[*]The economy is finely balanced. I was never a rich man. Most of the game at level 6 and beyond was spent with about 800-1200 septims in my pocket, which made me think hard about everything I decided to buy. I had some additional money-sinks beyond default Morrowind, however (Dave Humphrey's Furniture, Homes to Let, NoM). I could have had more coin if I had wished, but I'm a huge collector and wanted to collect one complete armor set of every type of armor in the game, as well as books. As such, I only sold duplicates of loot. Mid to late game, I started making a killing off of Sixth House Amulets. I had ~5000 gold around level 14 onward, and I finished the game with about 20k. Food and health potions were by far my biggest money sinks, along with rent, spells, and transportation. There were opportunities to help out on these costs that I didn't take advantage of (more hunting for food, alchemy for potions), but I still made ends meet easily without being inundated with cash. In my opinion, the economy is damn near perfect.
[*]I never purchased training from a trainer because it was always too cost-prohibitive. When I needed around 500-800 at all times for transport and supplies (and to afford next month's rent), spending 500-1500 on a single level of training was never worth it.
I get a lot of mixed feedback on the economy. some people still think it's broken, and some end up poor throughout the entire game. From what I've been able to piece together, paid training and my "no misc skill growth" setting seem to be at the heart of it.Which version of my "Settings" plugin were you using, may I ask?
[*]Using the Economy Adjuster Crime plugin as recommended by your documentation, the penalties for even the most mundane crimes are much too high. There are several instances in the Fighter's Guild questline where you are essentially forced to commit assault, murder, and trespass. The penalty to clear such crimes, even if you are on good terms with the Thief's Guild, can be many thousands of times higher than the quest reward itself. The worst example I saw of this is the issue I posted earlier, where the reward for a quest was 100 gold and the penalty was 50,000.
The only reason that I advocate such ridiculous crime penalties is because it's my intent for the player not to commit them at all unless they can do so without getting caught, Clearly, the fact that I've never played before hits me pretty hard here, since I'm unaware of any quests that pretty much force you to do so (at, which you've just pointed out, a ridiculous loss). The game's crime system is one of those few thorns left in my side that I just don't know how to handle, since the guards are all still too stupid to know what to do to a naked woman with 10,000 septims worth of stolen crap at her feet.
[*]I understand the original intent of incentivizing the player to sleep at an Inn, but many times the sleep restrictions in various cells came off as more of a hassle than an improvement. If you're out in the middle of nowhere (Say, near the Urshilaku camp) and you need to recover health without magic or potions, an option should be available to you. NoM's bedroll allowed me to sidestep this.
This is a change I'll defend, actually. I think that one of the dangers of being in the middle of nowhere is that you lack access to what is essentially free healing. It's sort of an RPG staple that I'd wish not to get rid of.
[*]If you make the mistake of choosing a magic skill as a major or a minor that doesn't use Intelligence as its primary attribute, you are going to be hurting for most of the game for magicka. Since you aren't leveling a skill that contributes to an Intelligence multiplier at level-up time, it almost never makes sense to take 1 point extra in Intelligence instead of, say, 2x or 3x in another attribute instead. I don't know if this is possible, but it would make sense if willpower as well as intelligence contributed to total magicka (perhaps half the sum of Int + Wil, a la Health is half the sum of Str + End). It's a bit odd that Intelligence is the only contributor to total magicka when both Health and Fatigue have multiple attributes that help increase them.
That's an interesting point. I suppose the logical answer would be to make intelligence a more prevalent governing attribute. But, then again, it governs the two hands-down most popular skills. I can't imagine a mage-type build that doesn't include either Alchemy or Enchant in its skillset.
[*]Athletics might be leveling a bit too slowly. I ran the entire game with Athletics as a major skill and it only reached 55 by level 22. I didn't do much swimming, I used Water Walk; I don't know if swimming makes Athletics level faster and if that would have been the way to make up the points.
Yeah, it levels *much* faster in the water. I did that deliberately because I was sick of how uncontrollable its growth was.
[*]I didn't feel personally affected by this, but the way constant effect enchantments are treated might need to be looked at. I get that constant effect is generally bad for balance, since you're getting this benefit for free all the time, so we want to make things "on-use". The potential for exploit comes from when you need to take down a tough or series of tough opponents, and you decide to use the on-use enchantments of, say, 10 different items all at once for the 30-60 second window you're afforded it. You're Iron Man on skooma for that 30-60 seconds. If the items in question were constant effect, this kind of thing wouldn't be possible; you'd have to choose which effects you think you need based on your limited equipment slots. With on-use enchantments, you just eat them all and get the benefit of them all. But, only for that 30-60 seconds. Is that balanced? Maybe, I'm not sure.
You eventually fall into a "is it even worth it?" trap if you try to combine too many "cast on use" effects, I think.
I understand your point, which is why I tried to leave a good variety of pre-made constant effect items in the game. But as for allowing the player to make their own? Yeah... no.
[*]I essentially played the entire game with zero fatigue. With so much time spent running, you will never have any fatigue unless you just rested, or are taking Restore Fatigue potions intravenously. I'm not sure what the balance ramifications would be to removing fatigue loss while running altogether would be (for reference, this is the way fatigue is handled in Skyrim)
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I think that, in my next update, I might further lower the fatigue loss for running. Getting rid of it altogether might be a bad idea, though.
Anyway, as many have said, exemplary job. BTBGI made my playthrough very tight, focused, and fun. Thanks!
De nada
Just wanted to drop by and say thank you for all the hard work you've put into your mods. Been using your mod list more or less as the "Morrowind modding bible" whenever I decide to reinstall morrowind
Same reply as above.