think they are just going to put the weapons and armors into the game and just lazily tie them into existing armor types (Advanced Armors seems like the perfect catch all to me, but I will be so angry if that is where they pour everything).

Not sure how they would do this. Maybe have a certain quest you have to complete to be able to smith Stalhrim. Maybe you just need to have a smithing skill of 85 or something to be able to make it. Doubt that would be the case though.
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Amelia Pritchard
 
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Post » Mon Oct 29, 2012 7:45 am

I see the smithing perks like this. Say you have Ebony smithing perk, to me this means that you can craft/improve any heavy armor up to Ebony. Lets say Stahlrim has stats between Orcish and Ebony. That means if I can make Ebony I could also make Stahlrim.
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Dean Brown
 
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Post » Mon Oct 29, 2012 5:46 am

I say Stalhrim crafting needs to be TAUGHT to you before it appears in the crafting window. That was a thing in Bloodmoon, only one person on the island knew how to work it. You even needed a special pick to harvest it. From tombs.
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jason worrell
 
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Post » Sun Oct 28, 2012 11:57 pm

I say Stalhrim crafting needs to be TAUGHT to you before it appears in the crafting window. That was a thing in Bloodmoon, only one person on the island knew how to work it. You even needed a special pick to harvest it. From tombs.

That would be pretty cool, not just for Stalhrim, but for all the new armors.
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Bonnie Clyde
 
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Post » Mon Oct 29, 2012 12:38 am

I say Stalhrim crafting needs to be TAUGHT to you before it appears in the crafting window. That was a thing in Bloodmoon, only one person on the island knew how to work it. You even needed a special pick to harvest it. From tombs.
I wish more of the smithing was like this. quests tied to crafting the specific items would make it feel more accomplishing and blended.
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Francesca
 
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Post » Mon Oct 29, 2012 6:55 am

I always wanted Skyrim to have a Smithing Guild.
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Taylrea Teodor
 
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Post » Mon Oct 29, 2012 7:59 am

Glad I'm not the only one a mild bit miffed you didn't have to get trained from an Orc smith on how to properly make Orcish armor.
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OTTO
 
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Post » Mon Oct 29, 2012 4:18 am

I wish more of the smithing was like this. quests tied to crafting the specific items would make it feel more accomplishing and blended.

There are too many games that don't do this.
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dell
 
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Post » Mon Oct 29, 2012 12:37 am

are the Skaal some kind of link between the nords of Skyrim and the proto-nords of Atmora? Belief-wise, I mean. Do they worship dragons (from what I understood in Bloodmoon, they worship animals, and the Atmorans also worshipped animals, dragons above all)=
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abi
 
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Post » Mon Oct 29, 2012 2:37 am

are the Skaal some kind of link between the nords of Skyrim and the proto-nords of Atmora? Belief-wise, I mean. Do they worship dragons (from what I understood in Bloodmoon, they worship animals, and the Atmorans also worshipped animals, dragons above all)=

My Bloodmoonese is rusty, I just kinda assumed they were Nord-Nords who just choosed to settle in Solstheim, like a clan.
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Rachyroo
 
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Post » Mon Oct 29, 2012 4:58 am

I think most of us can take or leave werebears, it's just that the vocal minority is, well, very vocal, along with the spear, no-spear and spell-making, no spell-making arguments. Honestly, in MW, I didn't craft a thing. In OB I think I made two spells, maybe, but lots of staves. Stave making is something I do miss.
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Isaiah Burdeau
 
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Post » Mon Oct 29, 2012 1:59 am

Here's a thought I just had-Would the rieklings be made using the goblins from the game jam video?
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Lisa
 
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Post » Mon Oct 29, 2012 12:39 pm

Here's a thought I just had-Would the rieklings be made using the goblins from the game jam video?

I'm more curious on whether or not they'll maintain their "Midget Blue Mongol" look.
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Roddy
 
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Post » Mon Oct 29, 2012 1:39 pm

In terms of content, the one thing I really desire that's not in the files is unique artifacts and items, not just in name, but in design and enchantment.
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casey macmillan
 
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Post » Mon Oct 29, 2012 2:39 pm

Oh, we got plenty of those in DG, I don't see why we wouldn't also get them in DB.
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Zualett
 
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Post » Mon Oct 29, 2012 3:52 am

Oh, we got plenty of those in DG, I don't see why we wouldn't also get them in DB.

...There were blue midget mongols in Dawnguard? HOT DAMN!
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Nancy RIP
 
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Post » Mon Oct 29, 2012 2:29 pm

No, no, the unique items/artifacts. LOL
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Carlos Rojas
 
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Post » Mon Oct 29, 2012 7:03 am

Oh, we got plenty of those in DG, I don't see why we wouldn't also get them in DB.

For sure. Since this DLC is supposedly fairly large, maybe there will be close to as much as SI. Overall I just want a good story, but that's a given.
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jaideep singh
 
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Post » Mon Oct 29, 2012 12:46 pm

So are people STILL harping on the lack of Werebears or did that die out somewhere along the line? I kinda stopped keeping track around thread 15.
I just don't understand why people want Werebears. Stupid idea if you ask me.
Question.
Why are they stupid? We have werewolves, and VL's. Those are great. Werebears are in lore, somewhat in norse mythology, and they would not play the same as werewolves.
Answer to question.
I would at least like an explanation of their disappearance.
It was a poor decision. Like when we did Daedric quests in Oblivion we went into Mehrunes Dagon's realm instead of the other Daedric realms.
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RObert loVes MOmmy
 
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Post » Mon Oct 29, 2012 1:31 pm

Oh, we got plenty of those in DG, I don't see why we wouldn't also get them in DB.

This.
DG was pleasantly surprising in that regard.
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FirDaus LOVe farhana
 
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Post » Mon Oct 29, 2012 12:16 pm

Here's a thought I just had-Would the rieklings be made using the goblins from the game jam video?
I hope we get these back http://images.uesp.net/b/bb/BM_Weapons_Riekling.jpg
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Michael Russ
 
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