No Armor and/or Weapon Degradation

Post » Fri Oct 07, 2011 12:22 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....


I really hope there are at least 3 conditions
1)Worn/Rusty/Used/Damaged * (quality 75%)
2)- * (quality 100%)
3)Fine/Excellent/Quality * (quality 125%)

Or something like that
In this way some maintaining would be beneficial
but not necessary (for those who dislike maintenance)
Because worst condition gear could still be used

P.S.Even better would be 5 conditions
1)quality 50%
2)quality 75%
3)quality 100%
4)quality 125%
5)quality 150%
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liz barnes
 
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Post » Fri Oct 07, 2011 8:01 pm

Yes for armor and weapons, but I'd like a different system to repair hammers. Maybe a repair kit that you can only have one of in your inventory which itself degrades with usage, or perhaps a repair bench at a blacksmiths or in your own home.
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Austin England
 
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Post » Sat Oct 08, 2011 1:25 am

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.

I agree 110%. But all of these "redundant" and "spreadsheety" features are going to continue to be removed to make the game more playable by the wider audience who apparently don't understand that more strength=more damage (which is BS anyway, I think a lot more people understand stats than the people who don't)
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Deon Knight
 
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Post » Fri Oct 07, 2011 1:11 pm

I'm not really a fan of this news, but I'm not going to knock it until I try it. Wait and see, people. Or just ignore this and continue to rage. I don't really care either way.
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Sanctum
 
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Post » Sat Oct 08, 2011 2:46 am

Yesss. Now I don't need to have an extra weapon with me just in case I need to repair.

More moniez. :)
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Dagan Wilkin
 
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Post » Fri Oct 07, 2011 11:11 pm

This has got to be the surest sign I've seen yet of the game being dumbed down. The only problem OB had with this was that it happened to quickly. Just slowing down the rate of degradation would have fixed everything.

Fixing weapons and armor have always been in TES games. To me this is a major gameplay change. This is not a game change that just makes things better, or does it an easier way, this is purely and DUMB DOWN move and it does remove a tacticle RPG factor that has always been in the game.

I hate this and hope it can be modded back into the game soon.
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stacy hamilton
 
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Post » Sat Oct 08, 2011 3:22 am

Never tried this mod
What was the price for most expensive one?


1,350,000
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john page
 
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Post » Fri Oct 07, 2011 5:44 pm

This has got to be the surest sign I've seen yet of the game being dumbed down. The only problem OB had with this was that it happened to quickly. Just slowing down the rate of degradation would have fixed everything.

Fixing weapons and armor have always been in TES games. To me this is a major gameplay change. This is not a game change that just makes things better, or does it an easier way, this is purely and DUMB DOWN move and it does remove a tacticle RPG factor that has always been in the game.

I hate this and hope it can be modded back into the game soon.

It's definitely a major gameplay change that makes the game much easier not harder. It's probably going to make Normal mode easy and Hard Mode the new normal. This is certainly not what I would've done. I would've worked on improving the Repair Hammer mechanics and taking it a lot longer for armor to degrade but Beth took the easy route.
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RaeAnne
 
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Post » Fri Oct 07, 2011 8:36 pm

hope it can be modded back into the game soon


I think that's going to be our only recourse to get a lot of the things back in the game that they are taking out. I just hope they aren't catering to the console crowd while *expecting* the PC crowd to put things back in. Assuming they even leave any measure of functionality in the game to where it's even possible to put some of this stuff back in through modding.
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Bek Rideout
 
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Post » Fri Oct 07, 2011 6:10 pm

I suppose it's one less thing to worry about.
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Carys
 
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Post » Fri Oct 07, 2011 11:35 pm

I hope it's done away with completely. Sometimes realism isn't worth the tedium or sacrificing flow of gameplay. Honestly, I hated it in previous games and have always wished they'd just cut it completely. It adds no enjoyment to the game, and just gives me one more tedious chore to keep track of. You can say it adds strategy elements, but honestly, I could run around naked and still kill pretty much anything in Oblivion.
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Beulah Bell
 
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Post » Fri Oct 07, 2011 9:25 pm

How I would implement repairs and degradation:

1. Hammers only usable at anvil + forge. To repair with hammers you'd need the proper materials (seeing how mining is in the game and connected to smithing, the materials are already in). This would, for example, make Daedric less of be-all end-all ultimate mega equipment and more of extravagant items for the very-very-very best and richest of people (like Divayth Fyr). Seeing how Daedric is made of enchanted ebony (as far as I can remember), it would also give enchanting and enchanter NPC's a bigger role (skill interdependence).

2. If you don't have hammers or the material, you could turn it in to a smith/armourer and pay for him to do it. This would cost money and time rather than materials. The more high-level the armour/weapon, the costlier and slower the repair. This would make low level equipment more useful further in to the game and at higher levels, and would stop your character from having hundreds of thousands of gold near the end, due to repair costs.

3. High-level equipment should have high durability, meaning that it wouldn't need to be repaired as often. Low level equipment should break more easily, but should be repaired cheaply and quickly; maybe even without a hammer, forge and anvil. Leather armour, for example, could possibly be repaired on-the-go with scraps of leather and thread, making it hugely useful even for high-level characters instead of being trash at level 10.

In my opinion, this implementation would make armour extremely diverse and even out the playing field between items. Instead of making equipment upgrades into a linear progression, it would make sense to choose different kinds of armour depending on factors like skill in smithing, the need to return to town for repairs and your character's economy.

It's a shame that Beth has had the mentality of "let's just remove it instead of fixing it" lately.
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Jack Walker
 
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Post » Fri Oct 07, 2011 6:39 pm

In two words.... Thank you!

Always hated this chore. Now I would still love to see it as an option for the people who prefer the realism it adds, but I am personally glad it is something I won't have to deal with. I don't really want to have to cook my breakfast or wipe my ass in game either. Plenty of realism for me in my own life, I wanna go on quests seeking treasure and bashing baddies, I always hated to 'maintain' crap. Easier just to assume my character keeps his stuff maintained just like I assume my character eats everyday without me having to do it for him.

Don't get me wrong, I think it would be nice if you hardcoe rpg'ers still had the option. I've played just about every RPG series on the planet and have always thought 'repairing' gear was nothing but a drag.
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His Bella
 
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Post » Fri Oct 07, 2011 10:00 pm

In two words.... Thank you!

Always hated this chore. Now I would still love to see it as an option for the people who prefer the realism it adds, but I am personally glad it is something I won't have to deal with. I don't really want to have to cook my breakfast or wipe my ass in game either. Plenty of realism for me in my own life, I wanna go on quests seeking treasure and bashing baddies, I always hated to 'maintain' crap. Easier just to assume my character keeps his stuff maintained just like I assume my character eats everyday without me having to do it for him.

Don't get me wrong, I think it would be nice if you hardcoe rpg'ers still had the option. I've played just about every RPG series on the planet and have always thought 'repairing' gear was nothing but a drag.

How is repairing equipment a chore. I will agree that we won't have to worry about it and that allows us to focus on Gameplay (Easier Gameplay I'll add), but I wouldn't say that Repairing equipment is a chore.
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NEGRO
 
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Post » Fri Oct 07, 2011 3:29 pm

How is repairing equipment a chore. I will agree that we won't have to worry about it and that allows us to focus on Gameplay (Easier Gameplay I'll add), but I wouldn't say that Repairing equipment is a chore.


To each his own. Having to hit town after each dungeon run to repair, to me, is a chore. Hitting town to sell the spoils of my dungeon run, to me is enjoying the fruits of my labor. Having to cycle through some dialogue menu to hit 'repair all'....every, single, time is a...... chore.
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Louise Andrew
 
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Post » Fri Oct 07, 2011 7:00 pm

I can see the reason behind the removal. I always ended up using athletics, acrobatics and armorer in oblivion, no matter what character.
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Breanna Van Dijk
 
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Post » Fri Oct 07, 2011 1:22 pm

Another point for the casual gamer. :thumbsdown:
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renee Duhamel
 
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Post » Fri Oct 07, 2011 2:31 pm

How I would implement repairs and degradation:

1. Hammers only usable at anvil + forge. To repair with hammers you'd need the proper materials (seeing how mining is in the game and connected to smithing, the materials are already in). This would, for example, make Daedric less of be-all end-all ultimate mega equipment and more of extravagant items for the very-very-very best and richest of people (like Divayth Fyr). Seeing how Daedric is made of enchanted ebony (as far as I can remember), it would also give enchanting and enchanter NPC's a bigger role (skill interdependence).

2. If you don't have hammers or the material, you could turn it in to a smith/armourer and pay for him to do it. This would cost money and time rather than materials. The more high-level the armour/weapon, the costlier and slower the repair. This would make low level equipment more useful further in to the game and at higher levels, and would stop your character from having hundreds of thousands of gold near the end, due to repair costs.

3. High-level equipment should have high durability, meaning that it wouldn't need to be repaired as often. Low level equipment should break more easily, but should be repaired cheaply and quickly; maybe even without a hammer, forge and anvil. Leather armour, for example, could possibly be repaired on-the-go with scraps of leather and thread, making it hugely useful even for high-level characters instead of being trash at level 10.

In my opinion, this implementation would make armour extremely diverse and even out the playing field between items. Instead of making equipment upgrades into a linear progression, it would make sense to choose different kinds of armour depending on factors like skill in smithing, the need to return to town for repairs and your character's economy.

It's a shame that Beth has had the mentality of "let's just remove it instead of fixing it" lately.


I agree, that would have been a fantastic system that would have added a lot to the game. Easy to implement as well.

I would add to point 1 that the maximum percentage you can repair depends on your smithing skill, similar to Fallout 3. Maybe make it easier to repair low level equipment to 100% than high level equipment, so someone with a smithing skill of 25 could repair an iron armor to 100%, but not a Daedric armor.

And I would add to point 3 that equipment 'health' should be a factor that would set equipment apart from each other. Glass weapons for example should cause high damage, but break easily. Ebony weapons should cause slightly less damage than glass, but they should degrade very slowly only. This would be much more interesting than Daedric is better than ebony is better than glass is better than...

Now add enchanting capability as a stat to equipment like it was in Morrowind and you'd have a really interesting system where you really have to choose carefully which equipment is suited best for you. High damage? Enchanting capabilities? Reliability? Unfortunately it's not even worth asking whether they brought back the Morrowind system. Otherwise they couldn't implement their 'look, this is your biggest, baddest sword, now don't waste your time in menu mode and go kill people' system.

It's a shame that all these possibilities were wasted and instead they opted for a cheap action RPG approach.
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lauren cleaves
 
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Post » Fri Oct 07, 2011 11:11 pm

How is repairing equipment a chore. I will agree that we won't have to worry about it and that allows us to focus on Gameplay (Easier Gameplay I'll add), but I wouldn't say that Repairing equipment is a chore.


I would say that repairing equipment felt like a chore in Oblivion and Morrowind. It was an obnoxious chore that didn't feel immersive or interesting. Remember to always carry around 10 hammers with you everywhere you go!

Yeah... that's actually extremely unrealistic and kind of annoying. It took AWAY a sense of realism and immersion.
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Euan
 
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Post » Sat Oct 08, 2011 2:40 am

To each his own. Having to hit town after each dungeon run to repair, to me, is a chore. Hitting town to sell the spoils of my dungeon run, to me is enjoying the fruits of my labor. Having to cycle through some dialogue menu to hit 'repair all'....every, single, time is a...... chore.


But having to hit sell for every single item is not a chore? That's just a strange argument. One tedious task is okay because you are "enjoying the fruits of your labor," but compared to the time it takes to sell a bag full of loot, the time it takes to repair all of your armor is negligible.
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Abi Emily
 
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Post » Fri Oct 07, 2011 4:04 pm

It's good to hear that they still found something to remove. And I bet they can still find even more. Thumbs up for that. The more they remove, the better. :cool:
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Oceavision
 
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Post » Sat Oct 08, 2011 3:16 am

But having to hit sell for every single item is not a chore? One tedious task is okay because you are "enjoying the fruits of your labor." Compared to the time it takes to sell a bag full of loot, the time it takes to repair all of your armor is negligible. That's just a strange argument.


Straw man. He never compared selling loot to the repair function from previous TES games. However, you are now using it to back up some strange point that because selling loot is tedious, it's ok to have additional tedium. I find that to be a strange argument.

Either way, spam repairing gear is the opposite of immersive and interesting.
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Gen Daley
 
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Post » Fri Oct 07, 2011 8:42 pm

I can see the reason behind the removal. I always ended up using athletics, acrobatics and armorer in oblivion, no matter what character.


But that's personal choice. Usually people went with athletics and acrobatics because it leveled fast since you were always using those skills, which in turn helped your character level faster. It was the general consensus that you should avoid those skills unless you were looking for the easy path to leveling.

I for one never used the armorer skill, as I never saw the point. Repair hammers were heavy, and wasted valuable encumbrance I wanted to save for loot. I had to go into town anyway to complete a quest or sell my loot, so I just stopped by the armorer for repairs.
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NO suckers In Here
 
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Post » Fri Oct 07, 2011 5:43 pm

Straw man. He never compared selling loot to the repair function from previous TES games. However, you are now using it to back up some strange point that because selling loot is tedious, it's ok to have additional tedium. I find that to be a strange argument.

Either way, spam repairing gear is the opposite of immersive and interesting.



What colddog said. Acquiring and selling loot = enjoyment. Repairing = monotony, tedium.

If the armor actually degraded physically with dents and scratches, I could see having it in there. That would take away much needed dev time from content though. As the other commenter said, if anything it breaks immersion for me..... "you hoo, don't forget your bag of hammers!"
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Cheryl Rice
 
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Post » Fri Oct 07, 2011 11:52 pm

[Snip, I agree with what you said]

It's a shame that all these possibilities were wasted and instead they opted for a cheap action RPG approach.

I just hope the Creation Kit or whatever they're calling it is versatile enough to mod this in. It would be a must-have mod. I can see how implementing durability would require lots of weird scripting, though.
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Joe Alvarado
 
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