No more super-fast smithing

Post » Mon Jun 11, 2012 8:16 pm

You have to opt into the Beta to get 1.5. It will probably go live next week but I am guessing on that.

Phew, good that they at least beta test the patches if they force us to update. Gives the SKSE-Team time to adapt.
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Nichola Haynes
 
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Post » Tue Jun 12, 2012 10:44 am

About time. Making armor instead of daggers should up your smithing skill much faster, but it doesn't (currently).
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Barbequtie
 
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Post » Mon Jun 11, 2012 11:16 pm

I interpreted it as 'lower value items will not be as effective at increasing Smithing skill' also.

As far as I know, moderators do not carry any special insight into what the game developers intend. Nobody will really know until it's released, or Beth clarifies.
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R.I.p MOmmy
 
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Post » Tue Jun 12, 2012 4:48 am

Phew, good that they at least beta test the patches if they force us to update. Gives the SKSE-Team time to adapt.

The SKSE team had an update for the beta available within hours of its release just FYI. They're usually very quick off the mark whenever Bethesda does a new patch, beta or not.

Nobody will really know until it's released, or Beth clarifies.

Well, considering it has been released for PC users, people actually do know as has been posted in this thread.
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Roy Harris
 
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Post » Tue Jun 12, 2012 6:38 am

It is not at all how I read that.

I read it as, items will have a higher monetary value if your Smithing Skill is higher when you make the item.
ha this is how i read it...i think the rest of you are reading too deeply and reading what you want to hear :P
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Dark Mogul
 
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Post » Tue Jun 12, 2012 7:37 am

I have to LOL at this particular fix. They only delayed the problem, instead of fixing it. Whoopie 100 extra Iron Daggers, you still can do the whole process at low levels with eaise, it's only going to take an extra 30-60 minutes to do it.
If I may repeat my above post, the xp for iron daggers has been reduced 66%. I have actually tried it.

I think that means if it took 500 iron daggers before it will take 1500 iron daggers now.
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Dylan Markese
 
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Post » Tue Jun 12, 2012 4:44 am

The "Prowler's Profit" perk combined with Transmute Ore and a -100% Alteration Magicka Cost suit is ridiculous. Get more gems than you know what to do with out of each dungeon, and all Iron/Silver Ore is then converted into Gold Ore and smelted, then made into Jewelry. Something tells me this is gonna be the best way to gain Smithing after the 1.5 Patch, considering something like a Gold Diamond Necklace is worth 1,200 Gold.
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Ryan Lutz
 
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Post » Tue Jun 12, 2012 2:20 am

Factor can also mean "A Variable" which means something that changes.

However, the logic/grammer of the statement in the patch notes says that increasing Smithing Skill results in increases of the value of the item smithed. Now, I hope it is that more expensive items give more boost to the Smithing Skill, much the same way that Alchemy does.


Is this not true of enchanting also, already?
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Taylah Illies
 
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Post » Tue Jun 12, 2012 12:09 am

On another note: Is patch 1.5 out now? If so, I need to go to offline mode with Steam until the new version of SKSE is out.

http://skse.silverlock.org/beta/skse_1_04_14.7z

I'm using it with 1.5 without issue.
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Adam Baumgartner
 
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Post » Tue Jun 12, 2012 1:05 am

I have to LOL at this particular fix. They only delayed the problem, instead of fixing it. Whoopie 100 extra Iron Daggers, you still can do the whole process at low levels with eaise, it's only going to take an extra 30-60 minutes to do it.

The issue was how fast it worked with iron not that you could do it. Adding time fixes the issue.
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Stacyia
 
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Post » Tue Jun 12, 2012 3:45 am

Reading threads like this today is making me lol.
I am going to wait and see how it works because this is making my head spin.:P
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emily grieve
 
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Post » Tue Jun 12, 2012 4:22 am

Well, considering it has been released for PC users, people actually do know as has been posted in this thread.

I was talking about ambiguous wording of patches in general. Maybe I should have been more clear. Ironically.

But at least I gave you a chance to jump on me and make yourself feel superior. You're welcome.
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Rachell Katherine
 
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Post » Tue Jun 12, 2012 8:15 am

It is not at all how I read that.

I read it as, items will have a higher monetary value if your Smithing Skill is higher when you make the item.

This does not make sense, If I made an steel armor with smithing 20 it has the same stats as the default one or the one at smithing 100.
Now improving things set value based on skill.
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LijLuva
 
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Post » Tue Jun 12, 2012 5:28 am

I think that means if it took 500 iron daggers before it will take 1500 iron daggers now.
What I don't get is why they didn't just make it so that there was a skill increase cap depending on what you were making. I mean, realistically, there's only so much you can learn about Smithing from making the same item repeatedly. Making 1500 iron daggers shouldn't make you a master. Making more complex items should make your smithing go up the more advanced your level is. Same with weapons. You can learn more about fighting with that style by wielding different kinds. It would have given them a reason to put more variety (of which is badly needed) in the game.
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Helen Quill
 
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Post » Mon Jun 11, 2012 9:15 pm

Factor can also mean "A Variable" which means something that changes.

... they need to hire an English Major to proof read their patch notes for clarity and intended meaning.

I agree with factor being a variable influence. As for the wording of patch notes, if it's sufficiently ambiguous, then regardless of how the change actually performs, they can say, "working as intended." :read:
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Sunny Under
 
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Post » Mon Jun 11, 2012 8:05 pm

What I don't get is why they didn't just make it so that there was a skill increase cap depending on what you were making. I mean, realistically, there's only so much you can learn about Smithing from making the same item repeatedly. Making 1500 iron daggers shouldn't make you a master. Making more complex items should make your smithing go up the more advanced your level is. Same with weapons. You can learn more about fighting with that style by wielding different kinds. It would have given them a reason to put more variety (of which is badly needed) in the game.
Sometimes, mastery of the very basic is what makes one a true master
You'll be surprised at how easy it is to forget the basics but still capable of performing the Super Smokin' Stylish moves

At any rate, people complain at how iron daggres give the same exp as Daedric Warhammer. This should fix it (if they mean it the way I read it)

I agree with factor being a variable influence. As for the wording of patch notes, if it's sufficiently ambiguous, then regardless of how the change actually performs, they can say, "working as intended." :read:
Well, I can see these meanings:
  • Value of created items influences the exp points you get from crafting it
  • Smithing Skill influences value of created item
But honestly, I think that, if they mean 2, they would've said "Smithing Skill is now a factor in the created item's value". I find wanting to convey meaning 2 with the current wording grammatically incorrect? But I guess it's just me being a brickhead
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Enny Labinjo
 
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Post » Tue Jun 12, 2012 9:57 am

Item quality already affects value (from x1.15 for fine to x2.0 for epic) so Smithing skill is already to a limited degree a factor in an items value. Its also not something people have been complaining about so I doubt thats what they have changed in the patch.
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Talitha Kukk
 
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Post » Tue Jun 12, 2012 1:23 am

Not sure why all the debate. Seems like it just makes Smithing follow the pattern of Alchemy - potion worth X gives Y xp; potion worth 10X gives 10Y (or whatever proportion) xp.

As I recall, a good fraction of the "fix smithing!" complaints were that it didn't work like Alchemy. So, they're changing it to be that way. :shrug:
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Rude_Bitch_420
 
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Post » Mon Jun 11, 2012 7:41 pm

I think it will simply change the item people craft, not that people grind it. If the value of the item becomes important people will likely start to smith Iron Armor instead of Daggers. The dagger has a value of 10 and uses 1 leatherstrip and 1 iron ingot, the Iron Armor has a value of 125 and uses 5 iron ingots and 3 leather strips.

The base value for the ingot is 7 gold and the strips 3.

The base value for the resources needed for the dagger is 10, while the armor is 44. The armor costs almost 5 times as much to make, but will offer almost 13 times as much experience.

So I think the "Superfast Smithing" will not dissappear, only adapt. That said I don't really care if it is possible to grind it, if people chose to do so let them. They have only themselves to blame if they get to powerful to fast by grinding smithing.
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Greg Swan
 
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Post » Mon Jun 11, 2012 10:03 pm

Started a new character to test beta, regardless of interpretation of how that particular line was meant it does take more smithing of daggers to go from smithing level 15 to 16 (approximately 9 daggers). ;)
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MR.BIGG
 
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Post » Mon Jun 11, 2012 11:04 pm

Okay, I thought it said that the skill increases in step with the value of the crafted item. Like it does for everything else.
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!beef
 
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Post » Tue Jun 12, 2012 3:54 am

So you now need 500 daggers to max smithing instead of 400? lol
If you keep looking at it as how many daggers you need to max the skill, then the skill will always be broken.
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OTTO
 
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Post » Tue Jun 12, 2012 8:09 am

Because the skill remains flawed on a fundamental, mechanical level. No patch is likely to fix that :tongue:
Still, this is very much a needed update, imho. Glad to see it.
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..xX Vin Xx..
 
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Post » Mon Jun 11, 2012 8:22 pm

If you keep looking at it as how many daggers you need to max the skill, then the skill will always be broken.

100% agree with this! :cool:
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Jamie Lee
 
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Post » Tue Jun 12, 2012 6:09 am

What I don't get is why they didn't just make it so that there was a skill increase cap depending on what you were making. I mean, realistically, there's only so much you can learn about Smithing from making the same item repeatedly. Making 1500 iron daggers shouldn't make you a master. Making more complex items should make your smithing go up the more advanced your level is. Same with weapons. You can learn more about fighting with that style by wielding different kinds. It would have given them a reason to put more variety (of which is badly needed) in the game.

True, something like smithing in WOW is more realistic, you don't get smithing point from making low level stuff, however this would require an total rebuild of the system.
Basing is on price is good enough as high end items are more expensive.

I guess it will take more than 1500 iron daggers here as they have an very low value. Say you have to make items for 100.000 to get to master, with this the daggers will hardly count at all at higher level, while advanced stuff will level you fast.

Wonder if leveling by upgrading will be more useful now, does not require as much materials and give an nice price increase, might be semi exploited with smithing enchants and potions.
Anyway people will figure out the most cost effective items to make, guess dvarwen and advanced armors will be populare as they are easy to get materials for and sell well.
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Saul C
 
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