What would you think of these changes if implemented in a to

Post » Thu Jun 07, 2012 7:26 pm

  • No health regen
  • Health potions heal over 10 seconds, lingering health potions last 10 minutes(but heal very small amount)
  • Animation for drinking potions and applying poison - or just a short timer representing this(a small bottle draining shows up above health bar on use). Interrupted by damage.
  • Identical effects don't stack, forcing more creative gear optimization and toning down crafting (make some exceptions for a certain quest reward, racials, perks and such)
  • Cannot use abilities that cost more stamina than you have(stops power attack spam with absorb stamina)
  • Enemies gain 75% stagger resistance for 5 seconds after recovering from stagger
  • Arrows have weight(very light but something)
  • Companions do not recover from damage(unless healed) until out of combat
All of these would be fairly simple to implement I'd think, and would fix a lot of issues for players that want something a little different than the vanilla combat.
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Rach B
 
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Post » Fri Jun 08, 2012 6:45 am

I like most of them. hardcoe mode was awesome!

I'd also suggest giving gold weight (can't carry your fortune with you everywhere), and DEFINITELY a need to eat and sleep or health/magic/stamina meters suffer.
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Mark Hepworth
 
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Post » Thu Jun 07, 2012 10:47 pm

Yeah good idea i loved hardcoe mode really good feature needs to be implemented in this game.
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Queen Bitch
 
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Post » Fri Jun 08, 2012 10:11 am

Add onto this required sleeping and eating, and all non-essential npcs, also sheath weapons or magic to drink a potion and I vote yes.
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Phillip Hamilton
 
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Post » Fri Jun 08, 2012 7:26 am

I wouldn't mind considering they are toggle able. I wouldn't use most of them though. I prefer realism over limitation. So there are things I would like to add to the game to make it more real, and hence tougher, but not just for the sake of limitation.

I would probably only use
Cannot use abilities that cost more stamina than you have
No health regen
Arrows have weight(very light but something). Depending on weight.
and maybe
Animation for drinking potions and applying poison

Everything else just seems to be limitations for the sake of limitations for the most part.
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sexy zara
 
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Post » Thu Jun 07, 2012 10:49 pm

- arrow wieght (0.1 like oblivion was nothing too drastic it had to be removed)

- no health regen (its just stupid, i have stacks of potions because of this and sleeping becomes irrelevant)

- potions/poisons taking time (w/ animation maybe)

- eat once a day, sleep every two or three, or suffer Magic/Health/Stamina loss

- and no npcs unkillable (if i want to screw the game up or murder children i should be able to)
i like most of the suggestions but not all.

maybe a list in gameplay options menu instead of a all or nothing 'mode'.

gold wieght makes sense but think of how many trips back and forth ude have to make hauling your gold to buy a house with all the upgrades. 0.01Lbs might work but its still hundreds of pounds in the case of houses.
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JD bernal
 
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Post » Fri Jun 08, 2012 1:11 am

I like most of them. hardcoe mode was awesome!

I'd also suggest giving gold weight (can't carry your fortune with you everywhere), and DEFINITELY a need to eat and sleep or health/magic/stamina meters suffer.
does need a way to store gold or drop it though
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Austin England
 
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Post » Fri Jun 08, 2012 3:35 am

Cold damage after swimming, and in blizzards would be nice and realistic. That should probably be limited to the northern map cells of Skyrim though. That should give that Nord cold resist something useful to do. :devil:
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sharon
 
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Post » Fri Jun 08, 2012 3:37 am

gold wieght makes sense but think of how many trips back and forth ude have to make hauling your gold to buy a house with all the upgrades. 0.01Lbs might work but its still hundreds of pounds in the case of houses.

Yeah if they're ever going to give currency weight they'd need more than just one type. Something for 1g, 20, 50, 100, 1000 maybe.
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mike
 
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Post » Thu Jun 07, 2012 8:44 pm

Cold damage after swimming, and in blizzards would be nice and realistic. That should probably be limited to the northern map cells of Skyrim though. That should give that Nord cold resist something useful to do. :devil:

Skyrim seems to be divided up into regions that can be checked via script (I'm guessing they correspond to the different holds) so it's set up pretty well to have cold spots and not so cold spots.
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jessica breen
 
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Post » Fri Jun 08, 2012 9:44 am

- arrow wieght (0.1 like oblivion was nothing too drastic it had to be removed)

- no health regen (its just stupid, i have stacks of potions because of this and sleeping becomes irrelevant)

- potions/poisons taking time (w/ animation maybe)

- eat once a day, sleep every two or three, or suffer Magic/Health/Stamina loss

- and no npcs unkillable (if i want to screw the game up or murder children i should be able to)
i like most of the suggestions but not all.

maybe a list in gameplay options menu instead of a all or nothing 'mode'.

gold wieght makes sense but think of how many trips back and forth ude have to make hauling your gold to buy a house with all the upgrades. 0.01Lbs might work but its still hundreds of pounds in the case of houses.
the concept of a bank would become very viable
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m Gardner
 
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Post » Fri Jun 08, 2012 5:19 am

No health regen
Either or.

Health potions heal over 10 seconds, lingering health potions last 10 minutes(but heal very small amount)
OK.

Animation for drinking potions and applying poison - or just a short timer representing this(a small bottle draining shows up above health bar on use). Interrupted by damage.
Meh. Seems unneccarily fiddly and not add much.

Identical effects don't stack, forcing more creative gear optimization and toning down crafting (make some exceptions for a certain quest reward, racials, perks and such)
Crafting's not the problem, peoples lack of any kind of self restraint is.

Cannot use abilities that cost more stamina than you have(stops power attack spam with absorb stamina)
OK, but this isn't really a hardcoe mode but a gameplay mechanic.

Enemies gain 75% stagger resistance for 5 seconds after recovering from stagger
It's not a bad idea, but again, it's more gameplay/whole combat system related.

Arrows have weight(very light but something)
Agreed. I suggested 0.05 I think in another thread on this.


Companions do not recover from damage(unless healed) until out of combat
Hate companions, so go nuts.


You're missing food and water. Maybe not water, since it's so abundant in Skyrim. I wouold like food though, on the caveat that I don't have to be dragged out of the game to have to enter a menu to eat food. More a mechanism where you carry food around with you and it gets consumed automatically as time passes thing.
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matt
 
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Post » Thu Jun 07, 2012 7:19 pm

Skyrim seems to be divided up into regions that can be checked via script (I'm guessing they correspond to the different holds) so it's set up pretty well to have cold spots and not so cold spots.

Yep, you can check whether you're in a particular cell, but the number of cells to check for might get pretty big. Also, there seems to be a function for checking if you're in water, since the game has to check for that to give you experience for casting Waterbreathing.
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rolanda h
 
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Post » Fri Jun 08, 2012 10:57 am

  • Enemies gain 75% stagger resistance for 5 seconds after recovering from stagger

I don't see a rationale for that from a realism standpoint, personally. Realistically, you'd be slightly easier to stagger for a while after staggered, since you need to recover your balance and might be slightly disoriented if you fell. Maybe if you just want to make the game harder, this'd work.
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Pete Schmitzer
 
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Post » Thu Jun 07, 2012 11:42 pm

I don't see a rationale for that from a realism standpoint, personally. Realistically, you'd be slightly easier to stagger for a while after staggered, since you need to recover your balance and might be slightly disoriented if you fell. Maybe if you just want to make the game harder, this'd work.

It'd more of a balance change to deal with impact. Although ideally, yeah, impact should just stagger less often. I was trying to refrain from going into balancing specifics though.
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hannah sillery
 
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Post » Thu Jun 07, 2012 8:45 pm

If this mode is available I also want the other end of the spectrum; acrobatics, chameleon, all the missing spells etc. Establish the game perimeters you want at the start. Bethesda can solve a lot of opinion disagreement about their games by having multiple game set ups.
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jeremey wisor
 
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Post » Thu Jun 07, 2012 6:35 pm

I'm surprised that they didn't have a modified 'hardcoe' mode in the game....but the use of healing magic would make it difficult to implement.

I think it was more thematic in FNV, and was a big discussion point in Fallout 3, with a few of us experimenting on self-imposed limitations in that game. Was good to see that it was picked up and used for New Vegas.
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jennie xhx
 
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Post » Fri Jun 08, 2012 12:35 am

All of those sound pretty good to me. Additions I would make are:


Spoiler

Instead of just stagger immunity, I would make a blanket "control effect" immunity, that affects things like staggering, knockdown/unrelenting force type effects, fear, frenzy etc. Basically, have it grant immunity to the effect for 5x its duration, for both the player and enemies with increased resistance. For example, if you fear a bandit for 5 seconds, they become immune to all other control effects including reapplying fear while it is on them for the full 5 seconds, and upon termination they become immune to all control effects for 25 seconds, and are 40% harder to afflict with control effects. The resistance stacks until the 3rd time, after which they are fully immune. This effect resets slowly over time once battle is ended.

Change all skill/effect/armor/weapon/resistance value determination to be contested against enemy power and level, with dimishing returns. For example, 100 sneak at level 15, counts as less when trying to sneak against a level 20 target, drastically less if the target is level 20 and a "boss". The penalty would scale at a rate that makes 8 levels higher than the player the cutoff point, an enemy 9 levels higher being nigh impossible to defeat even with crazy equipment. This would give incentive to take enhancing type perks and to wear skill effectiveness gear. It would also make the more powerful smithed/enchanted equipment less disruptive to standard gameplay as it would be justified by the drastic power leap when facing something many times your level of power.

Change traps to deal a percentage of the player's maximum health with each hit, while dealing a static value to enemies.

Apply a damage cap for both the player and enemies. As such, for standard enemies, it is impossible for them to take more than 40% health from a single strike, and impossible for them to deal more than 40% damage to the player in a single strike. This rating will scale with the enemy's level and rank against the player. Against an enemy 9 levels above the player or more for example, it would be impossible for the enemy to take more than 2% health in damage from a single strike, and it would be able to deal up to 95% of a player's health in one hit.

To complement no natural health regeneration, I would introduce a persistent status effect from rapidly squandering stamina, health or magicka. If you rapidly lose health, stamina, or magicka repeatedly, it can cause "persistent wound", "winded", or "enervation", these effects will have two stages each, with the second stage triggered by repeatedly triggering the conditions for the first stage. These would all be cured by a new type of special potion/item that cannot be crafted, or resting in a bed for a full 8 hours.

Persistent wound would cause health to slowly deplete, upon reaching the second stage, it decreases your maximum health by 20%, and reduces incoming healing from all sources by 50%.

Winded will cause stamina to fail to regenerate and makes you twice as easy to stagger, its second stage causes maximum stamina to slowly decrease with continued use until it reaches 0.

Enervation will causes your magicka to suddenly go into a negative value equal to the base magicka cost of the spell you cast that dropped you to such a low value, forcing you to wait an additional amount of time for your magicka to regenerate above 0. At the second stage, magicka stops naturally regenerating altogether.
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WYatt REed
 
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