» Wed Jun 06, 2012 12:36 am
Perking into Speechcraft is totally useless in Skyrim because:
1. Bartering happens automatically now - there is no setting your own prices, so you can't actually try and get more/less out of something if you wanted to.
2. The majority of shopkeepers never have anything worth buying anyways other than potions
3. Every single time you could do a (rare) speech check, you always have other options to still complete the quest in the way you want - i.e. even if you fail the pursuation check to get someone to leave the mine, you can still bribe them for 300 gold (WITHOUT any perks)... which makes the whole point of speechcraft useless. Hell, the guy who gives you the reward even gives you 300 extra gold because of the fact - totally invalidating the "negative" aspect to bribery!
4. Gold is incredibly easy to come by after level 5-10, therefore it has no *real* value (helped by the fact there is almost never anything worth buying except for a home and potions). Bethesda was too afraid to let players fail, so as such gold is the easiest thing to find in the game.
Here's what would make Speechcraft work:
1. Make it so there are actually items of value and things worth saving up for. The most expensive thing you can really get in the game item wise will only set you back about 3k-4k gold - absolutely nothing when you have 30k by level 25 (and that is without doing any serious looting). Especially hurts when the most expensive thing you could ever possibly find or craft is only worth about that much too. Bethesda really killed the value system in this game. I remember when finding a Grand soul gem with a Grand soul in it was a very high prize for early level players, even if you didn't do enchanting - because the damn thing was worth about 6k gold. Everything was put at excessively neutral levels in skyrim however.
2. Make it so you can use speechchecks for situations far beyond the pre-scripted ones, and make the speechchecks actually have real conciquence. I.E. don't let me just bribe someone away for a paltry amount after I failed a speechcheck with them. Make it so if I do resort to bribery, it's a real cost against me, not a "fake" one that I make up later with a bonus to my quest reward. Let me use persuation in lots of situations - run into bandits on the road? Why not try to convince them to leave you alone? Want to do steal something or sleep in someone's bed, why not try and convince the guy that you are his friend? Want to just be nice to someone because you want to have them be a potentual follower, why not be able to do a speechcraft-style thing to them that boosts their opinon of you? There's so many situations this could have been used in, but instead they just left it for a couple of very minor quests, made it so even if you DID fail you never truely lost (you could always still bribe or intimidate without perks, and both of those options essentually have zero conciquences for doing them).
3. Cut the [censored] loot! I like the fact that a group of guys in a fort might leave something mostly useless but still have a sliver of value (steel armor), but why must EVERY single dungeon I enter, EVERY single fort I find, EVERY single ANYTHING in the wilderness always have a predictable big chest with predictably leveled loot inside, not counting the 10 chests I found when I was going through the dungeon. Just by doing that, they completely kill the value of loot and make the game feel extremely video-gamey. There's no hand-placed uber items to find, there's nothing cool you can just find sitting out, and it makes every dungeon feel the same, because a fort will play almost exactly like a dwemer ruin which plays exactly like a drauger den, etc.
You gotta hand it to bethesda, their world and dungeon design is among their best in Skyrim. It looks great, and most dungions feel very unique. However the level design in them is absoutely terrible, and they all play exactly the same despite looking and "feeling" very different. They have all personality on the outside, but no personality on the core things that matter. There's no connection, its just a bunch of halls with predictably leveled loot for every single dungeon type. It's like they didn't even bother to make it feel like they belonged in the world, they just wanted random spaces for a player to dungeon romp in, as if this is everquest from 1999. And it's directly related to how they handled the loot, why you have too much of it, and why - ultimately, speechcraft/mercantilism is a completely worthless skill.