Sharpen, Enchant, and...Repair?

Post » Fri Jun 22, 2012 2:05 am



But it served a gameplay purpose. The disintigrate armor and weapon spells were fun to use and it was fun when they were used on you. One minute I was blasting everything in sight with Apotheosis and soul trap with Azura's Star, the next minute, Apotheosis was unequipped and broken, and I am going like what the heck just happened? Oh yeah, I got hit with a disintigrate weapon spell. Well now I got a real fight on my hands . . . and no staff. Good times!

Perhaps if they had a slider so you could adjust it to make it so the armor and weapons lasted a REALLY long time before needing repairs, it would be less annoying for those who don't want to deal with such things, but still allow for more variety in spells.

Disarm spells. End.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Fri Jun 22, 2012 3:22 am

This is how repair should have been done:

Base weapon damage is a fixed a number. When you improve it at a smith, it improves to (Base +x) damage. The "+x" damage degrades over time until it returns to base. Simply visit a smith again to restore it to (base + x). It gives a more natural feel to improving smithing without requiring you to collect repair hammers like lockpicks.
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Thu Jun 21, 2012 10:10 pm

Disarm spells. End.

Those are not the same because you can just pick up your weapon. If it is broke, you have to find a station to repair it, and if you cannot repair magical weapons (like the Apotheosis staff) because your skill is too low or you don't have the right perk, then you need to find someone who can. Getting hit with disintigrate weapon is way worse than a mere disarm spell.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Fri Jun 22, 2012 7:33 am

This is how repair should have been done:

Base weapon damage is a fixed a number. When you improve it at a smith, it improves to (Base +x) damage. The "+x" damage degrades over time until it returns to base. Simply visit a smith again to restore it to (base + x). It gives a more natural feel to improving smithing without requiring you to collect repair hammers like lockpicks.

I can agree with that. Once they have that mechanic in the game, they could use it to allow weapons to degrade below the base through the use of disintigrate spells but not normal wear.
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Fri Jun 22, 2012 1:22 am

"realistic"
Yeah, because it's realistic because after hitting a bunch of things with a weapon you can no longer wield it and you're forced to hit it with a hammer a bunch of times to get it in TIP TOP SHAPE.
But if you're not skilled with a hammer you might have to get hammer lessons so you can hit your sword with your hammer more effectively.

"and you actually had to prepare for something"
Yeah, aside from hoarding magicka/health potions, making sure all your magic weapons are charged and you didn't forget your Daedric armor.
All repair hammers did for me was make me over encumbered.

:lol:
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Fri Jun 22, 2012 12:38 am

I can see repairing your gear being a valid part of the game, I was actually expecting that coming from fallout and it makes sense that u'd have to repair your gear over time... I don't know why it's not in there.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu Jun 21, 2012 10:38 pm

The upgrades should've still needed upkeep, which is what I expected
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri Jun 22, 2012 1:25 am

Seems like they tend to lean towards simplifying rather than making anything too difficult, spos to cater for as many players as possible or a budget thing.

I can see how they might have looked at enchanted weapons/ charging +weapon refining, then thought adding weapon repairs on top would just be too complicated or something to cut and make the game leaner.

Imo refining seems to work well as a sort of weapon maintenance function to keep up with scaling enemies so not too bothered, although It would have been interesting having your uber sword snap in two in the middle of a swarm of draugr deathlords :)

If only they went with a hardcoe mod for these sorts of things :(
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Fri Jun 22, 2012 6:49 am

If only they went with a hardcoe mod for these sorts of things

there's still dlc's to come, maybe thay'l read this thread and integrate it
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Thu Jun 21, 2012 8:06 pm

To actually contribute to the discussion, whether or not weapon repairing is immersive/realistic/whatever enough is flippin' irrelevant. It made the game play worse, so it went away. What Cozar suggested is the best compromise, oddly enough it's what I thought the deal was going to be before release.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Jun 22, 2012 7:10 am

And I hate these stupid Morrowind elitists who hate any simplification or streamlining.

You sound like a jealous child. I certainly have not used words like `elitist`, you did and then jumped on a thousand stupid assumptions, like the rest of the non-thinking naysayers.

Stay off the coffee.

But this is why games become worst and worst until eventually, no one will buy Bethesda games except 2-10 year olds, because no one cares for gameplay and immersion.

If Bethesda`s happy with that, good for them. I won`t be purchasing.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Fri Jun 22, 2012 12:35 am

just because something was not done perfect last time doe not mean scrap the concept totally, why everyone seems to think other-wise is beyond me, care to explain?

you seem to have missed gamesas's "improvement" policy. Just takea a look at what was lost since daggerfall. They don't ever "improve" on stuff they either scrap it or add in a completely new system thats usuall just as bad or worse then what it's replacing.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Thu Jun 21, 2012 5:57 pm



You sound like a jealous child. I certainly have not used words like `elitist`, you did and then jumped on a thousand stupid assumptions, like the rest of the non-thinking naysayers.

Stay off the coffee.

But this is why games become worst and worst until eventually, no one will buy Bethesda games except 2-10 year olds, because no one cares for gameplay and immersion.

If Bethesda`s happy with that, good for them. I won`t be purchasing.

You're an idiot. That attitude is elitist. Look up the definition of elitist. You seem to think that you have to call yourself elitist to be elitist - news flash idiot, calling me a child because I haven't played Morrowind is elitist.

I may be 15, but at least I have superior grammar, spelling and arguments to you even while on a [censored] smartphone.

Look, nobody needs jerks like you, least of all Bethesda. Good for them, not catering to the insufferable and unpleasable Morrowind fanbase.

My honest opinion is weapon degradation should wear down improvements. That optional hardcoe modes should be bundled. More attributes. Divergent quests. Better balanced skill trees. Etc, etc. I may agree with you on most things, but I disagree with your whinging, self entitled [censored].
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Thu Jun 21, 2012 10:42 pm

They did it for the same reason as health regen. So kiddies can run around killing stuff without much thought or planning ahead.
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Fri Jun 22, 2012 7:12 am

You're blah blah...

Like I said, stay off the coffee.
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Fri Jun 22, 2012 5:02 am

They did it for the same reason as health regen. So kiddies can run around killing stuff without much thought or planning ahead.

/facepalm.

Health regen happens so slow it has no effect on combat. What you should be complaining about is the ability to pause combat and guzzle 10 potions of minor healing. It's more efficient to wait and max your health/magic/stamina than wait for it to regen.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri Jun 22, 2012 12:06 am

/facepalm.

Health regen happens so slow it has no effect on combat. What you should be complaining about is the ability to pause combat and guzzle 10 potions of minor healing. It's more efficient to wait and max your health/magic/stamina than wait for it to regen.
I agree. Health potions should be a lot harder to come by...
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Fri Jun 22, 2012 5:03 am

More twaddle

I`m right in there aren`t I? Right in the centre of your brain.
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Thu Jun 21, 2012 6:50 pm


I agree. Health potions should be a lot harder to come by...

Not really, that would just make the three crafting trees more of a necessity. Want decent gear??? Too bad, you have to pick up Smithing, despite the fact you have enough gold to pay someone to do it for you. Want to have a decent Fortify Unarmed for your pacifist Khajiit thief? Too bad. And so on.

The solution is a complete overhaul of the health system - locational damage, bleed outs, scrapping health, etc.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Fri Jun 22, 2012 9:20 am

Not really, that would just make the three crafting trees more of a necessity. Want decent gear??? Too bad, you have to pick up Smithing, despite the fact you have enough gold to pay someone to do it for you. Want to have a decent Fortify Unarmed for your pacifist Khajiit thief? Too bad. And so on.
Which is why there should be fewer perk points available to the player, and also why the crafting skills shouldn't be so easy to exploit...
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Thu Jun 21, 2012 6:49 pm

Fewer perks is not the answer. I have hardly enough to specialize as it is, having to grab three crafting skills.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Thu Jun 21, 2012 10:04 pm

Too bad, you have to pick up Smithing, despite the fact you have enough gold to pay someone to do it for you. Want to have a decent Fortify Unarmed for your pacifist Khajiit thief?
Assuming you're talking about fists of steel, it uses the base armour rating from the item. Not the upgraded one. Unless you've modded that. Also I think that's an odd definition of pacifist.

Also, you guys should chill. this is potentially a very good discussion point. I'd rather it not get closed. So....please?
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu Jun 21, 2012 4:55 pm

Ah, well he thing is he doesn't want to kill people, hence carries no weapons aside from hunting bow and iron arrows, but if he has to fight he uses his fists.

Edit: I was talking about enchanting btw.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Fri Jun 22, 2012 8:58 am

Here's what most people miss completely about weapon upkeep:

Keeping your weapon in condition is not about fixing/repairing it with a bunch of tools all the time, it is about basic maintenance such as cleaning, sharpening, applying layers of coating, polishing etc. At no point would a regular soldier require the knowledge of how to actually construct a weapon in order to maintain it. Why do modern soldiers learn how to take apart their weapons and re-assemble them? Answer is, in order to clean them! They don't learn how to take pieces of metal and plastic and assemble them into weapons, they simply keep their weapons in shape by caring for them on a regular basis. A good weapon degrades because of grime, dirt, blood, rust and other filth which collects over time unless you care for it, once pieces start to break of from it, it is already long gone and you are better of just picking up an intact weapon, rather than trying to restore the one you have because it is just going to break even more the next time you use it.

So there is no logical reason why smithing should be connected with weapon upkeep, weapon maintenance is more logically tied to your weapon skill (as experience with the weapon will have taught you what you need to think about in order to keep it from degrading) and it does not require a bunch of tools. If the blade of your axe has been chipped or the tip of your sword has come off, no amount of tools or hammers, short of an entire crafting station is going to fix that blade for you.

So in the game, it can be assumed that, just like eating, it is something your experienced warrior does between battles and if you want to roleplay it you can put your weapon on a table and sit down on a chair for a few minutes and pretend that he or she is cleaning their weapon, but bringing a bunch of tools for this does not add any realism whatsoever.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Thu Jun 21, 2012 4:52 pm

Still, it would be nice every now and then to have an inferior weapon break on you, or them.. for that matter?
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

PreviousNext

Return to V - Skyrim