armor and weapon design and availability: based on material,

Post » Wed Dec 22, 2010 12:13 pm

armor and weapon design and availability: based on material, location, craftsmanship and purpose

Armor in oblivion is very bland and boring in comparison to its predecessor. the only thing i have to look forward to in the stock leveled list are really op unpractical looking uber sets. not that i mind that, its just that i like a good suit of rugged looking leather, and unfortunately thats something i have to mod in, if i can find it [not just a retex]. the system that has been hinted at so far seems like its going to drastically improve your experience gearing up your character. but i wonder how extensive it will be. so i have decided to make this thread to give you all the chance to explain the way YOU would like the system to be handled.

MY ideal system would be based on multiple factors. some are based on systems we already know to be in the game, like dynamic supply and demand, and extensive crafting.
this is all for variety of design and function within the stock materials.

  • material
    the material is probably the most important, depending on the material your gear is made of the wieght, price, and availability are determined. iron ore is easier to come by than the clay and coal needed to make the steel. and iron can be fassioned into many simple designs, but is heavier and brittle in comparison to the steel. schematics, plans, designs, molds, whatever, this is also considered a material but not a consumable and also are effected by availability and local need.
  • location
    also important, location determines supply and demand. availability of materials is determined by the individual location, so a mining town should have a variety of ore and a logging town a surplus of wood [we know that already]. also the local culture can reflect the design of the gear that you purchase or find, crafted gear would be based on designs and molds that you aquire that would also have ties to location, example of this would be finding a book on nord shieldcraft that allows you to craft an emblem of riften on your wooden buckler.
  • craftsmanship
    your crafting skill determines the durability and functionality your gear and the final look depending on design. this also applies to local smiths and
  • purpose.
    dispite similarities not all items of the same material have the same purpose. a leather jerkin will have a different weight and function than a leather hauberk. a steel hand Axe will have a different function and weight than a steel hatchet.


also i would like to see some visual effect to wear and tear.
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stacy hamilton
 
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Post » Wed Dec 22, 2010 2:34 pm

anyone?
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Fam Mughal
 
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Post » Wed Dec 22, 2010 5:49 am

Sure, I'd love to see more varieties of armor.
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Pat RiMsey
 
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Post » Wed Dec 22, 2010 4:42 pm

I would love to see that happening i had the same idea except you could go out looking for special materials, sort of like a unique hand made armor so maybe put 5 special ores and you can only get one of each so you save them until you find something you love and than you make it that much more special. I hated fallout because the unique weapons were few, and the weapon mods the were bragging about were complete garbage. I think you have a marvelous idea.
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Crystal Clear
 
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Post » Wed Dec 22, 2010 7:36 pm

I would love to see an in depth and satisfying system for the crafting...I think your ideas are cool..

I will add my 2 cents here..

Material..Vital that good materials can be gathered, be it leather, wood, feathers, gut, various ores, whatever...I quite liked gathering the madness ore and amber in The Shivering Isles, which shows that some kind of gathering system is possible and with tech improvements could be made even more rich and rewarding for us crafter types.

Location...Local styles, customs and trainers could be very cool here, if each region had its own feel, then you could have a system which acted like an apprenticeship in many different styles which could well be implemented as stylistic choices as your skill increased...all you would have to do for that would be work in a local area and recieve training from a local...Also finding books which detailed new forms could be cool too, I mean if you can learn a new spell from a book, why not a new blade improvement, or helm design?

Craftsmanship....I like the idea of your gear being more durable at high skill, not unlike being able to repair tp 125% in Oblivion...I could enjoy a system which allows for stylistic changes due to high level and your characters exposure to different forms from travelling in the world and training.

Purpose....I agree that there should be differences in physical characteristics of an item crafted for various purposes, I think that goes without saying.

Ultimately, I cant wait to se what can be done in the crafting system in Skyrim, and am looking forward to many cool encounters as I search for that rare bit of raw material that I need to make my stuff with...
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Claire Jackson
 
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Post » Wed Dec 22, 2010 11:56 am

Shame this post is already getting buried, and a good post at that.
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KIng James
 
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Post » Wed Dec 22, 2010 4:04 pm

i agree. i modded my game so that there were some differences between the different types of armor but not super drastic. you could wear steel armor for the entire game if you wanted to. i hated having to choose between daedric, which is horrible stealth armor and glass which was even less stealthy looking. i used a modded armor for my character.
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Ruben Bernal
 
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Post » Wed Dec 22, 2010 12:46 pm

great idea only you forgot one thing
time of construction
I unique enchanted item is old and based on standard item than it should resemble style of items made in that era
In Oblivion most enchanted weapons and armors had same model, even when item was supposedly crafted last era in different province, it looked like it was made yesterday by local enchanter
So if dagger is crafted in 3rd era in Morrowind it should resemble dagger from TES3
if helmet is crafted in 3rd era in Hammerfell then it should remind helmet from TES2
grieves from 3rd era crafted in Cyrodiil, then again they should remind grieves from TES4
And so on (we also should have artifacts from 2nd era, 1st era and Mythic era)

BTW, is it confirmed that it will be 4th era in TES5?
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Sabrina garzotto
 
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Post » Wed Dec 22, 2010 7:43 am

great idea only you forgot one thing
time of construction
I unique enchanted item is old and based on standard item than it should resemble style of items made in that era
In Oblivion most enchanted weapons and armors had same model, even when item was supposedly crafted last era in different province, it looked like it was made yesterday by local enchanter
So if dagger is crafted in 3rd era in Morrowind it should resemble dagger from TES3
if helmet is crafted in 3rd era in Hammerfell then it should remind helmet from TES2
grieves from 3rd era crafted in Cyrodiil, then again they should remind grieves from TES4
And so on (we also should have artifacts from 2nd era, 1st era and Mythic era)

BTW, is it confirmed that it will be 4th era in TES5?


thanks, i dont think i mentioned rare, antiquated, or enchanted items having a unique model. thats a good idea.
and i think it is hinted at but not confirmed, i mean the oblivion crisis and death of the septim line should be an era change. im not sure. ask a lore buff.
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Catharine Krupinski
 
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Post » Wed Dec 22, 2010 3:01 pm

oh, and does anyone know the final word on the crafting?
todd says one thing and means another. you know he says leveling and classes are "too spreadsheety" and he also says "i hate minigames"
but if you make crafting a simple menu system without animations or something "minigame" like to make it interesting then it becomes a chore and a grind and a "spreadsheet" experience
i just don't understand it. why even make a crafting system if its just going to be hollow after a certain level and was never much in the first place.
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Darrell Fawcett
 
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Post » Wed Dec 22, 2010 7:03 am

thread has short life bethesda forum syndrome, bump. please respond, im really interested in what you have to say.
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Rozlyn Robinson
 
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