BTB, I really appreciate you take the time to give detailed and well-argued answers to all of our comments, thx.
'eh, it's not like I have anything better to do at work, anyway >.>
BTB said:
Please, don't say that... what a disenchantment ó_ò
Haha, sorry.
Well, here's a better way to put it: the restrictions of a video game are less noticeable the less you try to push their boundaries. After all, an invisible wall is only a wall if you press up against it. And a lot of the changes I make in my mod are designed to make the player less apt to push those boundaries in the first place than they otherwise would.
I know I'm speaking in rather broad terms, here, but I can't think of a good concrete example at the moment. I haven't had my coffee yet.
I wonder: are we forced to preserve the base rule of gaining a level per 10 major/minor skills?
[snip]
The number doesn't have to be 10, but that's really the only thing you can change without resorting to scripting far beyond my capabilities. For that, we turn to Galsiah.
With regards to preventing players from reaching ungodly levels, I would assume that having to resort to jail tricks will eventually get old, not to mention what I said above about the difficulty and expense associated with maxing out all of your attributes and misc skills. I dare say - and I'm aware of how lofty this claim sounds - that a player will run out of things to do in this game long before they'd ever come close to maxing out every skill and attribute with my proposed setup.
Sounds a good game mechanics.
You made your points for the misc skill caps, and now I think I agree it could improve the game balance and the replayability of Morrowind.
Awesome. This makes a grand total of one person who seems to agree with me thus far
I like the idea of increasing prices, however slowing down the experience gain will also make harder the increase of this skill for those who try to do it with collected ingredients. I guess people will just wait to get enough gold to do it with merchants, again.
Well, yes, it will make it harder to level the skill. But Alchemy is by far the easiest skill to level in this game, even with the initial skill progression reduction I make in my mod.
In BTB's Game Improvements, I reduce the skill gain for potion creation from 2.00 to 1.00 - the same gain per use as an unmodded long blade strike. And I can stockpile so many shrooms without even leaving a quarter-mile radius of Seyda Neen that I have Foryn Gilnith's naked corpse stuffed so full of them that even his great-grandchildren will be tripping balls for years to come.
(Sorry, I seem to have lost myself in an anology. I do that sometimes.)
Point is, it's not hard to stockpile alchemy ingredients in this game, either by buying them or finding them in the wild. If you intend to use them for the sole purpose of making potions to raise your skill, you shouldn't have any difficulty at all finding compatible ingredients, especially considering my reworking of ingredient effects to streamline the negative ones.
Thus, my aim is slightly different from what you seem to imply it should be. From what I gather, you're suggesting that I find a way to make collecting ingredients for the purpose of making potions to increase your Alchemy skill preferable to buying a whole bunch of ingredients to spam potions to increase your Alchemy skill. What I seek to do, rather, is make players not want to spam their Alchemy skill in the first place.
As I said before, assuming no misc skill growth, it's not going to make any sense to spam your alchemy skill unless you have it as a major or minor. And if you do have it as a major or minor, spamming it to the exclusion of your other skills will result in level gains which will make the game more difficult if you're not also putting effort into your other skills. You're only going to raise your other skills by heading out into the wild and busting some heads (because at least one of your other skills has got to be a weapon of some sort), at which point you might as well grab any alchemy ingredients you find while you're out there. And since ingredients are so easy to find, you'll probably stumble across enough to make at least enough potions to gain a level or two in Alchemy, thus making spending your hard-earned gold on ingredients to spam the skill unnecessary unless you're pushing for a 5x int. multiplier or something. Even then, you'd probably be more inclined to spend your money on training, perhaps in another intelligence-governed skill like Enchant
(Ok, rambling again. Sorry.)
The only real question here is what is an appropriate ratio of skill gain for raw ingredient consumption to potion creation? I'm currently using 1:2, which is equally favorable towards the two activities unless you make a potion with more than two ingredients, in which case consuming the raw ingredient is more favorable for experience gain. The tradeoff is that it's less favorable towards getting any actual use out of the ingredient, which seems a bit bass ackward to me. Still, it's the ration I'm probably going to stick with... and I'll probably lower the values to 0.80 (for potion creation) and 0.40 (for ingredient consumption).
Or... I wonder if setting ingredients as non-restockable could be handled with an "option" of the Morrowind Code Patch. This way it would not cause compatibilities issues (I hope).
Nope. Setting an item as "restockable" in a merchant's inventory is just a simple matter of setting the item quantity to a negative number in the editor. There's no easy way to edit them en masse', but I do think that the near-immediate restocking times can be slowed down a tad bit, if nothing more than for realism's sake.
Anyway...
I just started a new game recently, which I think serves as a pretty good exaple of how all of the changes in my mod - particularly the news ones I'm suggesting - work in practice. My character build is as follows:
Race: Nord
Birthsign: The Warrior
Specialty: Combat
Favored Attributes: Speed & Endurance
Major Skills:Axe
Block
Athletics
Acrobatics
Marksman
Minor Skills:Medium Armor
Unarmored
Alchemy
Mysticism
Illusion
This setup is, albeit somewhat inadvertently, extremely balanced. I have at least one skill for each governing attribute and, given the distribution of my skills, should have absolutely no problem rising to the top of any of the game's factions. A more balanced approached to selecting skills will actually be necessary to a degree, mind you, due to the fact that you'll actually have to rely on them (relying on your major/minor skill set? No wai! It's almost like you're actually roleplaying!) until you're able to put the effort into raising your misc skillset.
The first thing that a lot of people may notice is that I possess both Acrobatics and Athletics - often derided as the "lazy man's skills" due to how easy they are to increase - both set as majors. Before, these were the two skills that you were pretty much guaranteed to max out, regardless of whether you had them set as major, minor, or misc. Thus, there was no reason to select them as major or minor unless you just wanted the cheap level-ups. In my case, however, I've selected them because I genuinely want a fast and acrobatic character, and it's now actually prohibitively difficult to get them as high as I'd like them as misc skills.
But even if I *did* leave them as misc skills, I'd buy a few levels in training - particularly as I'm playing the slowest race in the game (note my selection of speed as a favored attribute). And be honest, when's the last time any of you actually *paid* for levels in athletics or acrobatics?
I've also selected Alchemy - another skill I've pegged as being way too easy to raise - as a minor skill. And, again, this isn't necessary because of that fact, but rather that Alchemy is perhaps my favorite skill in the entire game due to just how entertaining I find the system as a whole. I know that the way I play will lead to me using the skill a lot, and I want all that time I spend using my Alchemy skill to actually have some effect.
And this brings us to perhaps the main argument *against* my changes: people want the things that they do in this game to actually have some sort of benefit beyond the obvious. They want to gain experience from what they do. And the game's design is obviously intended to support this notion - it simply just doesn't pull it off very well. Your selection of major and minor skills is supposed to be a reflection of how you intend to play the game, and thus the skills you use the most will be the ones that level you up. And the more I reflect on it, the more I truly believe that the fatal flaw in the game's original design is that every skill gains experience through use, thus completely undermining the intended application of major and minor skills.
Morrowind was clearly designed so that your growth is a reflection of the way you play it. But instead, it's ended up working in the exact opposite manner - players tailor their playing styles so as to best manipulate the system. Previously, for example, I was always very careful about which skills I raised for my first level up. This is because my first level was always guaranteed a 5x multiplier for speed and personality due to athletics and mercantile (both misc skills) gaining ten levels on me before I could so much as breathe. I'd hit a mercantile level of 15 almost instantly and then would be careful not to advance *it* any farther until I hit level 2, so as to not waste precious attribute multipliers. As mym has pointed out, this is definitely no fun way to play Morrowind.
Now, on the other hand, I simply play. There's no possible way for any of my skills to run out of control on me since the only ones that will advance on their own are my majors and minors. I no longer end up with massive early multipliers in attributes that, as far as I'm concerned, go against the type of character I'm playing (i.e. violent sociopath). It just feels a lot more natural to me. More importantly, it feels a lot more like how the game was intended to be played in the first place.
My apologies for the wall o' text, but the more I talk about this, the more strongly I feel about it.