How Many Amulets Should Be Allowed?

Post » Tue Mar 15, 2011 1:18 am

Enchant your armour or clothing, two rings and one amulet.
Period.
Any more and regardless of mods or difficulty settings your quite simply a walking god, especially if those enchantments include Spell Absorption, Reflect and Resist Magic.
Really, very little point in playing the game apart from exploration, because nothing can hit you and your immune to magic. :hubbahubba:


Asssuming that I'm looking for a geme experienece where I'm not the centre of the universe and if I don't play carerefully I can easily have my [censored] kicked by stronger opponents, the question at this point might be: if I can enchant - using Sigil stones of rune skull (btw, how do u like them?) - every piece of armour what's the difference in wearing 2 rings, 1 amulet, 1 pair of gauntlets, 1 pair of boots, 1 pair of greaves and 1 cuirass all of them enchanted - accounting for 7 enchanted items - and wearing , say, 7 rings and nothing else enchanted? Wouldn't it be the same thing?
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maria Dwyer
 
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Post » Mon Mar 14, 2011 3:17 pm

Asssuming that I'm looking for a geme experienece where I'm not the centre of the universe and if I don't play carerefully I can easily have my [censored] kicked by stronger opponents, the question at this point might be: if I can enchant - using Sigil stones of rune skull (btw, how do u like them?) - every piece of armour what's the difference in wearing 2 rings, 1 amulet, 1 pair of gauntlets, 1 pair of boots, 1 pair of greaves and 1 cuirass all of them enchanted - accounting for 7 enchanted items - and wearing , say, 7 rings and nothing else enchanted? Wouldn't it be the same thing?


Who am I to say what your vision of overpowering is?
The fact is the game was designed for clothing and armour to be enchanted.. How that's done is strictly down to the individual.
Of course it's possible through the use of Rune Skulls etc to have the three effects I quoted earlier, but to be quite honest for game play and balance are you really going to do it?
There comes a stage that without some really heavy tweaking to difficulty the game becomes far too easy.
It's just my opinion - which was the entire point of the thread I thought - that you have to draw a line.
To me adding more rings and amulet slots which would be available for even more enchantments is one of those lines. ;)
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Cartoon
 
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Post » Tue Mar 15, 2011 12:46 am

I'm not trying to pick on you, gothemasticator, but these two words illustrate the error in thinking made by players when they use words like "unbalance" or "cheating" as applied to everyone in a single-player game.

Any Oblivion player is perfectly entitled to say unlimited amulets unbalances his or her own game. But no player is entitled to say unlimited amulets unbalances "the game." There is no "the game." There is greenwarden's game and there is gothemasticator's game and there is Pseron Wyrd's game. There is no universal standard, no rule for everyone - despite what some people would like us to believe.

As greenwarden rightly says, "I'm not one to judge or cry 'wrongbadfun' at people who don't play the game the way I do."

My yelling of "wrongbadfun" at Greenwarden was a joke. Sorry if that wasn't clear. But my comments about balance weren't a joke. I was making two points:
  • The original post of this thread used the word balance and asked for opinions regarding it. I have no intention of ever complaining about how someone chooses to play the game. I myself install mods based on what I like as well as what I have the time to do. Lately, my gaming time has been more limited, so I have adjusted my load order so the game is easier, because I'd prefer to be able to make more progress in shorter and less frequent playing sessions.
  • Balance - This word isn't as subjective of a term as "fun," though. It's not some absolute state either. Think, for example, of the difficulty slider, which rebalances the game for harder or easier combat. Mods and gameplay settings can change the balance of the game, and no one state of balance is the ultimate word on the matter. However, I maintain that "unbalanced" remains a useful and not entirely subjective term. For instance, if I turn on god mode with the console, I have unbalanced the combat in the game - I have put all the advantage on one side (the player's) and taken all the advantage from the other side (the NPCs). I have no beef with anyone who wants to play this way. I can imagine, for instance, someone who doesn't enjoy the combat at all and so wants to be able to get through it as painlessly and quickly as possible in order to see more game content. Quite a legitimate choice. And I would not complain that the person isn't allowed to do that or that they have ruined the game. But, I would maintain that they have unbalanced the game. It's a descriptive and useful word without being a judgement.

gothemasticator
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Kelly Upshall
 
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Post » Tue Mar 15, 2011 12:04 am

As said above having ten fingers and only being allowed to use two rings sounds silly, if not outright stupid.

My personal limit would be ten rings and two amulets. More than enough.


Can never have enough amulets, ask Ecumenical Patriarch Bartholomew I. http://upload.wikimedia.org/wikipedia/commons/6/6b/Patriarch_Bartholomew_Archbishop_Jovan_Liturgy.jpg
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Yonah
 
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Post » Tue Mar 15, 2011 1:10 am

I am old-school and think one amulet should be the max. Besides, having more than one would cancel each other out.
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Veronica Martinez
 
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Post » Mon Mar 14, 2011 3:01 pm

The concept of "cheating" in a single-player game is paradoxical.


I agree with Pseron on this position. Mods can both do any number of things to the game from making it more difficult to making it too easy.

What each of those things are depends upon how a person plays and what they expect. For instance combat in Morrowind is purely character stat based which I find extremely difficult after playing Oblivion where player skill does matter. I've heard plenty of Morrowind players hate on Oblivion because they find the element of having to have player skill too difficult.

Then add in mods. Mods Can then make combat very difficult (what I prefer) of very easy. I play with very ramped up damage levels on both magic and combat. My character dies often he needs help to survive. One method of balancing this for myself is more enchantments.

In the final anolysis both Duke Patrick and Kuertee already resolved this issue. I prefer to use Kuertee's http://www.tesnexus.com/downloads/file.php?id=23861 which is configurable and sets the amount you can wear based upon your magicka and therefore your characters stats. Configurable in that it is not a set number AND you can set how much leeway.

Anything not configurable via an ini or in game settings is just not going to compare.

also - I forgot what it is called but there is a mod that makes the extra jewelry visible to be use in conjunction with tweaks that add more jewelry.
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Mel E
 
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Post » Mon Mar 14, 2011 10:17 pm

I agree with Pseron on this position. Mods can both do any number of things to the game from making it more difficult to making it too easy.


Well, it is true but it is also a matter of not changing the game completely, I mean one thing is giving the game different flavours another is playing a totally different one. What I meant is the need to play according to the frame of reference provided by a full FCOM install, a challenging game, where I'm not the guy who goes there and smashes verything but has to work his way aroun Cyrodill.. :wink_smile:

What each of those things are depends upon how a person plays and what they expect. For instance combat in Morrowind is purely character stat based which I find extremely difficult after playing Oblivion where player skill does matter. I've heard plenty of Morrowind players hate on Oblivion because they find the element of having to have player skill too difficult.

Then add in mods. Mods Can then make combat very difficult (what I prefer) of very easy. I play with very ramped up damage levels on both magic and combat. My character dies often he needs help to survive. One method of balancing this for myself is more enchantments.

Just to have a helping hand in deciding how would you judge my modlist? Would you suggest to use kuerte's mod?

Oblivion.esm
All Natural Base.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
TamrielTravellers.esm
FCOM_Convergence.esm
Progress.esm
DA Run Fatigue.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Leveled Quests-SI only.esp
Francesco's Optional Leveled Guards.esp
FCOM_FrancescosNamedBosses.esp
Fran Armor Add-on.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
wd purse of wonders.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
Dude Wheres My Horse.esp
HRMHorseCommands.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Cobl Glue.esp
Cobl Si.esp
OOO 1.32-Cobl.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
FCOM_Convergence.esp
FCOM_RealSwords.esp
FCOM_DurabilityAndDamage.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsnpc.esp
TamrielTravellersItemsCobl.esp
ShiveringIsleTravellers.esp
OOO-WaterFish.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Mighty Umbra.esp
Blood&Mud.esp
FCOM_Blood&Mud.esp
Harvest [Flora].esp
Harvest [Flora] - DLCFrostcrag.esp
Salmo the Baker, Cobl.esp
Quest Award Leveling SI.esp
Quest Award Leveling SI - no forged items.esp
Quest Award Leveller.esp
DA Fatigued Running.esp
DA Sprint.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_EnchantStaff.esp
MidasSpells.esp
Midas OscuroGems.esp
Midas BeastFortify Fix OBSE.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
Deadly Reflex 5 - Timed Block and 250% damage.esp
DeadlyReflex 5 - Combat Moves.esp
SM_DeadlyReflex.esp
ProgressMBSP.esp
ProgressSBSP.esp
ProgressRBSP.esp
ProgressRacial.esp
ProgressArmorer.esp
ProgressMercantile.esp
RealisticLeveling.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgMagicBonus.esp
bgMagicEVPaperChase.esp
bgMagicAlchemy.esp
bgMagicPotionNumberSoulGemValue.esp
bgBalancingEVLAMEAddition.esp
bgBalancingEVOptionalNPCDiversityLAME.esp
bgMagicEVShader.esp
bgMagicLightningbolt.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp
Streamline 3.1.esp

In the final anolysis both Duke Patrick and Kuertee already resolved this issue. I prefer to use Kuertee's http://www.tesnexus.com/downloads/file.php?id=23861 which is configurable and sets the amount you can wear based upon your magicka and therefore your characters stats. Configurable in that it is not a set number AND you can set how much leeway.

Anything not configurable via an ini or in game settings is just not going to compare.


Would you also use kuerte's combat mode along with this one?

I was wondering about a thing .... what if rather than being linked to the number of magical jewelery u can wear the magicka was linked to the potency of the items? Wouldn't it be better?
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Emily Martell
 
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Post » Mon Mar 14, 2011 5:17 pm

1 maybe 2 necklaces, and no more than 1 ring per hand, else it gets cheesy... unless you can figure out a belly piercing?
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Adrian Powers
 
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