An Actual Use For Gems This Time?

Post » Sat Jan 09, 2010 6:58 pm

IIRC Todd said in that German interview something like "with enchanting you craft magic items" or something along those lines. That means that not only can you enchant items but make new ones? Maybe gems are a component in making magical ring and neck slot items.
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Ysabelle
 
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Post » Sat Jan 09, 2010 10:47 am

You could just swallow them.


Ouch, it makes me constipated just thinking about that. :wacko:

It`s not so hard to give them magical properties. For all gems, resist magicka and restore magicka can apply. For emeralds, resist poison. For rubies, resist fire. You get the idea...


No it's not hard, by why should they? Like I said, not everything has to have some magical effect. I tried out a mod in Oblivion that allowed enchantments from gems just like the Sigil Stones, only weaker, but I finally got rid of it. It just got too easy to have all this magical gear. The same would be true in Skyrim unless you made gems very, very rare. But frankly, I'd rather have some light weight commonly found item that I can sell for a decent amount of gold. Gems serve that role quite nicely just the way they are.
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Emilie Joseph
 
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Post » Sat Jan 09, 2010 2:49 pm

I'm not entirely sure if gems are magical on their own in the TES series, but they might make good catalysts for magic, by altering energy in some way when it flows through them. A perk that lets you use just gems to enhance items, I don't think would work. But a perk that lets you use gems to alter enchantments, either existing or when making them, may work better. Maybe even a unique weapon that isn't very strong initially, but gets a substantial (temporary) boost in power by inserting a gem into a slot in it or something, with different gems having different effects
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SHAWNNA-KAY
 
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Post » Sat Jan 09, 2010 5:53 pm

Why not have sockets in weapons/amor for the gems to go in and it gives you bonuses to hp, magicka, stamina, perks, running speed, regeneration rate, etc. etc.

I'd like that very much, because I totally I agree with you OP on the fact that gems were completely worthless. I'd rather find extra torches than diamonds in OB..

Doesn't Two Worlds 2 do this?
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Avril Churchill
 
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Post » Sat Jan 09, 2010 3:29 pm

How does one plan on eating a gemstone, like a diamond for instance? Realistically, this is not the best implementation for immersion purposes. Practical smithing applications do sound nice though. We'll just have to wait and find out.
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El Khatiri
 
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Post » Sat Jan 09, 2010 11:13 am

Im sure if crafting is as deep as other TES features we've encountered before, there will be aesthetic customization in it. Its Its own skill after all.
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Daddy Cool!
 
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Post » Sat Jan 09, 2010 5:04 pm

I actually liked collecting gems for the sole reason of filling my home with hundreds of them. Wouldn't mind if they had a use though.
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*Chloe*
 
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Post » Sat Jan 09, 2010 8:02 pm

Wouldn't mind if they had a use though.


They do, you can sell them.
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Ells
 
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Post » Sat Jan 09, 2010 3:24 pm

Why not a more obvious approach? Take them to a jeweler and have some jewelry made.

Using gemstones in anything that isn't jewelry just seems kind of... modern...

(Unless you can name one non-aesthetic use for gems prior to 1800.)
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Sweets Sweets
 
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Post » Sat Jan 09, 2010 11:31 pm

Take them to a jeweler and have some jewelry made.


Why, what use is some fancy necklace going to be for me if I'm slogging through some dirty cave fighting the creatures in it? Why not just sell it to the jeweler outright so he can make whatever he wants from it. Then I might be able to afford to buy some arrows for my bow to kill those creatures in the cave.
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Rozlyn Robinson
 
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Post » Sat Jan 09, 2010 10:58 pm

They should just be for decoration and gaining money.
Although it would be pretty cool if you found a very special gem and you'd get a quest to let some guy make it into a great jewellery item :celebration:
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asako
 
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Post » Sat Jan 09, 2010 5:28 pm

....just like in Diablo 2

Or world of warcraft...and i think you can augment things with stones or gems in fable as well and a few other games
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jadie kell
 
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Post » Sat Jan 09, 2010 6:58 pm

How about adding gems when smithing weapons/armour to increase their soul storage capacity, gaining more usage of it's magical abilities before needing a recharge?
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Antony Holdsworth
 
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Post » Sat Jan 09, 2010 2:26 pm

How about adding gems when smithing weapons/armour to increase their soul storage capacity, gaining more usage of it's magical abilities before needing a recharge?

Yes exactly thats one of ways improve smithing to be equal to enchanting and alchemy skills, allow manipulate certain physical properties of items like weight, speed, durability, cost, damage and protection as well as enchanting limit what must return to game.
Well part from my older suggestion on improved smithing
"Item incrustation"
Adding valuable ingredient like Gems or Pearls and other similar valuables, will Rise Item Price greatly, Rise Enchanting Limit
Incrustation additionally rise Enchanting Limit over material enchanting limit so if item already have 300 additional 100 from few gems can be very welcome, different gems can have different additional enchanting value so thats Rubies and Diamonds as well as Pearls will have more value then before.
Great if some parts from Modoblivion geomancy will be added.
Also nice to see fixed economic system in Skyrim so money gathering will not easy as before, applying weight to gold can fix it at last in hardcoe mod.
Spoiler
Drawing inspiration from the Daedric Armor thread as well as my own wishes. I humbly request your opinions on armor variations. In the Daedric Armor thread (at this time it is on Page 1) it is requesting that there be a limited number of Daedric Armor pieces in the game similar to Morrowind. If you want my opinion on that, go read that thread. But it was also suggested that there be several variations or helmet's for the armor. This got me thinking. How cool would it be if (given the new Smithing skill and just our love of customization in general) if there were several variations of each armor and weapon type, each with it's own stat differences.

For example take a Steel Dagger. Why is there just one kind of Steel Dagger in the entire province? Look at http://en.wikipedia.org/wiki/List_of_daggers Here are just a few from it for people who don't like to click. Kris, Tanto, Balisong, Stiletto, Main-gauche (parrying dagger), push blade, etc. Wouldn't you like for there to be a few types of daggers from that list, instead of just Steel Dagger? I would kill to see an assortment like Steel Dagger, Steel Kris, Steel Stiletto, and Steel Tanto, all with their own advantages and disadvantages. And that is just for Steel Daggers. You may get a whole other list if you had a variation of Glass Daggers. Maybe a Glass Balisong or Glass Dirk instead? Then think, that is only daggers. What about Axes? 2 Handed Swords?

I've also always wanted short and long bows. Long Bows would follow how archery in Skyrim is said to be now, lots of power, accurate, slow speed. Short bows could be the inverse of this, fast, weak, and inaccurate.

Don't even get me started on Armor. This could be beneficial, ESPECIALLY if the armor skills get merged. Why only have a Steel Cuirass and a Thin Steel Cuirass? One protect's less and breaks easier, but is lighter and you move faster. What about Platemail and Scalemail or Lamellar? Why not Leather and Hard Leather? Shields could benefit too. Do you want to use a fast and small buckler, or would you prefer a tower shield, massive, strong and slow? That way if you knew you were going to a bandit lair, you would bring a buckler or a kite shield. If you knew you were going to be fighting a dragon you would bring something with a lot of protection, even if you moved a bit slower.

I know this was a bit of a rant but I just love armor variations. Hell, even if they don't change stat's wise I would like more armor pieces and designs. Because is every smith in Skyrim really making their weapons 100% the same?

Well thats it, some option from your list was in Morrowind but was strangle removed from Oblivion, thats weapons thats was left in game have to small number of parameters options for making more diversity, nice to see some great improvements in parameters of items like
Damage Range
Damage from minimal to maximum so will be more diversity between weapon types from one material there can be blunt and sharp weapons so still stiletto (20-20) and still dagger (10-20) will have more difference, nice to see again such diapason for damage from different strikes, but even for main damage it will be good.
So material actually will cap maximum damage while weapon type will change minimum damage, such diversity can also work with other parameters so dagger will more durable then stiletto, but stiletto will faster and cost more so then less common.
Creating some items types variations in one material group will be nice to see again.

What I want to see and how smithing can work for greater diversity for example such features.
What can additionally done for making Smithing actual crafting skill thats will good alternative to enchanting and alchemy
its ability to change such internal parameters of item (minimum and maximum damage, item weight, item health points, item price, item enchanting space, strike speed, reach, if its become too 'spreadsheetty' such changes can be added by templates-works (learned as perks and can have levels for rising caps in parameters changes) thats work like alchemy apparatus change one parameter of item will affect other parameters as well, there can be used interactive activators and some anims such thats already used by NPC so process will actually looks Unique and not require more of additional work, such template work can be used many times for one item if requirements have been met, and Perks Level cap is not reached (novice can make changes for 1-5 values in parameters, Apprentice can make changes 1-15, Journeyman 1-25 Expert 1-35 Master 1-50
or
There can be additional parameter material re-usability tied to Durability so some materials such as iron can have large value of re-usability and can improved greatly but also degrade fast, while some materials like Mithril due their superiority and toughness can degrade slower but have smaller number of improvements so they really hard to work with them but items become superior and masterpiece in end, for example Daedric armor cannot be forged by mundane way due their supernatural origin, but Master Smith thats also master some magical talents can alter it with some ways.
or
Each material have different smithing requirements for work

For example such templates-works can be applied:

"Sharpening" restore Minimum damage
Restore default minimum damage, slightly lower current durability.
Weapons reduce their minimum damage parameter while used faster then their durability better material has slower rate of such reductions, sharpening with stone will restore item default minimum damage, require Sharpening Stone item and can be done even in dungeons just need some work while there is no enemies around, it basically will replace "Magical repair hammers" for weapons, so difference between blunt iron short sword 1-30 and normal iron short sword 15-30 will be good, while it still can be used average damage output will be different for them.

"Reforging or Repair" restore HP of Item
Broken item can be reforged to restore it durability parameter in Smith, require forge and anvil, leveling smithing and weapon skills will reduce rate of durability damage, since rate of durability damage is slower then before you are will not end in dungeon with broken items unless you are not prepared, planning your trip Before travailing somewhere will be more good then boring mindless robotic trip between dungeons without even comeback to civilized places for rest and sell loot.
Optionally at low level of smithing reforging can damage maximum durability but will train smithing skill as well.

"Item balancing"
Non enchanted item receive Balanced PrefixRise Minimal Damage, Rise Speed, Rise Price of item, Lower Weight but Lower Durability of item, require Sharpening Stone equipment and additional smithing at forge and anvil
Maybe can be applied to armors as well, will more lower durability and reduce weight and armor rating.

"Item reenforcement"
Add more durability to item but also Rise Weight of Item and Lower Speed of item Rise Minimum Damage, Rise Price, require material ingredient for reinforcement, Ingots of Iron or steel or for example Mithril or Ebony, better material add more durability and have different penalty to weight and speed.
Armors increase armor rating and become reinforced or composite.

"Item quenching"
Item harding will Rise Durability of item without rising of item weight and lowering of speed, Rise Minimum Damage, Rise Price of item, item receive Hardened prefix
require liquid fluid for default in smiths used water ingredient, but can be used Oils for better hardening or even Dragon Blood as unique ingredient fluid, so Ebony can really forged with Daedra Blood for creating of Daedric material.
Armor hardened as well increasing durability and armor rating and cost

"Item incrustation"
Adding valuable ingredient like Gems or Pearls and other similar valuables, will Rise Item Price greatly, Rise Enchanting Limit
Incrustation additionally rise Enchanting Limit over material enchanting limit so if item already have 300 additional 100 from few gems can be very welcome, different gems can have different additional enchanting value so thats Rubies and Diamonds as well as Pearls will have more value then before.

"Rune Carving"
Items receive Runed or Ritual Prefix
Nice to see internal parameter for item thats will affect Spell Effectiveness so not number of equipped items will reduce it but kind will, so some armor can be good for casters from beginning or with special smithing preparation some will reduce mages powers, there is can be cursed equipment thats will have large impact on Spell Effectiveness, so mages will stop use enchanted lower class shirt and pants with prison irons thats protect better then Daedric Armor and indestructible with more power then One Ring has like it was in Oblivion.
Received as perk in guild or at middle-high levels of magic and smithing skills) thats can be done for Battle Mages or Spellswords, Spell Effectiveness penalty can be reduced or negated, so we will see more difference between Pure Mage and Spellsword character.
Runed weapon can affect enemies thats cannot be affected by mundane weapons (immune to damage from normal weapons) its just check in CS so can be done with such perk.

Such template's can greatly increase variations of items make them more unique without need of creating great variation of models and textures, but if number variations of equipment will reduced will make difference also and can be have more visuals.

Make Smithing skill actually alternative to enchanting and alchemy, but also have more options crafter characters as well since can have nice cross-class perks so even more options for roleplay.

Make NPC service and guilds more actual and important since such templates need equipment, but also need character specializations via perks number of them limited so characters thats will just level up smithing but not invest into perks will receive only slower item degradation and basic repair and need NPC service for high price (price will lower if player will provide needed ingredients trough) so smithing will not gambreaker because its required money, rare ingredients and/or special character leveling.

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Multi Multi
 
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Post » Sat Jan 09, 2010 3:52 pm

Maybe a use for them could be crafting soul gems out of regular gems somehow.
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James Wilson
 
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Post » Sat Jan 09, 2010 10:14 am

These ideas sound good. I think also more npcs should deal in gems, such as paying you in gems, not only in septims all the time. Happened a couple of times in Oblivion but should be more.
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remi lasisi
 
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Post » Sat Jan 09, 2010 9:31 am

At the very least I hope fixed placement of items is easier. That way they'll serve the same purpose they served for me in Morrowind: a vulgar display of wealth.

They should definitely be consumable as alchemical ingredients. Plus I find it amusing that my character may amass so many gems that he actually considers eating them as a valid form of use.

On the more controversial side, it would be really interesting if regular coins had weight. What does that have to do with gems? Well, why carry around 100 coins weighing over a pound when I can carry one gem that's less than a pound and is worth more than 100 coins. If money had weight, then all other loot (especially gems) instantly becomes more valuable simply for its ability to concentrate wealth. Furthermore, mercantile becomes an even more valuable skill as it allows you to realize a greater percentage of the gem's actual value, when using it as a proxy for coins.
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TIhIsmc L Griot
 
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Post » Sat Jan 09, 2010 5:22 pm

Wow, you're joking/trolling right?

figured that by yourself? but admit it it makes mroe sense than eating the diamond xD
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Nikki Hype
 
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Post » Sat Jan 09, 2010 12:25 pm

I actually just hoarded gems in Oblivion, and eventually just threw them on the ground in my Skingrad house's bedroom, and shot a area effect fire spell at them.... ITS RAINING GEMS!! lol but seriously, not a bad idea, but i would be satisfied if they could be alchemy ingredients again.
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jodie
 
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Post » Sat Jan 09, 2010 2:58 pm


They should definitely be consumable as alchemical ingredients. Plus I find it amusing that my character may amass so many gems that he actually considers eating them as a valid form of use.



Oh please no! It makes absolutely no sense that you can eat a gem. They're stones for crying out loud, your body is completely incapable of digesting them. And they would no doubt rip your bowels to shreds when they came back out again. Using them for crafting makes some sort of sense, but eating them is just ridiculous and absurd.
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Mariana
 
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Post » Sat Jan 09, 2010 8:22 pm

Let's face it. The only use for them in Oblivion was to sell them, right? So today I was pondering on how they could actually be used in Skyrim. And I was thinking they could be used somewhere along the lines of smithing. Before I say more, you guys must know this is MY idea if I was creating the game so feel free to agree/disagree. I was thinking what if each gem (emerald, ruby, diamond, ect.) had a unique feature and power to them? This is how smithing comes in:

Once your smithing skill reaches a certain level along with your character's level, you would then have a perk unlocked which would then give you the ability to embed desired gem into a weapon, sort of like Diablo II, but much more advanced. For example having the gem visible on the weapon, effects when hitting a target (non-magic), increases durability, damage and even price to the weapon. I just thought this would be a cool little feature that could get added to the game. If not, would a moderator move this thread to the appropriate forum/thread?

Note: This could also be part of enchanting, not just smithing.

Thoughts? Opinions? Rude remarks?

Discuss.


I love the idea of the ability to implement gems to the weapon design when smithing, but not so sure about the added abilities.

Gems have never been magical items and this could go against any recorded lore, if they are magical, they would have been discovered as such and recorded somewhere.

Although what about making Soul Gems more attractive and if you smith a Sould Gem to a weapon instead of enchanting the weapon directly you get the enchantment effect, but with a 50% reduction in time/damage, but the added visable changes to the weapon.

This would allow for the smithing skill to be utilised instead of enchanting for the same (but reduced) effect.
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neen
 
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Post » Sat Jan 09, 2010 3:35 pm

Would be cool to collect enough gems to make an armor piece of or weapon entirely out of the gem type.
Be nice if a gem increased the total capacity/ number of charges an enchanted item has.
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Astargoth Rockin' Design
 
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Post » Sat Jan 09, 2010 12:35 pm

I just want them to be expensive and used as alchemy ingredients as well AND in smithing too

make stealing them worthy
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Julia Schwalbe
 
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Post » Sat Jan 09, 2010 3:01 pm

You should be able to forge a weapon from gems.

Imagine a ruby sword or a diamond hammer
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Myles
 
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Post » Sat Jan 09, 2010 6:14 pm

Oh please no! It makes absolutely no sense that you can eat a gem. They're stones for crying out loud, your body is completely incapable of digesting them. And they would no doubt rip your bowels to shreds when they came back out again. Using them for crafting makes some sort of sense, but eating them is just ridiculous and absurd.

Oh well then does there sense in eating other ingredients also?
http://www.uesp.net/wiki/Oblivion:Ingredients
http://www.uesp.net/wiki/Morrowind:Ingredients
http://www.uesp.net/wiki/Daggerfall:Ingredients
According to your logic many of them also indigestible, do you think there other ways to consume ingredient not only simply eat it,
ingredients can be rubbed into the skin as ointment or consumed in different way like Insufflation, Injection, Inhalation and other ways but just don't showed?
Or you really think thats all ingredients was eaten?

You argue too much realism into magical world, where all has inner part of divine powers, thats was part of Creation
Maybe you want remove wortcraft completely from alchemy?
Alchemy already suffer from removing of attributes, remove variability of ingredient combination and add 85 static receipts also?

I don't think so, there is better ways to make it logical like
Reworked ingredient effects combinations to be less strange,
Apply all effects of ingredient on consuming, both positive and negative at last first two or tree effects, logically ingestible items can have negative effects in first places.
gems can damage health for example.
Nice if alchemy again will control visibility of ingredient effects but not restrict their usage to levels with leveling
Since there will be cooking (and hunger at last in hardcoe mod) making limit to eaten ingredients can be also done like Engorged, Very full, Full, Satiated, reach limit and you can eat for some time, like it was before with quaffing potions alchemy level and endurance attribute fatigue or health maximum will limit number of quaffed potions and consumed ingredients,
Or
Ingredients will not have any limits on consumption at all and can certainly replace potions for example for warriors then cooking will be similar to alchemy and there will be raw ingredients usable for alchemy but have negative effects applied on consuming or/and have too small positive values and cooked ones with changed basic effects to be positive or/and increased old positive effects
so for example
Raw Rat Meat has Damage Fatigue, Detect Life, as basic effects and Damage Magicka as advanced effect and Silence as master effect
Cooked Rat Meat has Restore Fatigue, as basic one
So consuming just raw Rat Meat will give damage fatigue and detect life for some small magnitude, consuming cooked Rat Meat will give Restore Fatigue and Detect Life with small magnitude.
Not all ingredients can be used for cooking I think, so there will be no cooked gems or dwemer coggs, so they always will add negative effect on consumption.
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Katey Meyer
 
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