No more super-fast smithing

Post » Tue Jun 12, 2012 6:08 am

"Smithing skill increases now factor in the created item's value"

This is a note for the 1.5 patch coming soon. Therefore, getting 100 smithing won't be super fast just by making 500 iron daggers.
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Mr.Broom30
 
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Post » Tue Jun 12, 2012 8:31 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.
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Thema
 
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Post » Tue Jun 12, 2012 2:33 am

I read it this way: There's actually a point in creating orcish and dwemer gear for selling and gaining smithing experience, before it was better to buy iron ore and leather strips and create a bazillion daggers. This simple patch bring smithing alive in a much wanted way.



Hmm.. I think I might be terribly wrong here.. I how see what you're talking about..
Le fu.. So 500 daggers is as skilled to create as 500 daedric battle-axes? :ohmy:
But I hope that's not true... :/
After re-reading it a million times.. I say it's true and I'm very disappointed. :banghead:
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Kelly James
 
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Post » Tue Jun 12, 2012 8:04 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.

I read it like the OP. Patch notes say that smithing skill increases factor in the item's value. That means, the increases won't be as great the lower the item's value is.
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Kelli Wolfe
 
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Post » Tue Jun 12, 2012 10:08 am

Well, from my recent experience, going from 25 to 26 smithing used to take 3 iron daggers; now it takes 9.

The wording of the log entry is a little ambiguous
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Kara Payne
 
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Post » Tue Jun 12, 2012 7:46 am

Iron dagger spam to Dwarven dagger spam?

Someone needs to test it first hand.
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Austin England
 
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Post » Tue Jun 12, 2012 12:12 am

Oh. Maybe I was a bit excited when I was reading the patch notes. ^_^' Sorry.
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mollypop
 
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Post » Tue Jun 12, 2012 1:36 am

I wonder if improving is altered. I've been improving smithing through improving items, not creating them. It created a much more steady leveling speed.
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Kelly Osbourne Kelly
 
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Post » Mon Jun 11, 2012 8:06 pm

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.
I read it as this:
Smithing skill increases - now factor in - the created item's value

Meaning:
The rate at which the smithing skill levels up - is now dependent - on how expensive the created item is

So crafting Daedric Armor will generate more experience than crafting an Iron Dagger

The problem is whether this patch:
  • Keeps the Iron Dagger exp, and modifies other items or,
  • Balances things out so Iron Dagger gives less EXP
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Gemma Flanagan
 
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Post » Tue Jun 12, 2012 7:22 am

I read it as this:
Smithing skill increases - now factor in - the created item's value

Meaning:
The rate at which the smithing skill levels up - is now dependent - on how expensive the created item is

So crafting Daedric Armor will generate more experience than crafting an Iron Dagger

The problem is whether this patch:
  • Keeps the Iron Dagger exp, and modifies other items or,
  • Balances things out so Iron Dagger gives less EXP
But if you read it like this:
Smithing skill increases - now factor in - the created item's value.

Meaning:
The more your smithing has been increased - now changes - the created item's value....

I hope I'm wrong and you're right :o
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.X chantelle .x Smith
 
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Post » Tue Jun 12, 2012 2:50 am

But if you read it like this:
Smithing skill increases - now factor in - the created item's value.

Meaning:
The more your smithing has been increased - now changes - the created item's value....

I hope I'm wrong and you're right :ohmy:
"factor in" usually means "consider", not "alter"

As in "factor in the wind when you're taking the shot".

Something like that, I ain't no linguistic master :shrug:
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Laura Tempel
 
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Post » Tue Jun 12, 2012 7:26 am

"factor in" usually means "consider", not "alter"

As in "factor in the wind when you're taking the shot".

Something like that, I ain't no linguistic master :shrug:
I hope you're right :)
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SiLa
 
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Post » Tue Jun 12, 2012 3:31 am

I hope you're right :smile:
This matter interests me. Why do you think "factor in" means changes"? I'd like to know, might help me understand dialects or special meaning or something. May I know where you're from (and consequently what dialect of English you speak)?
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Lakyn Ellery
 
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Post » Tue Jun 12, 2012 12:02 am

If I may repeat my above post, the xp for iron daggers has been reduced 66%. I have actually tried it.

edit: as far as factor goes, this is idiomatic usage and depends on how you associate the "in". In other words it can factor "in the value" or it can "factor in" the value. It's a slightly vague construction.
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mollypop
 
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Post » Tue Jun 12, 2012 2:10 am

This matter interests me. Why do you think "factor in" means changes"? I'd like to know, might help me understand dialects or special meaning or something. May I know where you're from (and consequently what dialect of English you speak)?
Eh, I'm Finnish hehe.

See I've never, ever, seen the phrase "Factor in". :shrug:
If I may repeat my above post, the xp for iron daggers has been reduced 66%. I have actually tried it.
Good. Excellent. Now create something big, like a cuirass? :)
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Dan Wright
 
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Post » Tue Jun 12, 2012 12:00 am

If I may repeat my above post, the xp for iron daggers has been reduced 66%. I have actually tried it.

edit: as far as factor goes, this is idiomatic usage and depends on how you associate the "in". In other words it can factor "in the value" or it can "factor in" the value. It's a slightly vague construction.
Eh, now that you said it, I can see how people confuse it.
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Myles
 
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Post » Tue Jun 12, 2012 7:10 am

So you now need 500 daggers to max smithing instead of 400? lol
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stevie trent
 
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Post » Mon Jun 11, 2012 8:04 pm

I always leveled my Smithing skill with Jewelry anyway, specifically jewelry with gem settings. The rate at finding gems balances out the smithing progress so that I can smith at every opportunity, but it won't overlevel. Which helps early on to avoid fighting Marauders and Arch Necromancers without any combat skills to match, and helps later on preserve a little bit of the challenge that is lost when you posess a Daedric Dagger than can bring down an Ancient dragon in 6 seconds.
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Dalia
 
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Post » Mon Jun 11, 2012 11:10 pm

Good thing my main's smithing is already maxed.
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Cassie Boyle
 
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Post » Mon Jun 11, 2012 11:29 pm

This matter interests me. Why do you think "factor in" means changes"?

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.

If the latter is the case, then they need to hire an English Major to proof read their patch notes for clarity and intended meaning.
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Kelly Tomlinson
 
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Post » Tue Jun 12, 2012 4:04 am

Good thing my main's smithing is already maxed.
Really? I'm going to start skyrim with a new character just because of this. :)
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Rachel Hall
 
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Post » Tue Jun 12, 2012 4:11 am

Hope they take this change and drag it into alchemy as well. Alchemy has way too many common ingredients to make expensive potions. Most noticable is the blue/blue potion worth quite a bit even though the ingredients are plentiful. It would be nice to see some normalization of that skill too.
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Mike Plumley
 
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Post » Mon Jun 11, 2012 7:18 pm

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.
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Dustin Brown
 
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Post » Tue Jun 12, 2012 2:28 am

I always leveled my Smithing skill with Jewelry anyway, specifically jewelry with gem settings. The rate at finding gems balances out the smithing progress so that I can smith at every opportunity, but it won't overlevel. Which helps early on to avoid fighting Marauders and Arch Necromancers without any combat skills to match, and helps later on preserve a little bit of the challenge that is lost when you posess a Daedric Dagger than can bring down an Ancient dragon in 6 seconds.

Same here: Level 53 with my third character and smithing is at level 93 now. (Although I gotta admit I trained the combat skills I didn't use in order to max my level, probably gave me 2-3 levels)

Also I would like it, if they made the smithing skill increase dependant on how often you've smithed an item as well as the value (the recent change). But I don't know if it is possible to add a script like this without SKSE.

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.
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stevie trent
 
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Post » Mon Jun 11, 2012 10:13 pm



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.

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