Personal Interests

Post » Tue May 15, 2012 8:53 pm

I have my own ideas/suggestions for a mod. This is but a few of them. I lean more towards realism than anything. I like my games to have a degree of believe-ability. This is not a proposal but the below ideas/suggestions are things i will surely be working on once the CK has been released. I realize other mods are planned that cover some of what i propose and i do plan on working with them (if possible) to achieve similar goals.


Tougher Dragons - Dragons are too easy. Iron/Steel weapons should be useless against dragon skin. Except for Magically enhanced weapons or Skyforged steel items, higher tier items like dwarven/elven etc are fine. I feel the damage dragons do and the Hp they have are fine (more or less). they just need some immunities/bonuses. with this in place spawn rates would surely be decreased, especially at lower levels.

Real Combat - Why is the player character the only one with a racial ability. Why cant the Nord bandits do a war cry on me?... I am not suggesting all npc's/beasts should have an innate ability. But they do need some kind of perk or benefit. Combat needs an overhaul is what im saying... (Things like Swords/Axes more effective against Leather than Steel Plate, Maces/warhammers more effective against Steel plate than Leather etc).

Perk Overhaul - Including balancing and the creation of new perks. I have seen some great ideas already proposed in this forum regarding perks. This includes things like smithing overhaul and possibly include other mods tied directly to skills, such as Hunting > Smithing, Flora > alchemy etc

Skill Re-balance - Set up a system that determines Primary and Secondary Skills. Certain skills should not affect your player level as much as others. I am thinking this could be worked out based on whether you increase magicka, health or stamina on level-up. Based on that you could use a percentage allowing certain skills tied to those 3 to then affect player level accordingly... If you don't use magic then pretty much all magick based skills will not affect your level as much as if you had increased stamina and how smithing might then affect your level... I am not suggesting skills should level up slower, just that when they do level up the percentage it will then affect your overall player level.

Loot Scaling - I find monster scaling to be fine. (other than the needed combat overhaul). I think the issue with the scaling system is the loot. It is too easy to equip your character with the best stuff. there is far to much gold in game. This loot scaling needs to affect merchant wares aswell. I am in agreeance with the proposed Static placement of some mobs/items. But i am also in agreance that the current scaling system used in skyrim really just needs an improvement. I would like this to work with the radiant quest system already in place. I feel that too many static placed mobs/loot could disrupt the questing system already in place.

Additional comments:
I am not opposed to bosses wearing/wiedling items far above the players level. Like a lvl 10 boss wearing Glass armor. I think that is fine. I do however feel that before the player can wear such an item he needs proper training in it (associated perk) - mobs would also come under the same guideline, meaning a lvl 10 bandit chief likely would not be wearing glass... If you have ever in real life worn a leather jacket and then tried wearing and comparing it to say a suit of chain mail (im sure some of you have) then you know the difference in weight/movement. It takes time to adjust to such differences. Wearing a set of Plate armor requires different techniques than wearing Leather (Especially if you are to be wielding a weapon with any degree of skill!). The use of a sword requires different training to that of a warhammer.

You are what you play! But without proper training you will never become a Master, you wont likely proceed past an apprentice level without proper instruction. Perks can simulate this. and some Perks should only be available after a quest has been accomplished (recieve training from NPC XXXX and then Perk YYYY becomes available provided you have sufficient skill)...

I have other ideas but thought i would throw these out their first as i feel they are of more interest to me. Suggestions? Ideas?
Would anyone be interested in such improvements/enhancements tot he game?
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JESSE
 
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Post » Tue May 15, 2012 12:42 pm

Things like Swords/Axes more effective against Leather than Steel Plate, Maces/warhammers more effective against Steel plate than Leather etc[/i]).

Ive been thinking of this since a few hours into playing.

NPCs should use racial abilities too. But there should be a percent chance of them having used it up for that day. I don't know if I'll like it when i run into an orc bandit camp and every orc there uses berserk.

I hope we can put perks to enemy NPCs now but i doubt they've changed them. NPCs should have perk bonuses too. Plus a few things Im thinking of implementing might need perks on NPCs.
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Zualett
 
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Post » Tue May 15, 2012 10:00 pm

I like the idea of tougher dragons and especially the idea with common weapons not piercing the dragon skin.
Also on the realism side, there is indeed too much gold in the game and it is way to scattered in 5 or 10 gold pieces in stupid containers all around the world. I would enjoy a game with far less gold to be found on corpses and vases but instead have treasures with 1000s of gold lying at more difficult places. And by treasures, make them more like treasures with lots of jewelry plus gold.
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Kelsey Anna Farley
 
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Post » Tue May 15, 2012 7:48 pm

Yes...and with all these dragons about there has to be some Dragon Lairs somewhere! and they should have a hoard of loot... and by no means easy to penetrate... So i also suggest static placed Dragon Lairs...

I feel that most dungeons should have no gold laying around except maybe in locked chests etc. I find it hard to believe that no one over the decades before our character decided to loot these caves. there are bandit camps everywhere. im sure they have looted everything worth looting from most places.

Most items looted should need to be repaired or something before being sold for a reasonable amount, otherwise most of it would just be considered scrap and should be sold at the price as if it was scrap. (but still good for smithing?).

Merchants should not scale their inventory based on your level. Elvish or Orcish stuff should be rare but still possible to appear from the start, it just needs to be expensive (and you still need proper training in its use). With that said, your characters race should come into play. An elf should be able to wear/wield elvish items without the proper instruction/training. the same for Orc characters etc.

Merchants should have appropriate inventories aswell. A thriving Economy Mod needs to be in place.

Quest rewards would then have meaning.

I would like to see perks completely overhauled. Perks are a great addition in my eyes because they add that extra level of character development. Its just that some perks are a lot more beneficial than others. And some become pointless after a while. I am not a fan of 1 perk per level. But i am also not a fan of allowing the player to have access to too many perks at once. I would like to see more perks or perk levels (0/5 become 0/10 for example) with lower bonuses per increase but allow 2-3 perk increases per level. Some perks should be automatically given upon reaching the skill level (levels 20, 50, 80 and 100). I would like to call them Milestone Perks. and as suggested by another member of this forum skills should degrade with lack of use (degrading slowly over time) but under strict guidelines. A skill cant degrade lower than a Milestone Achievement, nor can it degrade to the point of lowering your player level. That would in essence allow a player to change character class simply by role-playing (stop using that shield and wield 2 weapons for a few in game weeks and watch your shield skill degrade). their level would not be affected but skills could be increasing decreasing based on usage. This could make it hard to level up so it would need to be thoroughly fleshed out of course...
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Farrah Barry
 
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