» Fri Jun 08, 2012 1:37 pm
The problems with crafting are deeply connected to how horribly balanced the combat system in general is. Honestly, I'm not sure of the best way to go about fixing it short of scrapping the current system, more or less, and starting over.
Right now, I think the defense stats are problematic because they give accelerating returns with investment. Each point of any defense is more and more valuable than the last. Short of quite high levels, how good the defenses of a character are hard to predict. Even then, if a person doesn't have maxed defensive stats, balancing around max defense will screw them over (going down from 80% defense to 70% increases the damage by 33%, enough to easily turn nasty hits into one-shot kills). I really think defenses need diminishing returns and perhaps a level-based factor, so it is easier to have good defense against people of your level -- right now at low levels armor does very little, which seems really odd to me.
Offense is similarly rather up in the air. Yes, crafting issues make it much, much worse, but it's still a problem. Then the magic system is a complete mess on several levels. Monsters are fairly horribly balanced, in my experience, where you can have spans of levels where things seem to be at a pretty good balance point except you suddenly run into a guy in a dungeon or the like that one-shots you left and right -- it seems a bit too binary in difficulty to me.
Regarding crafting, I half-think that perks should just be done away with for crafting skills, and the benefits of crafting need to be toned down. You should also be able to pay someone to do crafting for you, but this should be pretty massively expensive (a gold sink for people who go with gold-related perks...the game could use some gold sinks). Enchanting should probably have an improvement options, where you can make an existing enchantment better. That way good loot can still be nice, since you could get an item you can improve but couldn't ever make yourself -- your skill is not made irrelevent by the item and the item isn't made irrelevent by your skill.
I don't know though, there's definitely a sweet-spot during the leveling process, in my experience, where things feel pretty good with some hiccups. It has tons of messed-up spots, however. Everything is so interconnected that fixing it is far from trivial, imho. Best a crafting fix could do is address some of the grossest problems, but fine-tuning is impossible without a coherent plan to piece together all the different aspects of combat and such.
Granted, bad combat systems is nothing new for TES. I kind of think they don't try hard to add depth to the game experience, and aim to just have a very wide and shallow pool in all ways...which produces lots of problems in gameplay of course, while still providing a lot to do.