Itemization and character development and progression facilitates players to explore and progress the storyline. That is how the game works and that is how games in general work. What you suggest, would mean that if this game had no character development or progression it would be still be fun in and of itself as the "core of the game is to explore" and progress the story correct? Now, I am not really a betting man bad had Skyrim done this I am fairly sure it would have bombed - dismally. My complaint is two-fold. 1.) Itemization and Character Progression is not as dynamic of a system as the environment and rest of Skyrim. It could scale infinitely in a manner quite easily. Further, found loot and Unique items are not as special and there are no true sinks in the game (meaningful ones) to spend gold on. 2.) Difficulty scaling is out of whack. The game needs more options to truly make the game more challenging and scale better.
Actually... the core experience in Skyrim is freedom and world verisimilitude. I misspoke when I said it was exploration. I don't see how they could have balanced Smithing any better - I've STILL not maxed it, despite actively trying to in my pursuit of Glass armor. In Skyrim and other TES games, itemization and loot take a back seat to the actual character - The game has to be "Balanced" enough so that those who favor the early, better-looking armors are just as capable of enjoying the game as those who enjoy the stronger armors, even if the latter have an easier time.
Smithing allows gear to scale almost infinitely - the problem you're having is that you seem to think that maximizing the Smithing and Enchanting skills should not result in the same degree of power as maximizing any other two skill trees. Someone who maximizes Block early can cut through the game easily by Charging around with a Hide Shield out, taking no damage from enemy blows and knocking everyone on their ass. Someone who maximizes either weapon skill early-on doesn't have much to fear from enemies because they die as soon as they get in melee range. Someone who maximizes Armor skills can pretty much wear any armor of their type effectively while maintaining full mobility. Someone who maximizes sneak is invisible, and kills everything in one shot with Iron Daggers. Maximized Conjuration early plays the game for you. Maximized Destruction early allows you to blow everyone to pieces (Before you fall apart at higher levels).
Welcome to the concept of
Skill Mastery - The game should be easy once you have a skill hit 100, and fully invested in the peark tree.
The only way that I've seen to maximize smithing is to go out of your way to level it... Where's the fun in running between merchants and a forge?
i, too, want to be able to be godlike. however, it is up to the developer to make a game where the hardest difficulty level (which is optional) continues to remain... DIFFICULT at the highest character levels.
I've seen only three games successfully pull this off - Dark Souls, Demon Souls, and I Want To Be The Guy. And all of them require the developers to EXCLUSIVELY focus on making the game hard.
You still do not grasp the point. Regardless if I think you are embellishing greatly on me "super power leveling" by going "out of my way" the point is that you have itemization and most of character advancement which is a static system. Do you know what a static system means? That means it does not scale, it is not dynamic. It caps out. YOU and OTHERS due to how YOU enjoy playing and how YOU CHOOSE to play have slowed this down. That is irreuftable, these mechanics are static, they cap out and do not scale. MANY players will run into this issue very early on, which makes the game not have anything to offer in terms of progression and the difficulty suffers greatly which ultimately dillutes the game to the point where people just don't care about exploring, or completing stupid achievements, or collecting bugs in a jar, or exploring every single cave. If you design your game to scale, you cannot do some with one part and not with another. The itemization and difficulty should properly scale with the rest of the game. Is that really a difficult concept to grasp? Should I revert to using two syllable words only and increase the font size for you guys?
How can they make a game have infinitely scaling itemization? Not even loot-based MMO's like
World of Warcraft and
Diablo II have scaling itemization. By maximizing smithing early, you are
consciously giving yourself access to end-game loot earlier than you can get it. The game has multiple level caps hard-coded into it. Even making Smithing level slower wouldn't "Fix" the problem - People who grind the skill would STILL find it too fast (It takes only 100 Iron Daggers to raise the skill!) while those who use it
normally (Crafting and upgrading little more than they use, as they use it) would rightfully complain about it being too slow, forcing them to grind it. Again - You're going out of your way to get extremely early access to the best stuff to make end-game gear, and complaining when you get it. Why do you need thousands of Iron Daggers and Hide Bracers anyway?
Dagger-spamming IS an exploit - It's a strictly player-generated behavior to take advantage of a game mechanic to raise a skill inordinately quickly. The game's balanced with the idea that all skills level at the same rate for the same amount of effort. You are greatly understating the effort it takes to raise Smithing - You have to go out, find or purchase Iron Ingots and Leather Strips, hang out at a forge, spend a while creating the same damn item over and over, and then find a way to dispose of the dead weight. If you stack enchanting with that, you also have to go out of your way to find souls.
On the other hand, you can powerlevel Block by eating a bowl of sout and Shield-bashing a stunlocked Draugr Death Overlord. You can powerlevel Conjuration simply by Soul-trapping a corpse, or running circles around a mudcrab with a bound weapon drawn. Crawling in a corner will get Sneak up to 100 quickly. Any weapon skill can be trained by going to a Stormcloak/Imperial camp and smacking the Commander around to 100 in either skill.