No Armor and/or Weapon Degradation

Post » Fri Oct 07, 2011 7:41 pm

The tweeted question and the answering tweet do not provide clear confirmation that weapons and armor cannot be damaged. Even if there is no weapon or armor health, I wonder if weapon damage degrades or armor defense degrades. I also wonder what "do weapons and armor degrade in Skyrim, like with their own health" means to Pete Hines.


Prob means the same thing to him like it does to everyone else.

Like in Fallout 3 every weapon and armor item had a "health" bar which had to be maintained or else the item would break.

Even if in Skyrim weapons and armor dont do that and degrade in some other fashion I am more than happy with that as long as it hasn't been canned completely.

-KC
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Fri Oct 07, 2011 11:10 pm

I said this another thread. They confirmed armor and weapon upgrading. So its possible that instead of your gear degrading like in Oblivion and Morrowind, it might degrade in level of upgrades. So fine iron boots might degrade to worn iron boots, just like you can upgrade iron boots to fine iron boots.


People made the same inventive assumptions about spellmaking.
Really cool stuff too.
In the end we cannot combine two spells unless they are of the same effect and we have the perk.

It is gone.
Degradation is gone.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri Oct 07, 2011 9:04 pm

People made the same inventive assumptions about spellmaking.
Really cool stuff too.
In the end we cannot combine two spells unless they are of the same effect and we have the perk.

It is gone.
Degradation is gone.


Your optimism is staggering...

-KC
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Sat Oct 08, 2011 2:56 am

Your optimism is staggering...

-KC


Ive been on this forum since Skyrim was announced.

Its gone.
My optimism is gone.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Sat Oct 08, 2011 12:34 am

I honestly support the no degradation. It was a chore to repair your weapons and armor every 5 minutes and carrying around 30 hammers.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Fri Oct 07, 2011 12:39 pm

*sigh* some really silly assumption can be found here...

So let's take a look at RPG with no weapon and armor degradation...NEARLY ALL OF THEM.

So when you fought a really armored enemy, you were forever stumped because their armor just stayed in one place.
Not really no...

Now that I think of it, where there even a useful method to destroy enemy armor in Fallout?
Could you even target the enemy weapon in Oblivion? (outside of magic)

No.

You could at most disarm the enemy, never destroy their weapons (without magic)
You could IGNORE armor, and you can do the same in Skyrim too.

so going on how now it looses tactics is just false.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Fri Oct 07, 2011 6:24 pm

i voted yes to 1 and 2 and no to repair hammers. you should have to use a smithy to repair your gear. also, since smithing is common and necessary function for everyday life they could easily put smithies in ruins, forts, even caves they might be used by bandits and it wouldnt feel out of place. having a smithy is essential to any group of people. even bad guys need hugs.

i thoroughly enjoyed that aspect of having to keep you gear maintained in fallout 3 and NV but i agree that oblivions hammer system was just stupid. i wish they would try and fix stuff instead of just dropping it.
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Fri Oct 07, 2011 6:07 pm

I just want a better degradation/repair system.

Not the one in oblivion, but totally scrapping the whole thing out? Instead of just getting rid of it, try and find a system that would work and adds a bit of pressure and fun to the game.

Thanks for making smithing less useful. Reminds me of the design choices of ME1 to ME2.

"Don't like something?! Instead of improving or trying something new, will just chuck it in the garbage pail."
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Fri Oct 07, 2011 12:07 pm

To the poll I would say Yes, Yes, and Not Sure. I would tweak Repair Hammers, have them fully repair an item but break upon use and I would also reduce the number of Repair Hammers so that they would be uncommon and not easy to get like they were in Oblivion.

As to No Armor and Weapon Degradation, I believe that it would be a step backwards instead of forwards. I don't see how this makes the game any harder, quite frankly it makes the game way too easy. There was nothing wrong with Repair Hammers, this would be like not having Weapons or Armor degrade in Fallout 3. It would completely break the game, I don't see that happening with Skyrim but it will make the game way too damn easy instead of being a challenge. I guess Hard is the new normal mode and Normal will be the new easy mode.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Fri Oct 07, 2011 2:38 pm

The armor and weapon degradation system in Oblivion was buggy. If you acquired a vast wealth of weapons and armor in Oblivion, I noticed I had to visit a smith and use the "repair all" option... so as things wouldn't mysteriously disappear from my storage areas when I packed them away. Come to think of it, I think Morrowind had that same problem if I remember right. Perhaps using a 100% system to guage a weapon and armor quality is cumbersome. In Skyrim, I'm guessing the weapons degrade in a practical sense as you level up if you're not up on your smithing skills (you're probably not going to kill a dragon with a mere iron waraxe)... but I probably would have prefered a weapon / armor degradation scale based on the words "fine, average, worn and broken" where the damage / protection quality go from 100% to 80 to 50 to none, or something like that, in addition to smithing. All that aside, if this concept was ditched, I'm convinced it was to improve on the overall quality of the game in other areas. Besides, isn't the armoror skill a sub-skill of blacksmithing? Smithing is a great alternative, and I look forward it.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat Oct 08, 2011 1:34 am

Ive been on this forum since Skyrim was announced.

Its gone.
My optimism is gone.


Awww...
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Sat Oct 08, 2011 3:22 am

To the poll I would say Yes, Yes, and Not Sure. I would tweak Repair Hammers, have them fully repair an item but break upon use and I would also reduce the number of Repair Hammers so that they would be uncommon and not easy to get like they were in Oblivion.

As to No Armor and Weapon Degradation, I believe that it would be a step backwards instead of forwards. I don't see how this makes the game any harder, quite frankly it makes the game way too easy. There was nothing wrong with Repair Hammers, this would be like not having Weapons or Armor degrade in Fallout 3. It would completely break the game, I don't see that happening with Skyrim but it will make the game way too damn easy instead of being a challenge. I guess Hard is the new normal mode and Normal will be the new easy mode.


Even then I still would not have repair hammers...

Its just too unrealistic to fix a sword or a set of armor with 1 hammer.

-KC
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Fri Oct 07, 2011 12:08 pm

Yes, yes, unsure. Hammer use felt repetitive, uninspired, and even exploitative since you could just pound on to raise armorer skill. But degradation is a very important concept that shouldn't be lost. As I've said earlier, I think all of the crafting skills (smithing, enchanting, and alchemy) should have perk ranks built in to allow limited field work. As I also think should be the case with skill increases; you need to do stuff corresponding to your expertize to gain further experience from doing it. Making my work lunchbox every day for the rest of my life doesn't make me a chef, does it? :) In SR terms - I don't get a better illusionist by casting the same low level light spell over and over when I'm way past those levels.

What I said earlier:

Smithing - Equipment maintenance by carrying heavy repair tools (hammers were a bit silly, I agree) containing spare parts.
Alchemy - Mortar and Pestle, but none of the fragile glassware or heavy calcinator.
Enchanting - Soul trapping and finding soul gems for recharging.

Being a fighter, you're strong enough to carry the repair tools. For others the tradeoff might be too much of a burden.

All the crafting skills could have "in the field use" perks as well:
Smithing - Maximum repairs of 40%, 60%, 80%, 90%, and 100% of current skill.
Alchemy - Maximum potion strengths of 40%, 60%, 80%, 90%, and 100% of current skill.
Enchanting - Soul trapping recharging of 40%, 60%, 80%, 90%, and 100% of current skill.

At skill 50%, 1 rank gives 20% max. So for enchanting, finding a grand soul gem holding 1600 points, in the field you'd only be able to get 320 points from it. What do you choose? Run back to town to use proper tools in a good environment, or is the situation desperate enough to warrant spending that little in the field? Note that only smithing carries a significant weight penalty.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Fri Oct 07, 2011 3:24 pm

I've always been an Armourer in TES games. I like the thought of being someone who not not only knows how to use my equipment, but also how to maintain it, know how it's made, what makes it "tick". Much like how in reality I hate people who work with computers, but get annoyed with them due to their own ignorance and unwillingness to learn how the work.

Without degradation that does skew my perspective somewhat, but I still get to make my own kit. That's why I'll train Enchantment too (Orsimer Spellsword :P). That said I can now use those skills to make money (like Alchemy always could). It can be my trade. I am Daiyus, finest Blacksmith in the land. You want the best magical swords? You come to me. I'm actually quite looking forward to that.

I can't say the removal if degradation allowed that to happen. But overall I don't think I'll find Smithing useless due to it's removal. I think it's something I'll get used to.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri Oct 07, 2011 7:09 pm

I liked degrading armor and weapons for one reason that most people don't seem to make note of. It was a money sink. Not much of one, but it still was a money sink. There really need to be more money sinks, as every TES game always ends with the player having more money than God and nothing to spend it on.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Fri Oct 07, 2011 2:00 pm

Actually no armor/weapon degradation is the worst news ever for Skyrim.

Once you find a really good weapon/ armor - bang! - looking for worse but still good weapons/ armors -a big fun in earlier games- is gone, you'll never use another weapon again because your best weapon won't become worse than your second best weapon.

So stupid. :facepalm:

Upgrading is nice, but it can't replace having to use secondary weapons, because you best one degraded.

And the guy above me is right too, we need more things that take your money away, not less.
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Fri Oct 07, 2011 9:51 pm

I liked degrading armor and weapons for one reason that most people don't seem to make note of. It was a money sink. Not much of one, but it still was a money sink. There really need to be more money sinks, as every TES game always ends with the player having more money than God and nothing to spend it on.


I corrected the "more money than god" problem by making it so that you could buy houses =D

-KC
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri Oct 07, 2011 4:06 pm

I corrected the "more money than god" problem by making it so that you could buy houses =D

-KC


Unless you have to pay tax for your property, houses doesn't seem like better money-sink replacement compared to repairs/recharges
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Fri Oct 07, 2011 4:57 pm

I corrected the "more money than god" problem by making it so that you could buy houses =D

-KC


I tried that in Morrowind with "Spencer Homes," but it still didn't seem to be enough. At least one of those houses I had priced pretty high too, or so I thought. But people were talking about how great they thought all of my houses were, and I was like, "All of my houses? You bought all of them?!" Yep. /sigh
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Fri Oct 07, 2011 9:45 pm

I tried that in Morrowind with "Spencer Homes," but it still didn't seem to be enough. At least one of those houses I had priced pretty high too, or so I thought. But people were talking about how great they thought all of my houses were, and I was like, "All of my houses? You bought all of them?!" Yep. /sigh


Never tried this mod
What was the price for most expensive one?
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Fri Oct 07, 2011 11:02 pm

I think the armor / weapons in Oblivion degraded way too fast, and having to carry 20+ hammers around just felt weird to me. And once I reached master armorer having my little 1 hammer was ok, but at that point repairing my armor / weapons just felt like a chore to keep up with. I'm honestly happy about this change.

Although, I do think weapons should get dull and need to be sharpened every now and then. (only after about 200 or so hits)



20 hammers and your character mysteriously having a forge in his pocket was weird, yes, and for that reason a new system of repair would be welcome.

But cutting it ENTIRELY? Really?
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Sat Oct 08, 2011 2:53 am

20 hammers and your character mysteriously having a forge in his pocket was weird, yes, and for that reason a new system of repair would be welcome.

But cutting it ENTIRELY? Really?

Removing things is easier than improving them.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Fri Oct 07, 2011 10:14 pm

I thought it was confirmed that there was some type of maintenance to perform on weapons/armour. I remember reading something about how you can't repair anything in the field anymore, they have to be repaired at a forge or something like that....
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Fri Oct 07, 2011 1:12 pm

YES
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sat Oct 08, 2011 2:15 am

Removing things is easier than improving them.



Yeah but what the ****.

I mean, a lot of people keep saying they're "dumbing down" the game. While they definitely give us that impression, yes, we don't know what their new attribute system (or substitute or whatever...) will be like so we can't exactly label it as being dumbed down until we experience it first hand.

This though? This is undeniably dumbing things down.
Personally when I play games like this, I seek realism. I don't care if it's a hassle and I don't care if Oblivion's system of repair was unrealistic as well: weapons and armor deteriorate. Keep that in and if the unrealistic feel of Oblivion's repairs bothered them, then change it. Not that hard, ffs just do it like New Vegas: make the game require that the player finds a forge, has a hammer on him and activates the forge in order to repair.

This also means that the destruction spells Armor/Weapon desintigrate have probably been cut, meaning a pure mage will have no way to disarm a deadly opponent, unless they've added a new way.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

PreviousNext

Return to V - Skyrim