BTB's Game Improvements & The Raiders of the Lost Topic

Post » Sun Aug 08, 2010 10:16 am

None that I have encountered (or remembered).


Well, if you think of any, let me know.

I'm not really in a position to go looking myself at the moment, since my internet access here at work is rather limited (I have to come to the other side of the building just to get on).

EDIT: switching gears for just a moment, I just finished up with my updates to the readme, and I believe I'm done with the "Settings" plugin (aside from the skill growth consideration), which just leaves me with the "Spells" and "Equipment" plugins.

I'm not sure who was talking about it before, but I've decided that the best way to work around the fact that my camping cell edits can't work on any cell that's added or edited by another mod is to just add back in the edits I used to have that made it impossible to camp without being immediately attacked.
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Andrew
 
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Post » Sun Aug 08, 2010 3:15 pm

@Inverness Moon

For me, my melee skill tends to become my secondary option as typically I'll start firing on things well before I am close and generally I will do enough damage to kill or nearly kill most things I encounter even at low levels so I just end up using Marksman more than my melee skills.

In this update, I'm looking to adjust the effect costs of jump, levitate, slowfall, water breathing, and water walking for alchemy balance. I have some values in mind, but I'm not sure about them yet.

Jump - 2.00 (possibly too high?)
Levitate - 2.00 (I'm pretty confident on this one)
Slowfall - 1.00 (I'm concerned with duration, as magnitude is meaningless, so this may still be too high)
Water Breathing/Walking - 1.00 (I'm quite curious to see how these will differ from slowfall)

I'm opposed to Levitate being an option for anyone who isn't a high-level mage and prefer everyone else to use extremely weak spells or potions or scrolls. I think that perhaps for Telvanni mages maybe there should be a quest item that grants a short but potent flash of levitation for those tricky Telvanni tower tunnels. Obviously I'd like to see you going the other way but that's just my play style. I think I feel that Jump should be similarly restricted too since it can also give the player a huge advantage against nonflying enemies. In my game, I've gone to the trouble of removing the Levitate effect from all but a single ingredient and I've made the potions, scrolls etc. much more scarce but this is only important if you're the kind of person who has trouble not exploiting game mechanics.

I'm surprised that you seem to have taken a different way with Water Breathing as previously you increased the base cost.
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Talitha Kukk
 
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Post » Sun Aug 08, 2010 8:44 am

I'm opposed to Levitate being an option for anyone who isn't a high-level mage and prefer everyone else to use extremely weak spells or potions or scrolls. I think that perhaps for Telvanni mages maybe there should be a quest item that grants a short but potent flash of levitation for those tricky Telvanni tower tunnels. Obviously I'd like to see you going the other way but that's just my play style. I think I feel that Jump should be similarly restricted too since it can also give the player a huge advantage against nonflying enemies. In my game, I've gone to the trouble of removing the Levitate effect from all but a single ingredient and I've made the potions, scrolls etc. much more scarce but this is only important if you're the kind of person who has trouble not exploiting game mechanics.


I understand what you're trying to say, but to put those edits in perspective, you must first realize how almost entirely worthless both jump and levitate are in potions at their current values with all of the other settings in my mod taken into consideration. I haven't tested to confirm, but I think that both settings I'm proposing will still result in potions weaker than most of the pre-made spells.

I'm surprised that you seem to have taken a different way with Water Breathing as previously you increased the base cost.


Raising the cost was a losing battle, as I go on to describe in my readme., because water breathing is effective even at a duration of 1.
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Justin Bywater
 
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Post » Sun Aug 08, 2010 3:13 pm

water breathing is effective even at a duration of 1.

Oh wow, I didn't even think about that. Too bad.
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Emily abigail Villarreal
 
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Post » Sun Aug 08, 2010 5:30 pm

Oh wow, I didn't even think about that. Too bad.


Yeah. Slowfall has the same problem, pretty much. So no spellmaking or enchanting for either one of them, partly to avoid custom spells that only cost 1 magicka while still being effective, and partly so I can lower the effect costs so that they'll actually be useful in potions.
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Mario Alcantar
 
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Post » Sun Aug 08, 2010 10:16 pm

By the way, I just noticed a simple problem with the necromancer's amulet.

The amulet has a constant effect fortify magicka. This only increases the current magicka and not the maximum, so once you use that extra bit of juice up its like the effect doesn't even exist since you can't reach it again without reequipping the amulet. I think it needs to be changed back to fortify intelligence. 15 points if not 25.
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gandalf
 
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Post » Sun Aug 08, 2010 3:42 pm

By the way, I just noticed a simple problem with the necromancer's amulet.

The amulet has a constant effect fortify magicka. This only increases the current magicka and not the maximum, so once you use that extra bit of juice up its like the effect doesn't even exist since you can't reach it again without reequipping the amulet. I think it needs to be changed back to fortify intelligence. 15 points if not 25.


Pretty much anything with a CE fortify magicka *or* fortify fatigue effect is going to have this problem, it would seem.

Yay, that's one more thing I get to fix.
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Lewis Morel
 
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Post » Sun Aug 08, 2010 6:55 pm

Pretty much anything with a CE fortify magicka *or* fortify fatigue effect is going to have this problem, it would seem.

Yay, that's one more thing I get to fix.

Sheogorath's Signet Ring is the only item I have with constant effect Fortify Fatigue. I suppose you just replace that with the original 10pt Fortify Personality.
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Trevi
 
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Post » Sun Aug 08, 2010 3:51 pm

I think Marksman can afford to level slow because often is the case if you position yourself right you can fire off enough shots to kill an enemy before they get to you. There isn't as much danger as with melee combat. Also, in general, you don't need to move as much distance to attack so you can cover half the ground but hit just as many enemies as with an axe for example. You can just stride through the forest shooting at everything. Misses aren't a HUGE problem unless you don't manage fatigue well or simply don't have a certain minimum level in Marksman.

Good point.
Marksman definitely has the advantage of keeping you away from most damage.

However, considering BTB GI's philosophy, if we balance marksman with a lower growth rate, it will certainly conduce the player to spend more time grinding, using his bow on mud-crabs. I will be boring, but will work.

In general, I feel it's easier to fight with a bow in MW.
The daedric bow can deal up to 50 damage which can one or two shots many enemies.
Maybe another solution could be to reduce the average damage of all bows and keep the growth rate to a non boring value.

Hey, look, it's my favorite fan.

Oh, I'm honored ;)

I'm still using that list of alchemy effects for grandmaster equipment you posted way back when as a reference for my changes.

I'm glad it still helps!

In fact, I was wondering if you might try out a few more settings if you're not too busy.

A short break won't hurt :)
Long time I didn't boot on Windows!

I give values using my grandmaster set, Int=77, Alch=66, no buff (I could get +20 int).
Before values use BTB 9.0, after use the values you "have in mind".

Jump - 2.00 (possibly too high?)

Before / after: 11pts - 19s / 28pts - 53s
Since there is no more boots of blinding speed, the best alternative I've found is jump + feather potions.
Now if I reduce jump's cost to 2.00 I get more than twice the duration and the power, which is far more convenient but I think I'll feel wrong using such a boost.

Levitate - 2.00 (I'm pretty confident on this one)

Before / after: 11pts - 19s / 15pts - 27s
It's ok, no big difference.

Slowfall - 1.00 (I'm concerned with duration, as magnitude is meaningless, so this may still be too high)

Before / after: 7pts - 11s / 27pts - 52s
Duration may be boring in some cases, but it's no big deal and it finally gives the player enough time to slowly fall across Vivec's districts.

Water Breathing/Walking - 1.00 (I'm quite curious to see how these will differ from slowfall)

Before / after: 14s / 52s
I think a grand master in alchemy should be able to hold his breath at least 52s!

I may meet y'all halfway and set the growth rate up to 0.75, but I'll have to think about it. Consider the point I made above about how my marksman skill grows faster than my axe skill, and that's with marksman at a rate of 1.20 and axe at 1.00, which is only a 20% difference as opposed to a 50% difference.

Considering MrTea arguments, I'm not sure what the best solution could be.
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Stacy Hope
 
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Post » Sun Aug 08, 2010 2:19 pm

One thing I've been thinking about for awhile is how constant effect spells are done in Dragon Age. You sacrifice a percentage of your mana to keep a spell activated on yourself until you decide to turn it off. Obviously, Morrowind wouldn't support that mechanic well, but what about having spells that have much longer durations (several minutes) in exchange for applying a drain magicka effect for the same amount of time?

One thing I get tired of is repeatedly casting night eye or detect creatures when I'm in a dungeon or something. I would much prefer an effect that lasts five or ten minutes while draining a few times the magicka points as the cost of the spell so I'm not having to recast it at inconvenient times.
Good point.
Marksman definitely has the advantage of keeping you away from most damage.

However, considering BTB GI's philosophy, if we balance marksman with a lower growth rate, it will certainly conduce the player to spend more time grinding, using his bow on mud-crabs. I will be boring, but will work.
This my protest when it comes to Marksman. I don't like the idea of making changes that encourage grinding.
In general, I feel it's easier to fight with a bow in MW.
The daedric bow can deal up to 50 damage which can one or two shots many enemies.
Maybe another solution could be to reduce the average damage of all bows and keep the growth rate to a non boring value.

I'm reminded of the bow problem in Oblivion where they do puny amounts of damage, enough that Bethesda was influenced by an improvement mod to change that in Skyrim.

Also, daedric bows were already lowered to do 40 damage, unless you're referring to other parts of the formula. I don't know what all goes into the final damage value.

Edit: I was looking through the Spells plugin read me again and noticed that several other spells had been added to Ervona Barys at Ebonheart, who, as I noted before, only sold to Champions in the Legion. I suggest those also be moved to someone else.
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Tiffany Castillo
 
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Post » Sun Aug 08, 2010 1:48 pm

Sheogorath's Signet Ring is the only item I have with constant effect Fortify Fatigue. I suppose you just replace that with the original 10pt Fortify Personality.


Nah, I'm going to have to be more creative. Personality and intelligence are the two attributes for which I try to be really stingy about handing out fortify effects (for hopefully obvious reasons).

Good point.
Marksman definitely has the advantage of keeping you away from most damage.

However, considering BTB GI's philosophy, if we balance marksman with a lower growth rate, it will certainly conduce the player to spend more time grinding, using his bow on mud-crabs. I will be boring, but will work.

In general, I feel it's easier to fight with a bow in MW.
The daedric bow can deal up to 50 damage which can one or two shots many enemies.
Maybe another solution could be to reduce the average damage of all bows and keep the growth rate to a non boring value.


I think I've identified the core of our disagreement over Marksman, and that would be whether or not we consider it to be a "primary" combat skill.

As I mentioned, I have both axe and marksman as major skills. However, I tend to rely on my bow as my primary weapon, and only pull out my axe when I have to.

That being said, I'm not sure where that leaves us. What do y'all think?

Quote

Jump - 2.00

Before / after: 11pts - 19s / 28pts - 53s
Since there is no more boots of blinding speed, the best alternative I've found is jump + feather potions.
Now if I reduce jump's cost to 2.00 I get more than twice the duration and the power, which is far more convenient but I think I'll feel wrong using such a boost.


It looks like that value may be a bit too low... the duration in particular still seems too high. I'm thinking 2.40 will

Levitate - 2.00

Before / after: 11pts - 19s / 15pts - 27s
It's ok, no big difference.


...the hell? How is it that Levitate ends up with different results with the same value?

Anyways, that still seems a tad bit too high. The duration of the spells are 20 seconds apiece, and I'm thinking that a grandmaster potion should come close to matching that (which would leave most amateur potions still fairly ineffective).

Slowfall - 1.00

Before / after: 7pts - 11s / 27pts - 52s
Duration may be boring in some cases, but it's no big deal and it finally gives the player enough time to slowly fall across Vivec's districts.


Yeah, that looks good. I don't see amateur potions being too overeffective, and the new quality/exclusive potion values I've set in the "Alchemy" plugin still make them good to have.

That reminds me, I should probably post them here.

Water Breathing/Walking - 1.00 (I'm quite curious to see how these will differ from slowfall)

Before / after: 14s / 52s
I think a grand master in alchemy should be able to hold his breath at least 52s!


Slowfall and water walking/breathing have the same values, yet levitate and jump differ...

Weird. Just weird.

One thing I've been thinking about for awhile is how constant effect spells are done in Dragon Age. You sacrifice a percentage of your mana to keep a spell activated on yourself until you decide to turn it off. Obviously, Morrowind wouldn't support that mechanic well, but what about having spells that have much longer durations (several minutes) in exchange for applying a drain magicka effect for the same amount of time?


Too many problems with that. One, you can block against the drain magicka effect with magicka resistance. Two, it would have to be damage magicka, since any drained value is restored when the effect ends.

One thing I get tired of is repeatedly casting night eye or detect creatures when I'm in a dungeon or something. I would much prefer an effect that lasts five or ten minutes while draining a few times the magicka points as the cost of the spell so I'm not having to recast it at inconvenient times.


I've gone back and raised the durations of the detect potions, and I'm thinking I may do the same for the spells. Night-eye may recieve the same treatment.

I'm reminded of the bow problem in Oblivion where they do puny amounts of damage, enough that Bethesda was influenced by an improvement mod to change that in Skyrim.

Also, daedric bows were already lowered to do 40 damage, unless you're referring to other parts of the formula. I don't know what all goes into the final damage value.


For the record, I don't think bows do too much damage. It just seems that way because you're attacking from a distance rather than close-up. Try fighting close-up with a bow and you'll realize that any extra damage they may do (my axe is still stronger) is offset by a really [censored] rate of fire.

Edit: I was looking through the Spells plugin read me again and noticed that several other spells had been added to Ervona Barys at Ebonheart, who, as I noted before, only sold to Champions in the Legion. I suggest those also be moved to someone else.


Yeah, I was going to replace her entirely with a different NPC. The only trouble is finding one that's suitable. I think I've found a good candidate in Sadrith Mora, though.
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casey macmillan
 
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Post » Sun Aug 08, 2010 10:06 pm

After further consideration of what I said above about the Marksman skill, I've concluded that it is indeed tougher to level than other weapon skills due to the need to keep your distance from them. Yes, it'll level up faster earlier on when all you're fighting is mudcrabs, but that should change when you move up to more formidable opponents.

On the other hand, it's a great skill to use against Cliff Racers >.>

I suppose it's settled, then: Marksman skill will go up to 0.75.
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Samantha Jane Adams
 
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Post » Sun Aug 08, 2010 10:02 pm

Good point.
Marksman definitely has the advantage of keeping you away from most damage.

However, considering BTB GI's philosophy, if we balance marksman with a lower growth rate, it will certainly conduce the player to spend more time grinding, using his bow on mud-crabs. I will be boring, but will work.

Grinding is annoying but, you know, the player is not necessarily forced to grind. When I play, I don't really grind anything except Acrobatics which is really only because it's irresistible to bunny hop everywhere. I think someone who wants to grind will do it one way or another and people that don't think it's necessary will reap the intended rewards of reducing skill growth(that being, in theory, more challenging gameplay.) To a certain point, maybe you'll want to pump Marksman up 10 levels so you can go investigate some dungeon, but if you take your time and don't rush things you can reach that level without grinding. I think it's about pacing yourself rather than just forcing a skill to go up all at once which just seems like turning a game into work. Maybe this is a whole different discussion in itself.
In general, I feel it's easier to fight with a bow in MW.
The daedric bow can deal up to 50 damage which can one or two shots many enemies.
Maybe another solution could be to reduce the average damage of all bows and keep the growth rate to a non boring value.

Yeah, it's pretty ridiculous. A low level player can have access to a Daedric Bow using the Bound Long Bow spell though BTB did greatly increase the base value for that spell I think. I think you can still cheaply make a spell or enchant an item with the spell for, say, 12 seconds which is often more than long enough and then you end up with a light, highly-powerful weapon that isn't really affected by weapon damage which you can easily use over and over. It's possible BTB has put restrictions on this that I'm not aware of. I'm not sure if he touched that really easy Ebony Mine quest that gives you access to an actual Daedric Bow.

One thing I've been thinking about for awhile is how constant effect spells are done in Dragon Age. You sacrifice a percentage of your mana to keep a spell activated on yourself until you decide to turn it off. Obviously, Morrowind wouldn't support that mechanic well, but what about having spells that have much longer durations (several minutes) in exchange for applying a drain magicka effect for the same amount of time?

It's a pretty interesting idea but using Magicka would probably be much more of a hindrance to mages than warriors which might not be for the best. I think I might prefer if it was health rather.

This idea relates to the subject of Resist Magicka which is an effect that I really have mixed feelings about because it really makes it almost impossible to make cool enchantments/spells/etc. that do both good and harm to the player work properly with the Boots of Blinding Speed being the classic example. I think that positive and negative aspects to, for example, an artifact is a really interesting gameplay element and I'm not sure if what Resist Magicka brings to the table is really worth what it takes away. We already have Spell Absorption and Reflect for magical defense though of course Resist Magicka is useful in that it simply nullifies magic rather than absorbing or reflecting.
One thing I get tired of is repeatedly casting night eye or detect creatures when I'm in a dungeon or something. I would much prefer an effect that lasts five or ten minutes while draining a few times the magicka points as the cost of the spell so I'm not having to recast it at inconvenient times.

I think this is why we have torches and such in the game though I don't think that the devs really did an effective job with lightsource items. I think that sometimes operating in darkness provides an interesting challenge so I think I'm opposed to Night Eye being easy to utilize.

After further consideration of what I said above about the Marksman skill, I've concluded that it is indeed tougher to level than other weapon skills due to the need to keep your distance from them. Yes, it'll level up faster earlier on when all you're fighting is mudcrabs, but that should change when you move up to more formidable opponents.

On the other hand, it's a great skill to use against Cliff Racers >.>

I suppose it's settled, then: Marksman skill will go up to 0.75.

Personally, I don't think it's a huge deal. It would be hard to balance it right for everyone because some people prefer to position themselves perfectly to snipe an enemy with as many shots as possible before they can get within melee range and other people prefer to just wade into combat swinging a heavy piece of metal. I think that the more "difficult" the game becomes, the more people will probably want to rely on range attacks so if you try to make enemies more dangerous then you will probably see Marksman gaining levels quicker but I don't think you're trying to do that right now.
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Lawrence Armijo
 
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Post » Sun Aug 08, 2010 9:25 pm


Too many problems with that. One, you can block against the drain magicka effect with magicka resistance. Two, it would have to be damage magicka, since any drained value is restored when the effect ends.

I suppose that problem could be easily enough dealt with using a script to edit the magicka or temporarily reduce magicka resistance to zero so the effect isn't countered when applied. That would take some effort though. Perhaps this is a job for MCP to make it so magicka resistance only applies to spells from enemies? That would make it easier to make enchantments that have both benefit and harm.

It's a pretty interesting idea but using Magicka would probably be much more of a hindrance to mages than warriors which might not be for the best. I think I might prefer if it was health rather.

Using health wouldn't make much sense, imho. Perhaps a formula that uses a greater percentage of magicka depending on attributes and magic skills? So that warriors couldn't overuse it. Or perhaps something simpler like a minimum skill level.
This idea relates to the subject of Resist Magicka which is an effect that I really have mixed feelings about because it really makes it almost impossible to make cool enchantments/spells/etc. that do both good and harm to the player work properly with the Boots of Blinding Speed being the classic example. I think that positive and negative aspects to, for example, an artifact is a really interesting gameplay element and I'm not sure if what Resist Magicka brings to the table is really worth what it takes away. We already have Spell Absorption and Reflect for magical defense though of course Resist Magicka is useful in that it simply nullifies magic rather than absorbing or reflecting.

As I mentioned before, perhaps this is a job for MCP?
I think this is why we have torches and such in the game though I don't think that the devs really did an effective job with lightsource items. I think that sometimes operating in darkness provides an interesting challenge so I think I'm opposed to Night Eye being easy to utilize.

Having to repeatedly cast Night Eye is not challenging in this least, it is simply irritating.

I think there should be higher level versions that have longer durations instead of greater magnitudes.
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Ridhwan Hemsome
 
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Post » Sun Aug 08, 2010 7:43 pm

I suppose that problem could be easily enough dealt with using a script to edit the magicka or temporarily reduce magicka resistance to zero so the effect isn't countered when applied. That would take some effort though. Perhaps this is a job for MCP to make it so magicka resistance only applies to spells from enemies? That would make it easier to make enchantments that have both benefit and harm.

I would be really, really happy if MCP tweaked Resist Magicka to only apply to spells casted by enemies.

Using health wouldn't make much sense, imho. Perhaps a formula that uses a greater percentage of magicka depending on attributes and magic skills? So that warriors couldn't overuse it. Or perhaps something simpler like a minimum skill level.

Well, I don't think it needs to make a whole lot of sense since we're talking about magic. I really do think that gameplay should take priority here and that means balancing it for all classes. I'm not saying it has to be Health, but I don't think Magicka is good for this since you can easily just not use Magicka at all. If it is Health, it should scale so that everyone is equally worse-off. If you want to try to make sense of Health being reduced, just see it as a portion of the player's life force being shared in exchange for the magic. It might all be a bit too convoluted too implement, though.

Having to repeatedly cast Night Eye is not challenging in this least, it is simply irritating.

I think there should be higher level versions that have longer durations instead of greater magnitudes.

I think that makes sense. The duration should remain long for all instances of the spell, but the magnitude should start off weak and slowly get higher. I would like to give the player reasons to use torches, though Morrowind's lighting is certainly not that great in my opinion.
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Poetic Vice
 
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Post » Sun Aug 08, 2010 8:06 am

I think that makes sense. The duration should remain long for all instances of the spell, but the magnitude should start off weak and slowly get higher. I would like to give the player reasons to use torches, though Morrowind's lighting is certainly not that great in my opinion.


True, but outside my scope.

The lighting in this game svcks, pure and simple, but the magnitude of said svckage seems to vary greatly from one computer to the next.
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Allison C
 
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Post » Sun Aug 08, 2010 7:21 pm

I would be really, really happy if MCP tweaked Resist Magicka to only apply to spells casted by enemies.

Perhaps we should pitch the idea in the MCP thread? :foodndrink:
Well, I don't think it needs to make a whole lot of sense since we're talking about magic. I really do think that gameplay should take priority here and that means balancing it for all classes. I'm not saying it has to be Health, but I don't think Magicka is good for this since you can easily just not use Magicka at all. If it is Health, it should scale so that everyone is equally worse-off. If you want to try to make sense of Health being reduced, just see it as a portion of the player's life force being shared in exchange for the magic. It might all be a bit too convoluted too implement, though.

What about fatigue?
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neen
 
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Post » Sun Aug 08, 2010 11:19 am

Perhaps we should pitch the idea in the MCP thread? :foodndrink:

Taken care of!

What about fatigue?

It would definitely be interesting from a gameplay sense though do mages use very much fatigue relative to warriors? I'm not sure if things would be disproportionate between those two extremes. In terms of lifetime fatigue usage I think everyone is about equal since everyone runs everywhere and that kind of eclipses other types of fatigue usage I think by quite a bit but in combat I don't know where mages would be relative to warriors.


edit:
By the way, has anyone considered how Morrowind would play if skills didn't level through usage? It would be one of those things that would be a little too nonsensical even for a fantasy game but I think it could also make gameplay more interesting as it would reduce incentive for players to grind. I would never need to bunny hop ever again. It would very likely require tweaking to the game "economy" to make the training reasonable and you'd end up with people farming souls for gold or something which is grinding so that would need tweaking. All in all, perhaps not workable but I think it's an interesting idea as if it were implemented correctly it could reduce repetitive gameplay(though I did just make an argument against grinding being unnecessary to begin with in an earlier post.)
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Aliish Sheldonn
 
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Post » Sun Aug 08, 2010 4:47 pm

By the way, has anyone considered how Morrowind would play if skills didn't level through usage?


Um... sorta. My mod does sort of does that, at least to misc skills.

I like the MCP idea, too.

EDIT: almost done with going back over the "Spells" plugin... that just leaves "Equipment" to go.
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Suzie Dalziel
 
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Post » Sun Aug 08, 2010 10:14 am

It would definitely be interesting from a gameplay sense though do mages use very much fatigue relative to warriors? I'm not sure if things would be disproportionate between those two extremes. In terms of lifetime fatigue usage I think everyone is about equal since everyone runs everywhere and that kind of eclipses other types of fatigue usage I think by quite a bit but in combat I don't know where mages would be relative to warriors.
Well for mages, the chance to successfully cast a spell lowers depending on your fatigue level. Since internally, spells can have over 100% chance of success, this would only start being noticeable for higher level stuff.

At this point I don't know how much of an impact to cast chance would occur. It would require testing. But I think fatigue is the best bet for a middle ground between all types of characters.
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Spaceman
 
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Post » Sun Aug 08, 2010 7:49 am

Well for mages, the chance to successfully cast a spell lowers depending on your fatigue level. Since internally, spells can have over 100% chance of success, this would only start being noticeable for higher level stuff.

Is this true for vanilla? Maybe it's just that it needs to be tweaked to get a noticeable amount of failures, but I didn't know/remember this.

FWIW, I think fatigue is a good compromise. It would be interesting to see this with tejon's fatigue mods, which amplify the effects of fatigue loss.
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sophie
 
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Post » Sun Aug 08, 2010 5:22 pm

All righty, I am now officially done with everything except the "Equipment" plugin and deciding how to handle the new spell merchants issue in the "Spells" plugin.

Here's the changelog at the moment:

Spoiler



"CHARACTER" PLUGIN - STARTING STATS:

? Argonian - strength from 40 to 30, endurance from 30 to 40, personality from 20 to 30, intelligence from 40 to 30

? Breton - strength from 20 to 30, willpower from 50 to 40

? High Elf - willpower from 40 to 50, strength from 30 to 20

? Imperial - strength from 30 to 40, endurance from 40 to 30

? Khajiit - intelligence from 30 to 40, personality from 30 to 20

---------------------------------------------------------------------------------------------------------

"CHARACTER" PLUGIN - ABILITIES:

? Argonian - swift swim from 20 to 25, merged water breathing and swift swim into one ability (Argonian Swimming) instead of having them as separate abilities

? High Elf - removed weakness to fire, frost, shock, and magicka; added resistance to common disease at default setting (75)

? Wood Elf - removed resistance to common disease

---------------------------------------------------------------------------------------------------------

"CHARACTER" PLUGIN - POWERS:

? Dragon Skin (Breton) - removed shield effect

? Star of the West (Imperial) - absorb fatigue magnitude from 100 to default setting (200)

? Voice of the Emperor (Imperial) - magnitude from 20 to 10

? Woad (Nord) - magnitude from 50 to 25, added resist normal weapons (25 for 60)

? Beast Tongue (Wood Elf) - duration from 30 to 60

---------------------------------------------------------------------------------------------------------

"SPELLS" PLUGIN - STARTING SPELLS:

? Alteration - added Levitate, removed Feather

---------------------------------------------------------------------------------------------------------

"SPELLS" PLUGIN - SPELL EFFECTS:

? Feather - cost from 0.32 to 0.40

? Jump - cost from default setting (3.00) to 2.00

? Levitate - cost from default setting (3.00) to 2.00

? Slowfall - disabled spellmaking/enchanting, cost from 6.00 to 1.00

? Water Breathing - disabled spellmaking/enchanting, cost from 4.00 to 1.00

? Water Walking - disabled spellmaking/enchanting, cost from 1.20 to 1.00


? Damage Attribute - re-enabled spellmaking/enchanting, cost from default setting (8.00) to 20.00

? Damage Fatigue - cost from default setting (4.00) to 3.00

? Drain Magicka - disabled spellmaking/enchanting, cost from 0.20 to default setting (4.00)

? Drain Skill - re-enabled spellmaking/enchanting


? Absorb Health - cost from 15.00 to 12.00, NPC-only spell magnitudes adjusted accordingly


? Fortify Health - disabled spellmaking/enchanting, cost from 0.30 to 0.20

? Fortify Magicka - cost from default setting (1.00) to 0.20

? Restore Magicka - cost from 2.00 to 3.00

? Resist Blight - cost from 0.40 to 0.20

? Resist Paralysis - cost from 0.60 to 0.40

---------------------------------------------------------------------------------------------------------

"SPELLS" PLUGIN - SPELLS:

? Burden of Sin - area from 0 to 10, cost from 18 to 12

? Great Burden of Sin - area from 0 to 10, magnitude from 150-300 to 200-400, from touch to target

? Crushing Burden of Sin - area from 0 to 25, magnitude from 250-500 to 300-600, from touch to target


? Levitate - duration from 30 to 20

? Strong Levitate - duration from 30 to 20, cost from 18 to 12

? Great Levitate - duration from 30 to 20, cost from 36 to 18

? Wild Levitate - duration from 30 to 20, magnitude from 70-100 to 70-90, cost from 48 to 24


? Feather - cost from 6 to 3

? Strong Feather - cost from 12 to 6

? Great Feather - cost from 24 to 12

? Ulms' Juicedaw Feather - cost from 36 to 30


? Fenrick's Doorjam - cost from 6 to 5

? Slowfall - duration from 20 to 30

? Vivec's Kiss - cost from 9 to 6


? Clumsiness - magnitude from 5-15 to 10-20

? Clumsy Touch - magnitude from 5-15 to 10-20

? Wild Clumsiness - magnitude from 10-30 to 20-40


? Fleabite - magnitude from 40-60 to 40-80

? Doze - magnitude from 80-120 to 80-160, cost from 12 to 9

? Hornhand - magnitude from 120-180 to 120-240, cost from 24 to 18

? Ironhand - magnitude from 160-240 to 160-320, cost from 36 to 30


? Heartbite - magnitude from 30 to 100, cost from 9 to 36, from touch to target

? Daedric Bite - magnitude from 50 to 200, cost from 18 to 72


? Wounding Touch - cost from 5 to 6

? Wound - cost from 5 to 9, magnitude from 10-25 to 20-30

? Weeping Wound - cost from 15 to 18

? Wild Weeping Wound - cost from 30 to 24, magnitude from 80-120 to 60-90

? Drain Blood - area from 0 to 10, duration from 30 to 20

? Sphere of Negation - area from 20 to 25, duration from 30 to 20


? Weary - from burden to drain fatigue (100-200 for 10 on target [9])

? Cruel Weary - from burden to drain fatigue (200-300 for 10 on target [24])

? Dire Weary - from burden to drain fatigue (300-400 for 10 on target [45])

? Wearying Touch - magnitude from 120-200 to 100-200, from 30 to 10, cost from 12 to 6

? Exhausting Touch - magnitude from 200-360 to 200-300, duration from 30 to 10, cost from 30 to 18

? Weariness - magnitude from 120-200 to 100-200, duration from 30 to 20, cost from 18 to 12, area from 0 to 10

? Exhaustion - magnitude from 200-360 to 200-300, duration from 30 to 10, cost from 45 to 36, area from 0 to 10

? Wild Exhaustion - magnitude from 200-600 to 300-400, duration from 30 to 10, area from 0 to 10

? Ordeal Of St. Olms - magnitude from 200-360 to 300-400, duration from 60 to 10, cost from 42 to 30, area from 5 to 0

? Sleep - magnitude from 120-200 to 1000, duration from 60 to 10, cost from 36 to 45, area from 5 to 0, from target to touch


? Viperbolt - area from 0 to 5

? God's Spark - area from 20 to 25


? Noise - magnitude from 10-20 to 10-30

? Cruel Noise - magnitude from 30-40 to 30-60

? Dire Noise - magnitude from 50-80 to 60-90

? Cruel Earwig - cost from 30 to 24

? Dire Earwig - cost from 48 to 42

? Wild Earwig - magnitude from 60-100 to 70-90


? Absorb Fatigue - magnitude from 100 to 10, duration from 1 to 10, cost from 6 to 5

? Absorb Fatigue [Ranged] - magnitude from 100 to 10, duration from 1 to 20, cost from 18 to 15

? Energy Leech - duration from 20 to 30

? Tap Energy - magnitude from 5 to 10-20, duration from 40 to 20, cost from auto-calculated (60) to 30, now available to player (see "spell merchants" section below), added new NPC-only spell to replace it


? Absorb Health - cost from 6 to 5

? Absorb Health [Ranged] - cost from 18 to 15

? Righteousness - magnitude from 40 to 50-100

? Life Force - magnitude from 80-120 to 75-125, cost from auto-calculated (60) to 45, now available to player (see "spell merchants" section below), added new NPC-only spell to replace it


? Absorb Magicka - magnitude from 25 to 15, cost from 12 to 5

? Absorb Magicka [Ranged] - cost from 36 to 30

? Detect Life - duration from 10 to 30, renamed from "Detect Creature"

? Detect Enchantment - duration from 10 to 30, magnitude from 50 to 100

? Detect Key - duration from 10 to 30, magnitude from 50 to 100

? Tevral's Hawkshaw - cost from 15 to 6, duration from 30 to 60


? Self Dispel - cost from 3 to 6

? Almalexia's Grace - area from 20 to 50

? Purge Magic - area from 20 to 50


? Soul Trap - cost from 6 to 3

? Telekinesis - cost from 3 to 9


? Vitality - removed script that prevented loss of current health when spell wore off

? Blood Gift - removed script that prevented loss of current health when spell wore off

? Daedric Health - removed script that prevented loss of current health when spell wore off


? Variable Resist Fire - magnitude from 10-30 to 10-20, cost from 18 to 15

? Variable Resist Frost - magnitude from 10-30 to 10-20, cost from 18 to 15

? Variable Resist Shock - magnitude from 10-30 to 10-20, cost from 18 to 15

? Variable Resist Poison - magnitude from 10-30 to 10-20, cost from 18 to 15

? Variable Resist Magicka - magnitude from 10-30 to 10-20, cost from 18 to 15


? Resist Common Disease - cost from 9 to 3

? Strong Resist Common Disease - cost from 15 to 6, magnitude from 20-40 to 50, renamed from "Variable"

? Great Resist Common Disease - cost from 24 to 9, magnitude from 50 to 75

? Seryn's Blessing - cost from 36 to 15, magnitude from 75 to 100


? Poet's Whim - cost from 9 to 3

? Shield of the Armiger - cost from 15 to 6, magnitude from 20-40 to 50, duration from 30 to 60

? Vivec's Mercy - cost from 24 to 9, magnitude from 50 to 75, duration from 30 to 60

? Blightguard - cost from 36 to 15, magnitude from 75 to 100, duration from 30 to 60


? Resist Paralysis - duration from 40 to 30, cost from 15 to 3

? Free Action - magnitude from 50 to 100, duration from 40 to 30, cost from 30 to 15


? Balyna's Antidote - magnitude from 40-60 to 60

? Zenthiar's Gospel - magnitude from 40-60 to 60

? Panacea - magnitude from 60-140 to 120

? Rilms' Cure - magnitude from 120-180 to 180

? Rilms' Gift - magnitude from 120-180 to 180

? Vivec's Tears - magnitude from 160-240 to 240


? Hearth Heal - magnitude from from 50 to 30, cost from 15 to 6

? Veloth's Benison - duration from 3 to 5, cost from 6 to 12

? Balyna's Soothing Balm - magnitude from 40-80 to 60-80, cost from 15 to 18

? Troll's Blood - cost from 9 to 12

? Regenerate - magnitude from 1-5 to 2-4, cost from 18 to 24

? Rapid Regenerate - magnitude from 5-10 to 4-6, cost from 45 to 42


? Veloth's Gift - duration from 5 to 3, cost from 15 to 6

? Heal Companion - magnitude from 30 to 90, cost from 6 to 24

? Strong Heal Companion - magnitude from 80 to 120, cost from 18 to 30

? Great Heal Companion - magnitude from 120 to 240, cost from 30 to 60

---------------------------------------------------------------------------------------------------------

"SPELLS" PLUGIN - MERCHANTS:

? Arrille -
? Aldaril -
? Amarie Charien -
? Aunius Autrus -
? Diren Vendu -
? Elynu Saren -
? Ervona Barys -
? Fanildil -
? Ferise Varo -
? J'Rasha -
? Llaalam Madalas -
? Malven Romori -
? Melie Frenck -
? Nelso Salenim -
? Saras Orelu -
? Solea Nuccusius -
? Ulmiso Maloren -

---------------------------------------------------------------------------------------------------------

"ALCHEMY" PLUGIN - POTIONS:

? Bargain Feather - duration from 20 to 15

? Standard Feather - duration from 40 to 60

? Quality Feather - duration from 50 to 180

? Exclusive Feather - duration from 60 to 600, magnitude from 300 to 500


? Bargain Elemental Shield - duration from 10 to 5

? Cheap Elemental Shield - duration from 20 to 10

? Standard Elemental Shield - duration from 30 to 20

? Exclusive Elemental Shield - magnitude from 30 to 50


? Bargain Jump - duration from 10 to 5

? Cheap Jump - duration from 20 to 10

? Standard Jump - duration from 30 to 20

? Exclusive Jump - duration from 50 to default setting (60), magnitude from 30 to 50


? Bargain Levitate - duration from 10 to 5

? Cheap Levitate - duration from 20 to 10, magnitude from 15 to 20

? Standard Levitate - duration from 30 to 20, magnitude from 20 to 25

? Quality Levitate - magnitude from 25 to 50

? Exclusive Levitate - magnitude from 30 to 100


? Bargain Slowfall - duration from 10 to 15

? Cheap Slowfall - duration from 20 to 30

? Standard Slowfall - duration from 30 to 60

? Quality Slowfall - duration from 40 to 180

? Exclusive Slowfall - duration from 50 to 600


? Bargain Shield - duration from 20 to 5

? Cheap Shield - duration from 30 to 10

? Standard Shield - duration from 40 to 20

? Quality Shield - duration from 50 to 40

? Exclusive Shield - magnitude from 30 to 50


? Bargain Swift Swim - duration from 20 to 15, magnitude from 20 to 10

? Cheap Swift Swim - magnitude from 30 to 15

? Standard Swift Swim - duration from 40 to 60, magnitude from 40 to 20

? Quality Swift Swim - duration from 50 to 180, magnitude from 50 to 25

? Exclusive Swift Swim - duration from 60 to 600, magnitude from 60 to 50


? Bargain Water Breathing - duration from 20 to 15

? Standard Water Breathing - duration from 40 to 60

? Quality Water Breathing - duration from 50 to 180

? Exclusive Water Breathing - duration from 60 to 600


? Bargain Water Walking - duration from 20 to 15

? Standard Water Walking - duration from 40 to 60

? Quality Water Walking - duration from 50 to 180

? Exclusive Water Walking - duration from 60 to 600


? Bargain Night-Eye - magnitude from 20 to 10, duration from 20 to 15

? Standard Night-Eye - duration from 40 to 60

? Quality Night-Eye - duration from 50 to 180

? Exclusive Night-Eye - magnitude from 30 to 50, duration from 60 to 600


? Bargain Sanctuary - duration from 10 to 5, magnitude from 10 to 5

? Cheap Sanctuary - magnitude from 15 to 10

? Standard Sanctuary - duration from 10 to 15, magnitude from 20 to 15

? Quality Sanctuary - duration from 10 to 20, magnitude from 25 to 20

? Exclusive Sanctuary - duration 20 to 30, magnitude from 30 to 25


? Bargain Reflect - duration from 10 to 5, magnitude from 10 to 5

? Cheap Reflect - magnitude from 15 to 10

? Standard Reflect - duration from 10 to 15, magnitude from 20 to 15

? Quality Reflect - duration from 10 to 20, magnitude from 25 to 20

? Exclusive Reflect - duration 20 to 30, magnitude from 30 to 25


? Bargain Spell Absorption - duration from 10 to 5, magnitude from 10 to 5

? Cheap Spell Absorption - magnitude from 15 to 10

? Standard Spell Absorption - duration from 10 to 15, magnitude from 20 to 15

? Quality Spell Absorption - duration from 10 to 20, magnitude from 25 to 20

? Exclusive Spell Absorption - duration 20 to 30, magnitude from 30 to 25


? Bargain Fortify Attack - duration from 20 to 5, magnitude from 10 to 5

? Cheap Fortify Attack - duration from 30 to 10, magnitude from 15 to 10

? Standard Fortify Attack - duration from 40 to 15, magnitude from 20 to 15

? Quality Fortify Attack - duration from 50 to 20, magnitude from 25 to 20

? Exclusive Fortify Attack - duration from 60 to 30, magnitude from 30 to 25


? Bargain Fortify Attribute - duration from 20 to 5

? Cheap Fortify Attribute - duration from 30 to 10

? Standard Fortify Attribute - duration from 40 to 20

? Quality Fortify Attribute - duration from 50 to 40

? Exclusive Fortify Attribute - magnitude from 30 to 50


? Bargain Fortify Health - duration from 20 to 5, magnitude from 20 to 10

? Cheap Fortify Health - duration from 30 to 10, magnitude from 30 to 20

? Standard Fortify Health - duration from 40 to 20, magnitude from 40 to 25

? Quality Fortify Health - duration from 50 to 40

? Exclusive Fortify Health - magnitude from 60 to 100


? Bargain Fortify Magicka - duration from 10 to 5

? Cheap Fortify Magicka - magnitude from 15 to 20

? Standard Fortify Magicka - duration from 10 to 20, magnitude from 20 to 25

? Quality Fortify Magicka - duration from 10 to 40, magnitude from 25 to 50

? Exclusive Fortify Magicka - duration from 10 to default setting (60), magnitude from 30 to 100


? Bargain Resist Blight - duration from 20 to 15, magnitude from 20 to 10

? Cheap Resist Blight - magnitude from 30 to 25

? Standard Resist Blight - duration from 40 to 60, magnitude from 40 to 50

? Quality Resist Blight - duration from 50 to 180, magnitude from 50 to 75

? Exclusive Resist Blight - duration from 60 to 600, magnitude from 60 to 100


? Bargain Resist Disease - duration from 20 to 15, magnitude from 20 to 10

? Cheap Resist Disease - magnitude from 30 to 25

? Standard Resist Disease - duration from 40 to 60, magnitude from 40 to 50

? Quality Resist Disease - duration from 50 to 180, magnitude from 50 to 75

? Exclusive Resist Disease - duration from 60 to 600, magnitude from 60 to 100


? Bargain Resist Element - duration from 20 to 5

? Cheap Resist Element - duration from 30 to 10

? Standard Resist Element - duration from 40 to 20

? Quality Resist Element - duration from 50 to 40

? Exclusive Resist Element - magnitude from 30 to 50


? Bargain Resist Paralysis - coverted from invisibility (10 for 5)

? Cheap Resist Paralysis - converted from invisibility (25 for 10)

? Standard Resist Paralysis - duration from 60 to 20, renamed from "potion of resist paralysis"

? Quality Resist Paralysis - converted from invisibility (75 for 40)

? Exclusive Resist Paralysis - converted from invisibility (100 for 60)


? Bargain Resist Weapons - converted from fortify fatigue (5 for 5)

? Cheap Resist Weapons - converted from fortify fatigue (10 for 10)

? Standard Resist Weapons - converted from fortify fatigue (15 for 15)

? Quality Resist Weapons - converted from fortify fatigue (20 for 20)

? Exclusive Resist Weapons - converted from fortify fatigue (25 for 30)


? Bargain Restore Attribute - magnitude from 10 to 5

? Cheap Restore Attribute - magnitude from 15 to 10

? Standard Restore Attribute - magnitude from 20 to 25

? Quality Restore Attribute - magnitude from 25 to 50

? Exclusive Restore Attribute - magnitude from 30 to 100


? Exclusive Restore Fatigue - magnitude from 30 to 50

? Exclusive Restore Health - magnitude from 20 to 25

? Exclusive Restore Magicka - magnitude from 20 to 25

? Spoiled Potion (all variants) - restore magicka magnitude from 15 to 30


? Potion of Cure Blight - renamed from "Potion of Cure Blight Disease"

? Potion of Detect Life - duration from 30 to 60, renamed from "Creatures"

? Potion of Detect Enchantments - duration from 30 to 60, magnitude from 50 to 100

? Potion of Detect Key - duration from 30 to 60, magnitude from 50 to 100

? Potion of Invisibility - value from 50 to 250, renamed from "Standard"


? Shien - fortify endurance magnitude from 20 to 10

? Skooma - drain intelligence magnitude from 200 to default setting (20)

---------------------------------------------------------------------------------------------------------

"EQUIPMENT" PLUGIN - ENCHANTMENTS:

? Amulet of Admonition

? Amulet of Frost - magnitude from 15-20 to 15-30

? Amulet of Shadows

? Amulet of Slowfalling

? Amulet of Water Walking

? Ancient Silver Dagger - magnitude from 5-15 to 10-15

? Azura's Servant - magnitude from 15-30 to 30-60 (both effects)

? Belt of Free Action

? Belt of the Hortator

? Belt of Northern K.K. - damage fatigue magnitude from 50-100 to 50-150 and damage health magnitude from 5-10 to 5-15

? Blood Belt - fortify health magnitude from 10 to ?, removed drain & restore health

? Lifestone - fortify health magnitude from 20 to ?, removed drain & restore health

? Mara's Blouse

? Necromancer's Amulet

? Nuccius's Cursed Ring

? Ondusi's Key

? Redas Robe of Deeds

? Ring of Equity

? Daunting Mace

? Ring of Exhaustion

? Ring of Far Reaching

? Ring of Fireballs

? Ring of Fire Storm

? Ring of Fleabite

? Ring of the Horator

? Ring of Hornhand

? Ring of Ice Bolts

? Ring of Ice Storm

? Ring of Ironhand

? Ring of Khajiit

? Ring of Knuckle Luck

? Ring of Lightning Bolt

? Ring of Lightning Storm

? Ring of Poisonblooms

? Ring of Sphere of Negation

? Ring of Toxic Cloud

? Ring of Vampire's Kiss

? Ring of Wizard's Fire

? Ring of Wounds

? Robe of Drake's Pride

? Robe of Erur-Dan Wise

? Robe of the Horator

? Sacrifice Ring

? Seizing of Erabenimsun

? Soulpinch Charm

? Spirit Charm

? St. Sotha's Judgement

? Thunderfall

? Vampiric Ring

? Viperbolt Ring

? Watcher's Belt

? Ring of Surroundings

? Ondusi's Unhinging

? Ekash's Lock Splitter

? Stendarr's Hammer

? Robe of Burdens

? Weeping Robe

? Royal Signet Ring

? Ebony Arrow of Slaying

? Black Hands Dagger

? Boethiah's Walking Stick

? Boots of the Apostle - added fortify enchant (10 for 60), removed bound boots

? Chrysamere

? Cleaver of St. Felms - magnitude from 15 to 15-30 (both effects)

? Dagoth Dagger

? Doze Charm - magnitude from 80 to 80-120

? Eleidon's Ward - shield duration from 10 to 20

? Erur-Dan's Cuirass - restore fatigue magnitude from 50-100 to 50-150

? Feather Belt - duration from 40 to 60

? Feather Ring - duration from 40 to 60

? Feather Shield

? Founder's Belt

? Greed

? Grey Shaft of Unraveling - area from 20 to 25

? Heart Ring

? Hellfire Staff - fire damage area from 20 to 25

? Shimsil

? Soul Drinker

? Battle Axe of Wounds

? Gavel of the Ordinator

? War Axe of Wounds

? Warhammer of Wounds

? Helm of Wounding

? Light of Day

? Lord's Mail

? Magebane

? Mephala's Teacher

? Ten Pace Boots

? Water Spear

? Wings of the Bat Queen

? Wraithguard - removed resist blight disease

? NOTE: check for 0-charge enchantments

---------------------------------------------------------------------------------------------------------

"SETTINGS" PLUGIN - GMSTS:

? fSleepRandMod fSleepRestMod - from default settings (?) to 1.0; makes it impossible to camp without being immediately attacked (this is a failsafe to the cell edits that already disable camping entirely)

? fElementalShieldMult GMST - from 0.5 to 1.0; raises the damage dealt by elemental shields from 1 per every 2 points of magnitude to 1 per every point

? fDiseasixferChance - from 5.0 to 7.5; raises the chance of contracting disease from double the original value to triple the original value

---------------------------------------------------------------------------------------------------------

"SETTINGS" PLUGIN - SKILL RATES:

? Alchemy - consume ingredient from 0.60 to 0.75

? Armorer - from 0.60 to 0.75


? Axe - from 1.00 to 0.50

? Blunt Weapon - from 0.80 to 0.50

? Long Blade - from 0.80 to 0.50

? Spear skill - from 0.80 to 0.50


? Short Blade - from 0.60 to 0.25

? Hand To Hand - from 0.60 to 0.25

? Marksman - from 1.20 to 0.75


? Heavy Armor - from 0.80 to 0.50

? Medium Armor - from 0.80 to 0.50

? Light Armor - from 0.80 to 0.50

? Unarmored - from 0.80 to 0.75

---------------------------------------------------------------------------------------------------------


User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sun Aug 08, 2010 9:39 pm

Also, daedric bows were already lowered to do 40 damage, unless you're referring to other parts of the formula.


I forgot that, and of course I agree with that change.

I don't know what all goes into the final damage value.


According to the http://www.uesp.net/wiki/Morrowind:Combat#Damage, you'll get max base damage (40):
- with 50 STR and
- if your opponent has no armor and
- if you fully draw back your swings.
You'll get twice damage at 100 STR.

As I mentioned, I have both axe and marksman as major skills. However, I tend to rely on my bow as my primary weapon, and only pull out my axe when I have to.

Same for me.
If I want to play with a melee weapon I have to create a specific character who doesn't use range weapons at all.
It shouldn't be that way...

For the record, I don't think bows do too much damage. It just seems that way because you're attacking from a distance rather than close-up. Try fighting close-up with a bow and you'll realize that any extra damage they may do (my axe is still stronger) is offset by a really [censored] rate of fire.

In most situations you'll be able to keep your opponent away from you, because of the poor AI and the architecture of most places (dungeons/caves...) where there are almost always corridors.

I'm not sure what's the best solution to balance range fighting.
Thoughts:
- lower bow damage
- make more creatures immune to projectiles
- increase arrows / bows gold cost
- reduce arrows speed

Grinding is annoying but, you know, the player is not necessarily forced to grind.

I fully agree. But I as I follow BTB's principles, I just try to find a way to "to discourage the spamming/grinding of skills as much as possible while promoting their growth through regular use". If there is a way to grinding it can be really tempting.

When I play, I don't really grind anything except Acrobatics which is really only because it's irresistible to bunny hop everywhere. I think someone who wants to grind will do it one way or another and people that don't think it's necessary will reap the intended rewards of reducing skill growth(that being, in theory, more challenging gameplay.) To a certain point, maybe you'll want to pump Marksman up 10 levels so you can go investigate some dungeon, but if you take your time and don't rush things you can reach that level without grinding. I think it's about pacing yourself rather than just forcing a skill to go up all at once which just seems like turning a game into work. Maybe this is a whole different discussion in itself.


Considering my experience, what you say is true for melee weapons, but I'm generally frustrated with marksman which improves at a slower pace, which systematically ends up grinding a long time until I get a decent chance to hit.
As BTB is suggesting to lower the growth rate, I'm afraid it'll get worse.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sun Aug 08, 2010 11:51 am

Impressive list of changes BTB.
You did a huge and fine tuning of so many values!
Many spells and potions that were useless will at last play a part in the game, thank you.
Most of your changes really make sense to me, I have a few comments though.

? Argonian - endurance from 30 to 40, personality from 20 to 30, intelligence from 40 to 30

Should I understand the attribute total sum of argonians will now differ from other races?
The GCD mod calculates its growth values partially based on such a sum, so it would be best if all races had the same sum.

? Burden of Sin - area from 0 to 10, cost from 18 to 12
? Drain Blood - area from 0 to 10, duration from 30 to 20

The area range is a good idea, though we'll have remind keeping our companions out of the radius.

? Heal Companion - magnitude from 30 to 90, cost from 6 to 24

Mag and cost are a bit high. Many companions don't need so much heal while in battle, and many PC don't want to spend that much magicka.

? Standard Slowfall - duration from 30 to 60
? Quality Slowfall - duration from 40 to 180
? Exclusive Slowfall - duration from 50 to 600

Who would need more than 60s of slowfall?
While this effect is active, each jump you make slows you down, it's irritating.


? Bargain Swift Swim - duration from 20 to 15, magnitude from 20 to 10
? Cheap Swift Swim - magnitude from 30 to 15
? Standard Swift Swim - duration from 40 to 60, magnitude from 40 to 20
? Quality Swift Swim - duration from 50 to 180, magnitude from 50 to 25
? Exclusive Swift Swim - duration from 60 to 600, magnitude from 60 to 50

? Lowered magnitude of Bargain Swift Swim from 20 to 10 and lowered duration from 20 to 15
? Lowered magnitude of Cheap Swift Swim from 30 to 20
? Lowered magnitude of Standard Swift Swim from 40 to 25 and raised duration from 40 to 45
? Raised magnitude of Exclusive Swift Swim from 60 to 100 and raised duration from 60 to 90

There is redundant and conflicting info here.

? Bargain Resist Blight - duration from 20 to 15, magnitude from 20 to 10
? Bargain Resist Disease - duration from 20 to 15, magnitude from 20 to 10
? Bargain Resist Element - duration from 20 to 5
? Bargain Resist Paralysis - coverted from invisibility (10 for 5)
? Bargain Resist Weapons - converted from fortify fatigue (5 for 5)
...

I think most of your new bargain potions will be useless for any possible situation for any player.
Maybe you could boost them a bit.

? fDiseasixferChance - from 5.0 to 7.5; raises the chance of contracting disease from double the original value to triple the original value

Does it include blight diseases? With BTB 9 I recall having contracted blight diseases very often (Blighted Nix-Hound!!), and it was a pain to cure it (few/expensive spells/potions/ingredients) or to prevent it thanks to a resist spell.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Sun Aug 08, 2010 8:46 pm

Should I understand the attribute total sum of argonians will now differ from other races?


Oops. Looks like I left the first change out. There should also be a "strength from 40 to 30" in there.

Mag and cost are a bit high. Many companions don't need so much heal while in battle, and many PC don't want to spend that much magicka.


Yeah, but there's a whole bunch of heal companion spells, so I did my best to stagger them out in terms of cost/magnitude. The cheapest one (Veloth's Gift) cures 30 health, the next one in line (Zenithar's Gospel) cures 60, then 90, then 120, then 180.


Who would need more than 60s of slowfall?
While this effect is active, each jump you make slows you down, it's irritating.


Just a convenience thing, I suppose. If you're heading out somewhere were you know you're going to do lots of falling?

The main point is that there are several effects where I was really scratching my head over how to make the exclusive potions in in way desirable to keep around, and that's when I ultimately decided to give super-long durations to some of them. I figure there will still be some people who will sell them off to the nearest vendor, but it's not like there was much else I could have done with it anyway.

There is redundant and conflicting info here.


Er, yeah... typo. That's left over from when I was rewriting the changelog to be easier for everyone (including myself, since I use the changelog as a list of changes to be made to the plugins) to read. I believe I changed my mind about Swift Swim at the last moment, hence the discrepancy... and probably why I forgot to delete the old part.

*Delete, delete*

I think most of your new bargain potions will be useless for any possible situation for any player.
Maybe you could boost them a bit.


Well, bear in mind that one thing I didn't take into account when I made these values initially was stackability, which is why I've come down on the durations of bargain potions so hard. One bargain potion in just about any situation probably won't do much good (except for restore fatigue/magicka/health), but a few of them might. Even better would be to stack a bargain potion on top of a cheap or a standard one. If you start to look at the values even in terms of just two potions stacked together, they suddenly look a lot nicer. I'm not necessarily trying to *encourage* stacking, but I do know that it's going to happen no matter what, so the best I can do is plan for it to at least some degree. But I digress.

The other thing I didn't consider was that I had created a linear progression for potions whose values were exponential. The value of a bargain potion is 10 gold. An exclusive potion is 250. Previously, bargain potions offered way, way too much bang for the buck, whereas quality and exclusive potions were pretty much vendor trash.

So, I guess my overall point is that you get what you pay for, and you shouldn't expect a whole lot from something with the word "bargain" in it :)

Does it include blight diseases? With BTB 9 I recall having contracted blight diseases very often (Blighted Nix-Hound!!), and it was a pain to cure it (few/expensive spells/potions/ingredients) or to prevent it thanks to a resist spell.


I'm pretty sure it does. I might actually reneg on this change, since I made it at the last minute when I was redoing the resist disease spells and kept thinking to myself that I still couldn't envision myself ever using them.

By the by, with regards to the Marksman thing, I'd like to point out that even though I'm slowing it down along with the melee weapons, the growth ratio remains the same (i.e., it grows 50% faster than melee weapons do). Unless you were trying to say that your Marksman skill grows slower than all of your *other* skills, which I'd find hard to imagine.

By the way, I will also be going through every spell and determining whether or not it's as readily available as it should be (i.e., certain spells are only sold by one or two NPCs that may refuse service to you), so there should be a few more additions of spells, particularly the low-level ones, to more accessible merchants in the coming update.
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lucile davignon
 
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