Weapons do not seem to degrade

Post » Thu May 17, 2012 9:29 pm

My game just crashed with no error message so I though I would take the opportunity to post a question.

It seems that weapons do not degrade as you use them. Is this the case or is it because I am still in the training area at the beginning?
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Fri May 18, 2012 4:34 am

first... wrong forum...

second... weapons don't degrade in Skyrim...
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Thu May 17, 2012 11:16 pm

Weapons not degrading in Skyrim? I'm sure this is a good game but I wonder why they eliminated the degrading of objects like weapons and probably armor as well?

I hope someone is able to create a mod that fixes this.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Thu May 17, 2012 4:44 pm

I've heard some people speculate that they removed it because they put in crafting. Instead of taking an action to prevent your gear from getting worse, you take an action to improve your gear.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Thu May 17, 2012 2:54 pm

I hope someone is able to create a mod that fixes this.
Slow down with throwing the word "fix" around. Fix implies something is broken. Last I checked, no degradation was intended, so there is nothing to fix.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Thu May 17, 2012 4:07 pm

Technically it removes the need to carry along armorer-hammers. Just assume you have an unlimited supply and use it automatically just like you automatically use those potions to restore health and magicka.

In previous games every char we made ended up as an adept in repair just because he maintained his equipment. Since we could decide whether we want to use repair for leveling that was no problem. Skyim is more consequential with the whole idea of learning-by doing and doesn't reward you for common things like running, jumping or maintaining your equipment.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Fri May 18, 2012 12:37 am

Slow down with throwing the word "fix" around. Fix implies something is broken. Last I checked, no degradation was intended, so there is nothing to fix.

To me terms like broken are from ones persons perspective, for me, weapons not degrading seems broken.

Not everyone will agree, maybe no one will, but degrading of objects was one of my favorite parts of both Morrowind and Oblivion. I am disappointed to see it's gone from the game.

As far as having it level your skill to much or fast it could be made so that you only get one skill point for every 5000 repairs or something. Having to carry repair hammers makes more difficult to decide what to carry. If you need to carry 10 repair hammers then you may want to leave one of your weapons behind or something.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri May 18, 2012 3:29 am

To me terms like broken are from ones persons perspective, for me, weapons not degrading seems broken.

Broken means an intended feature is not functioning correctly.


Equipment Duration is not broken because it's not even featured. It was a conscious design alteration made by the developers.



In order for terminology to have meaning, it can't be subjective to that degree. In this case, no, it's not broken because it doesn't even exist.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Thu May 17, 2012 7:46 pm

Broken means an intended feature is not functioning correctly.


Equipment Duration is not broken because it's not even featured. It was a conscious design alteration made by the developers.



In order for terminology to have meaning, it can't be subjective to that degree. In this case, no, it's not broken because it doesn't even exist.

Ok then I mean broken as a homonym for missing feature, in any case, why the heck does it matter if I call it broken and you call it a feature that was intentionally left out?

It would be cool to see a mod that added this back into the game.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Thu May 17, 2012 3:22 pm

Ok then I mean broken as a homonym for missing feature, in any case, why the heck does it matter if I call it broken and you call it a feature that was intentionally left out?

It would be cool to see a mod that added this back into the game.

It matters because you're wrong.

Anyway, they cut durability because it's a ridiculous system that adds nothing to the game for many people. I respect that you seem to enjoy it, though, so good luck.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Fri May 18, 2012 12:53 am

To me terms like broken are from ones persons perspective, for me, weapons not degrading seems broken.

Not everyone will agree, maybe no one will, but degrading of objects was one of my favorite parts of both Morrowind and Oblivion. I am disappointed to see it's gone from the game.

As far as having it level your skill to much or fast it could be made so that you only get one skill point for every 5000 repairs or something. Having to carry repair hammers makes more difficult to decide what to carry. If you need to carry 10 repair hammers then you may want to leave one of your weapons behind or something.


lol, to each their own, but how in God's name can repairing armor be one of your favorite things? It tries to add immersion, but it really just makes using armor a chore.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Fri May 18, 2012 4:20 am

To me terms like broken are from ones persons perspective, for me, weapons not degrading seems broken.

Not everyone will agree, maybe no one will, but degrading of objects was one of my favorite parts of both Morrowind and Oblivion. I am disappointed to see it's gone from the game.

As far as having it level your skill to much or fast it could be made so that you only get one skill point for every 5000 repairs or something. Having to carry repair hammers makes more difficult to decide what to carry. If you need to carry 10 repair hammers then you may want to leave one of your weapons behind or something.
try out being a smith, then tell me you want repair hammers bogging down your already crowded inventory. at any given time i probably have at least 20 ore or ingots on my person. and a few bits of jewlery to keep the costs of smithing down.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Thu May 17, 2012 3:23 pm

lol, to each their own, but how in God's name can repairing armor be one of your favorite things? It tries to add immersion, but it really just makes using armor a chore.

I agree that the old (vanilla) repair system was pointless and boring, but I still think that the repair system could have easily been improved in combination with the new smithing system. Which would have given equipment another important stat to base your decision which equipment to use on. Instead they cut it and equipment follows the same generic scheme as in Oblivion - iron is worse than steel is worse than dwarven is worse than etc etc.

But this is not the general forum and I guess it would be more or less impossible to mod it back in. So I'll have to deal with it - it's not the end of the ES world.
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Fri May 18, 2012 2:00 am

No It's not the end of the ES world and I obviously still like Skyrim.

Why would it be so impossible to add back in? Are the perks and skills hard coded?

I put this thread in the Mod forum because it involves inquiries about adding a feature to the game through a mod because I was pretty confident the feature didn't exist.

It did make using armor and stuff a feature and I feel repairing was implemented better in Morrowind because objects seemed to degrade way to fast in Oblivion.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Thu May 17, 2012 12:42 pm

As a boy I did a lot of hunting and work in the bush with rifles, knives, machettes etc being tools used on a regular basis, all needing some sort of repair or maintaining. All this stuff was cleaned, repaired and cared for while we were home for the evening or the weather was poor. Same deal in these games really. When you wait, rest and do any other time-wasting process assume your character is filling his time wisely, not just on the ale. ;)
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Thu May 17, 2012 10:32 pm

lol, to each their own, but how in God's name can repairing armor be one of your favorite things? It tries to add immersion, but it really just makes using armor a chore.

It wasn't actually repairing items that I enjoyed so much; rather, it was that weapons and armor became less effective the more you used them. I guess now you just make a new set. When you get the best armor and weapons there is no need to even pay attention to smithing unless you make arrows with a mod but if you don't use bows then that isn't as enticing.

It makes me very sad, I think I may need a tea now.

EDIT: God has nothing to do with this unless your speaking of Azura.
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Thu May 17, 2012 8:49 pm

Repair wasn't a complete loss in MW and OB, but what they did to it in FO3 turned it into a complete joke when your weapon would snap to pieces on you shortly after you started using it.

They probably figured the outrage over that meant people didn't like the feature. What they didn't like was the speed at which stuff broke down.

Me, I'd be happy to have equipment that takes damage and needs repair so long as one dungeon wasn't enough to leave you coming home with a bag full of metal scraps or strips of torn leather. Repairing broken equipment would have been a nice lead into learning the smithing skill even. So who knows. Assuming it's still possible in the game to assign health damage to weapons and armors, I'd wager a mod for it will show up sooner rather than later.

Oh, and no repairing without being at the smithing tables etc. That would just bring back the silly factor from MW and OB all over again.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri May 18, 2012 3:21 am

Adding health to weapons is pretty infeasible, but it should be possible to degrade equipment quality with use, so that improved equipment eventually returns to base stats and needs to be improved again.

I've no idea if it will be possible to add negative qualities to degrade base equipment to, though, or if it will be possible to put various classes (with respect to how far it's been improved) of the same items in levelled lists. Same goes for degrading equipment on followers, although I expect this is significantly less of an issue.

Cipscis
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Fri May 18, 2012 12:46 am

Repair wasn't a complete loss in MW and OB, but what they did to it in FO3 turned it into a complete joke when your weapon would snap to pieces on you shortly after you started using it.

They probably figured the outrage over that meant people didn't like the feature. What they didn't like was the speed at which stuff broke down.

Me, I'd be happy to have equipment that takes damage and needs repair so long as one dungeon wasn't enough to leave you coming home with a bag full of metal scraps or strips of torn leather. Repairing broken equipment would have been a nice lead into learning the smithing skill even. So who knows. Assuming it's still possible in the game to assign health damage to weapons and armors, I'd wager a mod for it will show up sooner rather than later.

Oh, and no repairing without being at the smithing tables etc. That would just bring back the silly factor from MW and OB all over again.

Yes exactly, I was thinking it was Oblivion, but it was even faster degrading in FO3. I really liked the degradation in Morrowind though the skill increase in all previous games was to fast with repairing. They could make it so repairing hardly effected skill improvement. Like 1000 repairs to get 1 skill point or something.
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri May 18, 2012 2:07 am

I also enjoyed this feature as it added immersion. When the set comes out, hopefully a mod where the improvements you make over the weapons may degrade into negatives in time will be featured. This would be the easiest way to take care of this issue IMO.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Fri May 18, 2012 2:07 am

Adding health to weapons is pretty infeasible, but it should be possible to degrade equipment quality with use, so that improved equipment eventually returns to base stats and needs to be improved again.

I've no idea if it will be possible to add negative qualities to degrade base equipment to, though, or if it will be possible to put various classes (with respect to how far it's been improved) of the same items in levelled lists. Same goes for degrading equipment on followers, although I expect this is significantly less of an issue.

Cipscis

I think that is a great idea. You would need new material to 'fix' or improve the item again.
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Thu May 17, 2012 7:18 pm

No It's not the end of the ES world and I obviously still like Skyrim.

Why would it be so impossible to add back in? Are the perks and skills hard coded?

I put this thread in the Mod forum because it involves inquiries about adding a feature to the game through a mod because I was pretty confident the feature didn't exist.

It did make using armor and stuff a feature and I feel repairing was implemented better in Morrowind because objects seemed to degrade way to fast in Oblivion.

I guess the biggest problem would be to keep track of the condition of a specific piece of equipment. At least in Oblivion this would have been more or less impossible. I at least don't know how something like this could be achieved. The player can drop equipment, unequip equipment and he can have multiple pieces of the same equipment. Don't know how to keep track of the references for each piece of equipment and assign a permanent value to each piece so the condition value doesn't get lost as soon as the player unequips something.

A simple system where only the currently equipped equipment would degrade would most likely be possible (at least with a script extender), but in that case the player could simply circumvent equipment degradation by dropping or unequipping the equipment once and then putting it back on.

Perks are (most likely) not hardcoded, while skills will (again most likely, CK is not out yet after all) be hardcoded.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Thu May 17, 2012 10:54 pm

Perks are (most likely) not hardcoded, while skills will (again most likely, CK is not out yet after all) be hardcoded.
After poking around Skyrim.esm with http://www.skyrimnexus.com/downloads/file.php?id=165, this does seem to be the case.

Cipscis
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Thu May 17, 2012 12:20 pm

I guess the biggest problem would be to keep track of the condition of a specific piece of equipment. At least in Oblivion this would have been more or less impossible. I at least don't know how something like this could be achieved. The player can drop equipment, unequip equipment and he can have multiple pieces of the same equipment. Don't know how to keep track of the references for each piece of equipment and assign a permanent value to each piece so the condition value doesn't get lost as soon as the player unequips something.

OBSE has a map type (associative array) which you can use to map values to FormIDs. It saves them as well. Not a problem at all there; I fully expect SKSE to feature the same.

Adding a new magic effect type in Skyrim looks like it's just a matter of sub-classing ActiveEffect with Papyrus, so this should be easy if there isn't one such class in the game already.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Fri May 18, 2012 4:17 am

I think Bethesda should at least make the improve armor and weapon bit work like enchantments. That is, the armors and weapons you have improved on a workbench or grinding stone will eventually degrade back to their original stats after some time.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Next

Return to V - Skyrim