Difficulty, racial skills, maybe a solution?

Post » Tue Jun 12, 2012 12:14 pm

Ok lots of talk goign on the thread about racial and passive abilities and about the difficulty and tried to think of a way for Bethesda ro impliment something that would difficult it up but still lets us play as we want. Now i know its not gonna 'fix" the Opness of higer levels but maybe diter it a bit. Ok heres my idea and borrowed a few form the forums and cant think of yals names but here we go.

1, at very being of game, ask and explain to the player, "do they wanna try a "logains loophole or whatever u wanan call it"? Whatever name for for it would give us a level cap say 50.
2. Change the amount of skill points to level to a flat 10. That means from level 1 to 50, thats 490 skills we can earn while leveling up.
3. Trainers train us a TOTAL of 5 times and those points do not count towards our "leveling skill points". meaning u could use like 10 different trainers and still wouldnt gai a level.
4. Quest rewards that offer skill poitns do not go to the "leveling skill points"
5. Level cap at 50, meaning that we do not gain any more perks after 50 or skill points thur our actions, stillcna from trainers and quests unless uve alrdy trained from them.
6. keep the difficulty as it is.
7, Someone who knows lore can change the beginning stats to where 15 is the average, and that 15 will either go up 15 if its "major" skill, 5 if minor, and a -5 or -10 to stats that race is not knwo to be well at.
8. can eithe rleave racial abilities the same or make them passive like someone said an orc can do lets say 15% more in combat but uses up 25% more resourses example 25% more magic for spells, 25% more sta for atks.
9. every 2 levels we can level up magic, sta, or health by 15 or just lower the amount of sta, magic, health to 5 for every level. Of course the magic spells are gonna have to cost the "perked" amount once unlocked.
10. change spell perks that cut the cost of spells in half for a certain level, instead allow the charectors to be able to use those spells instead. have the spells locked like u cant use master spells until u put a point into the perk. Nocive perk will have to changed to soemthing else so that novice spells can be used by everyone.

edit--could put a lvl cap at 40 but have the enemys scale up to 5 levels aove us and have the bosses set to lvl 50+


I put the level cap at 50 becuase that lets the game still spawn the highest level mobs, but means thatif u play exactly how u wanna play then u can only max out a total of 5 trees maybe 6 havent done the numbers. This way might add an impact as far as combat and RP choices as to which race and 'class" u choose.

I realixe this is not perfect and will still open the doors for peopel who want to play the OP class, but in the end game it could make difference in how ur player is by his class and what he played as and add soem difficulty in the mix as well. basically u could be Op in a few areas but ur gonna really svck in other areas, thus adding a weakness to you. shoot i dunno, but maybe someoen smarter than e could take these assorted ideas and improve o the formula and hell at the very least get a mod done of it lol.
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Chloe :)
 
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Post » Tue Jun 12, 2012 6:29 am

7, Someone who knows lore can change the beginning stats to where 15 is the average, and that 15 will either go up 15 if its "major" skill, 5 if minor, and a -5 or -10 to stats that race is not knwo to be well at.
Yeah one thing im really P.O.ed about is how the wood elves are known to be agile and quick yet they are the slowest damn race.
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JD FROM HELL
 
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Post » Mon Jun 11, 2012 11:45 pm

Just a reminder. According to the wonderfully thorough "Complete Character Design Freedom" thread in the spoilers board, and also in the uesp wiki, none of the weapon specialization perks in the one-handed skill tree is a good deal. Especially the mace 75% armor ignore perk, "Bone Breaker." It turns out vast majority of hostile NPCs do not have armor. Dragons don't have armor. Trolls and Giants don't have armor. Draugrs don't have armor. Probably the only character affected by this is probably a high level bandit chief, or a Thalmor soldier. Critical sword damage perk, "Bladesman," adds only flat 10 point of damage 20% of the time. Using 3 perks for adding 2 points of damage per hit on average does not seem like a good deal.
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Nitol Ahmed
 
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