Better drugs and diseases

Post » Tue May 17, 2011 3:03 am

Alcohol, Skooma, and Moon Sugar are all very well and good. They add atmosphere to TES. But I'd like to see them do more than just affect stats and be there for for atmosphere. GTA4 of course had the best, or at least most realistic, simulation of being very very drunk. Better living through chems was a great mod for FO3 that actually added visual effects to the chems. I'd love to have the world be a hard edged, pulsating thing with a lot of glare (or whatever you imagine) for skooma. Moon sugar could make things colorful and add a ton of motion blur.

As for diseases, again in the past they have just been a minor stats inconvenience. Something like Far Cry 2 would be a lot more interesting. With your screen occasionally going blurry and hard to see, progressing to a racking cough where you can attack, and finally attacks that completely debilitate you. Wracking coughs as your characters is brought to his knees. If diseases are going to be in, and I hope they are, have them add something very tangible to gameplay.
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Katie Samuel
 
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Post » Tue May 17, 2011 1:47 am

Skooma should be like a psychedelic there should be multiple rainbows and blue skies when you use it.
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JUan Martinez
 
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Post » Tue May 17, 2011 5:41 am

A Far Cry 2 system for diseases would be cool. That stupid malaria was always pissing me off in Far Cry 2 though because I always ran out of pills. But if we can buy medicine in Skyrim then I'm all for this (I will buy so much medicine that I will never die).
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Gemma Archer
 
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Post » Tue May 17, 2011 5:55 am

Realistic diseases would be great so that Restoration magic would be much more useful. Drug effects? I don't care either way.
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Charles Mckinna
 
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Post » Tue May 17, 2011 1:56 am

The drugs and alchohal, about the drugs the moon sugar and skooma is fine, the alchohal as well there should be effect both negative and positive for them and visual efffects as well.

The diseases should be done better there needs to be different stages of sickness there should also be different types of disease similar to Morrowind Blight and then there needs to be antidotes for the common or more serious diseases, I would like to see things such as that...
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Reanan-Marie Olsen
 
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Post » Tue May 17, 2011 1:35 am

I would like to see random, non-essential npcs with various diseases, beggars and lepers on the streets. Then you could heal them with your cure disease on other spell and gain good karma/fame for you good deeds. :angel: On the flip side, if you are evil you could cast diseases on the unsuspecting public. :evil:
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Jack Walker
 
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Post » Tue May 17, 2011 4:19 am

Another thing I wonder about is how the NPCs always knew you were diseased. Like how they would call you "diseased creature" and have a lowered disposition towards you.
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Nicole Kraus
 
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Post » Tue May 17, 2011 1:17 am

Khajiit should get bonuses when using moon sugar and the affects of Skooma should be slightly less debilitating
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Emily abigail Villarreal
 
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Post » Tue May 17, 2011 8:38 am

Rumours spread fast in Cyrodil.
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 12:51 am

Another thing I wonder about is how the NPCs always knew you were diseased. Like how they would call you "diseased creature" and have a lowered disposition towards you.

The ordinators are watching you...scum!
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Alan Whiston
 
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Post » Tue May 17, 2011 10:45 am

Amanita mushrooms are in Oblivion. Your character should be able to eat Amanita muscaria mushrooms and have a trip. I think it would be really fun to see in the game. There could be other psychedelics as well. And if they wanted to really focus on tripping, you could have specific programed aspects to the trip like your character tripping related to missions completed. It's a completely open field to build, if desired.
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Angus Poole
 
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Post » Tue May 17, 2011 12:48 pm

* A medical skill (or doctors in towns) may fix critical damage (ala FO crippled limbs) and stop disease (OB stats and FO addictive visuals) progressing to new levels.
* Once a disease is stopped, you still need to heal or rest.
* Restoration magic can only heal normal damage, not critical damage or cure diseases (or it defies the purpose of having increased impact in the first place).
* Magic (and potions) may *temporarily* suppress the symptoms though.
* Left untreated, all (except one/two) diseases will fix themselves given a very long time of rest, but your character will be basically unplayable.

If magic and alchemy is allowed to "do anything", they become overpowered and the above serves no point in having in the game at all.
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Budgie
 
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Post » Tue May 17, 2011 6:29 am

* A medical skill (or doctors in towns) may fix critical damage (ala FO crippled limbs) and stop disease (OB stats and FO addictive visuals) progressing to new levels.
* Once a disease is stopped, you still need to heal or rest.
* Restoration magic can only heal normal damage, not critical damage or cure diseases (or it defies the purpose of having increased impact in the first place).
* Magic (and potions) may *temporarily* suppress the symptoms though.
* Left untreated, all (except one/two) diseases will fix themselves given a very long time of rest, but your character will be basically unplayable.

If magic and alchemy is allowed to "do anything", they become overpowered and the above serves no point in having in the game at all.



snip Letting skills give you any ability to cure things makes them irrlevant?

Alchemical and Magical cures should be options, but not at novice levels, and you would need to actually know what specific set of ingredients to use to make specific cures with alchemy, rather than a single, universal "Cure Disease". You would have to have a good level at restoration to actually cure diseases, but you should be able to use spells that temporarily bring lowered stats back up to normal, so if you have a serious disease but are in the middle of nowhere, you could use such spells to keep yourself capable of fighting, for a short time at least.

This isn't fallout, where you have to rely on others for everything until the end of the game.
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tannis
 
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Post » Mon May 16, 2011 11:37 pm

I want Skooma to make you an addict if you drink it. That will teach you druggies!

quote removed
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Mark Churchman
 
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Post » Tue May 17, 2011 8:20 am

There should definitely be visual and gameplay effects to drugs. Without those what's the point in having them at all? It doesn't make much sense.
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michael danso
 
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Post » Tue May 17, 2011 7:07 am

Amanita mushrooms are in Oblivion. Your character should be able to eat Amanita muscaria mushrooms and have a trip. I think it would be really fun to see in the game. There could be other psychedelics as well. And if they wanted to really focus on tripping, you could have specific programed aspects to the trip like your character tripping related to missions completed. It's a completely open field to build, if desired.

I'd imagine Australia would take issue with that.
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Dewayne Quattlebaum
 
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Post » Tue May 17, 2011 12:08 pm

there was one disease in Oblivion that really made me mad, it stunted your magicka, I do think that we should contract more diseases also, I would only get flesh rot after fighting about 200 zombies
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 2:31 pm

* A medical skill (or doctors in towns) may fix critical damage (ala FO crippled limbs) and stop disease (OB stats and FO addictive visuals) progressing to new levels.
* Once a disease is stopped, you still need to heal or rest.
* Restoration magic can only heal normal damage, not critical damage or cure diseases (or it defies the purpose of having increased impact in the first place).
* Magic (and potions) may *temporarily* suppress the symptoms though.
* Left untreated, all (except one/two) diseases will fix themselves given a very long time of rest, but your character will be basically unplayable.

If magic and alchemy is allowed to "do anything", they become overpowered and the above serves no point in having in the game at all.


And how do you propose the doctors cure your diseases if you can't??
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Anna Krzyzanowska
 
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Post » Tue May 17, 2011 1:44 pm

Please, just think about what you just said.
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Sophie Louise Edge
 
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Post » Tue May 17, 2011 12:56 am

Hmm... wonder if they could make a quest where you can work for a necromancer who makes a deadly disease that kills people and brings them back as zombies, which you can put into a small towns water supply killing almost all of them and after awhile warping the town into a place similar to Kvatch...
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rolanda h
 
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Post » Tue May 17, 2011 8:56 am

i rele like the idea of visual drug and diseases id like to see underground drug parlors like the house of earthly delights

the idea of infected npc would be sweet and id like them to be contagiuos to both you and other npcs as well.
how cool would being able to infect a whole town be
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Destinyscharm
 
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Post » Tue May 17, 2011 12:13 pm

There wasn't really any sense of urgency to get cured when you contracted a disease, that's very true. So, your stats were slightly lower, big deal. Now, on the other hand, if your vision had been blurry, or your stamina permanently cut in half until cured, or something similarly critical, you might have been inspired to do something about post haste. I'd like to see that in Skyrim for sure, particularly blurred vision for drunk or skooma high =)
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Dean
 
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Post » Tue May 17, 2011 10:16 am

Edited post due to fascism.
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A Boy called Marilyn
 
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Post » Tue May 17, 2011 10:53 am

I want to be able to get drunk like in the original Fable. I blew so much money on beer it was hilarious. I had a horrible drinking problem.

If they hadn't made the effect so enticing and funny I wouldn't have kept coming back for more. I think one beer should give you some sort of status boost but after 3,4.5.6, you start to get wasted.

Also, drunken speech options would be cool. One or two beers and your smooth as silk. Five or six and your drunk off your ass. More than that and you'r speech is a slur of gibberish. You could be the town drunk or maybe the drunken master in combat. :hubbahubba:

In any case it'd be fun.
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Crystal Birch
 
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Post » Tue May 17, 2011 1:33 pm

the alchohal as well there should be effect both negative and positive for them and visual efffects as well.


End up in somebody elses bed, could be negative or positive depending whos bed it is
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Nicole Elocin
 
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