Some suggestions on game mechanics

Post » Tue Jun 12, 2012 1:34 am

I hope this is the right place for posting some suggestions.

smiting
  • The character's smiting level should increase at different rate for each crafted item, since it's unbalanced that crafting a dagger gives the same amount of skill's improvement as crafting an armor. With this you achieve that if you don't spend perks on smiting you can't create the advanced type of items (dwarven, orcosh, ebony ..) and so smiting will improve in a more slow and balanced way, and even with the perk, smiting will improve slowly if you crafting daggers all day long.
enchanting
  • Enchanting should have the possibility of breaking the items and the soul gem based on the character's enchanting level, so that at low levels you will have really small chances of a successful enchantment.
  • The first enchanting perk should focus on the reduction of the possibility of breaking items/soul gems rather increasing the power of the effect. The power of the effect can be define by the enchanting level and some later perks.
  • Enchanting level should increase at different rate based on the item/soul gem (the two things that you may lose in the process).
alchemy
  • Add the possibility to read the recipes within the "crafting potions" menu.
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hannaH
 
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Post » Tue Jun 12, 2012 8:51 am

Glad to see the 1.5 log!

Smithing skill increases now factor in the created item’s value
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Sudah mati ini Keparat
 
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Post » Tue Jun 12, 2012 8:23 am

I hope this is the right place for posting some suggestions.

smiting
  • The character's smiting level should increase at different rate for each crafted item, since it's unbalanced that crafting a dagger gives the same amount of skill's improvement as crafting an armor. With this you achieve that if you don't spend perks on smiting you can't create the advanced type of items (dwarven, orcosh, ebony ..) and so smiting will improve in a more slow and balanced way, and even with the perk, smiting will improve slowly if you crafting daggers all day long.
enchanting
  • Enchanting should have the possibility of breaking the items and the soul gem based on the character's enchanting level, so that at low levels you will have really small chances of a successful enchantment.
  • The first enchanting perk should focus on the reduction of the possibility of breaking items/soul gems rather increasing the power of the effect. The power of the effect can be define by the enchanting level and some later perks.
  • Enchanting level should increase at different rate based on the item/soul gem (the two things that you may lose in the process).
alchemy
  • Add the possibility to read the recipes within the "crafting potions" menu.

I believe Smithing needs a complete overhaul, but to remain in the current mechanics this is my .02:

As Smithing is currently set up in tiers, going from Leather/Iron onto Steel and then continuing up the ladder to Dragon, once you have unlocked a new tier, or as you gain levels in Smithing, the EXP amount given per item beneath your current tier or level would be reduced and eventually cut off.

For example, if you unlock the Steel Perk then Leather and Iron would start having a reduced EXP payout and when you unlock the next highest tier they would no longer have any payout or severely reduced.

I do not agree with your Enchantment changes for "breaking" things.
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Jake Easom
 
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