DiD Competition Discussion, Trash Talk, and Nonsense Part 2

Post » Sat Oct 03, 2015 10:21 am

Our post count is over two hundred on the old thread So somebody from the Dark Side is sure to lock it soon...

Just so we know what we're currently going on about:

Here then is my proposed basic outline for the competition. It is still subject to change if enough people think something needs to be reworked or added.

DiD Competition Round 7 (the single crafty + 4 Competition)

Basic layout



Rules


- No Fortify/Restoration looping

- No forbidden mods (That give players advantage) (If you are new to this, send me your mod list)

- Dynamic Difficulty for Round 7 player choice with the following consequences:
Legendary score x 1.25
Master score x 1.0
Expert score x 0.75
Adept score x 0.5
Apprentice x 0.25

Novice = no score

- No reloading previous saves even if character did not die (unless a glitch occurred)

- No map based fast travel (Round 7 carriage based fast travel is okay)

- Once in Helgen Keep, DiD rules apply (You must go through the cart cutscene!)

- No follower/trainer exploit

- Companions are restricted to 1 follower and a dog (quest companions do not count while you are actively working on the quest)

- Update at least once every 3 days (If you can)

-If a Player's character dies, he may raise a new character (to be known as a zombie?) and if that character dies a new character may be raised (a wraith?) and so on. At the competitions' end, the highest character score attained (minus penalties) will determine the player's position at the finish line.

Rules and conditions specific to this round:
This round is essentially designed to get players to make difficult choices with each decision having considerable consequence for gameplay.

The player will have the option to choose no more than five skills (only one of which may be a craft - i.e. Smithing, Alchemy, or Enchanting) which will be his/her "core skills". Throughout the competition, these will be the only skills that the player can perk, receive training in, or raise skill level without consequence.

There will be a two point skill raise buffer to reduce penalty from incidental skill increase by reading a skill book, or getting training as a reward for a quest. In other words you can raise any skill two points, but on the third raise you will incur a penalty.

Skill raises will be determined against racial scores at starting. Example: if a Wood Elf has a starting skill of 25 in Archery, and Archery is not in his core, he will start receiving penalties at skill level 28 for Archery.
(if you are not familiar with racial starting levels, http://uesp.net/wiki/Skyrim:Races is a good page on the subject. This is the page that will be used to determine starting values.

Penalty will be applied per skill increase at the rate of -1,000 per skill level raise for non-craft non-core skills and -2,000 per skill level raised for non-core craft skills.

As a final note, I am going to suppose you all know the difference between normal use of a skill and spamming a skill to get level increases. Spamming skills is just a cheat/exploit of the system, and I am going to presume your momma raised you better. If you don't know what spamming a skill is, imagine standing in knee-deep water casting waterbreathing over and over again... or casting "muffle" every 10 seconds until you run out of magicka. On that subject, in order to minimize possible skill spamming, it will not be permissible to make skills legendary.

The competition will last for a total of 14 day starting at: 7am Pacific Time October 3rd and ending at: 7am Pacific Time October 17th.

To enter the competition, post (in the thread that will be created) your name, character name, character race, gender, and chosen core skills.

Do it like this:
Player Name: Darn Hansome
Character Name: Da Dashing Derrier
Race: Falmer
Gender: Male
Core skills:
Craft: Alchemy

Speech (strongly reccomended)
sneak,
Alteration
Block

NOTE If you want to build a Hearthfire house, you're probably going to want Smithing as your craft skill, no allowance will be made for increases due to housebuilding.
***

Scoring:

Priest King masks acquired......................... x 1,000

unique artifacts/items acquired..................... x 1,000

Chests looted.............................................. x 30

undead killed............................................... x 100

Daedra killed............................................... x 300

Automatons Killed....................................... x 150

Creatures killed.......................................... x 200

dungeons cleared........................................ x 500

levels obtained............................................. x 100

(for the masks and uniques you will need to keep track of them yourself, the game doesn't do it)

Penalties:

Skills leveled not in the core......................... x - 1000 per skill level

craft skills leveled not in core....................... x -2,000 per skill level

If nobody objects, this will be the final form of the competition. See something you don't like? Now's the time to speak up.

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Crystal Clarke
 
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Post » Sat Oct 03, 2015 2:08 am

The items that are worth points (so far)

These are the over 82 (I think) different 1000 point items I'll award points for. Note that some have qualifiers added behind them. The game won't keep track of them, so you'll have to. I'd guess you're going to need some scratch paper... :D

Aetherial Staff

Auriel's Bow
Chillrend
Dawnbreaker
Dawnguard Rune Axe
Dawnguard Rune Hammer
Dragonbane
Ebony Blade

Harkon's Sword
Keening
Mace of Molag Bal
Mehrune's Razor
Nightingale Blade
Nightingale Bow
The Rueful Axe
Sanguine Rose
Skull of Corruption
Staff of Magnus
Volendrung
Wabbajack
Wuuthrad
*********************
Dragon Priest Masks:
Hevnoraak
Konahrik
Krosis
Morokei
Nahkriin
Otar
Rahgot
Vokun
Volsung
Wooden Mask
********************

Aetherial Crown
Aetherial Shield
Amulet of Articulation

Andur's Amulet of Arkay
Archmage's Robe
Auriel's Shield
Dawnguard Rune Shield
Ebony Mail
Locket of Saint Juib
Masqueof Clavicus Vile
Necromancer Amulet
Ring of Hircine
Ring of Namira
Savior's Hide
Shield of Ysgramor
Spellbreaker
Targe of the Blooded
Azura's Star
Oghma Infinium
Skeleton Key

TheCracked White Phial
The White Phial

****************

Aegisbane

Alessandra's Dagger
Angi's Bow
Blade of Sacrifice
Blade of Woe
Bloodcursed Elven Arrow (can only be taken once)
Bloodthorn
Bolar's Oathblade
Borvir's Dagger
Dragon Priest Dagger (can only be claimed once because it is not entirely unique)
Drainblood Battleaxe (can only be claimed once because it is not entirely unique)
Drainheart Sword (can only be claimed once because it is not entirely unique)
Drainspell Bow (can only be claimed once because it is not entirely unique)
Eduj
Firiniel's End
Froki's Bow
Ghostblade
Karliah's bow (can only be claimed once because it is not entirely unique)
Nettlebane
Notched Pickaxe
Okin
Poacher's Axe
Rundi's Dagger
Shiv (can only be claimed once because it is not entirely unique)
Steel Battleaxe of Fiery Souls
Sunhallowed Elven Arrows (can only be claimed once because they are not entirely unique)
The Longhammer
The Woodsman's Freind
Trollsbane
Valdr's Lucky Dagger
Windshear
Zephyr

Some of the Quest Items:

Alessandra's Dagger
Amren's Family Sword
Balgruuf's Greatsword

The Dragon Stone
Dravin's Bow
Grimsever
Kahvozein's Fang
Queen Freydis's Sword
Red Eagle's Fury
Andur's Amulet of Arkay
The three Galduar's Amulet fragments
Gaulder's Amulet
Hrolfdir's Shield
Jagged Crown
Nostur's Helmet
Reyda's Necklace
Roggi's Ancestral shield
The Forgemaster's Fingers

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Kanaoka
 
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Post » Sat Oct 03, 2015 2:36 am

What about unique items that aren't on the list? Should we post them here or count them ourselves?

I am feverishly trying to think of a build!
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matt
 
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Post » Sat Oct 03, 2015 5:16 am

If you think of something that should be included, go ahead and post them. In the end, if they aren't posted for everybody, they shouldn't be counted. In reality, there is no way anybody is going to get all of the items, and probably not even half of them. The wide range of items is really so that people have alternatives, not really so that they can get them all. :)

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Kortniie Dumont
 
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Post » Sat Oct 03, 2015 8:42 am

Um extra item.....you've got the White Phial....which is fine, it's the final version.....what about the cracked white phial
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Natalie J Webster
 
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Post » Sat Oct 03, 2015 2:49 am

There's a lot of Dragonborn items that need to be added. Azhidals relics, Stormfang, champions cudgel, black bow of fate, just off the top of my head. I'll try to look up some other items
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Vivien
 
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Post » Sat Oct 03, 2015 10:42 am

unique item: Helm of Yngol

My build will be:

archery

sneak

lockpicking (who said something about beeing tired of the thief competition?)

heavy armor

backsmith

I've got the gut feeling that lockpicking is more mandatory than speechcraft to finish certain quests or get some of the unique items.

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Brιonα Renae
 
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Post » Sat Oct 03, 2015 11:14 am

did any one see this ones shopping list?

PS fantastic work Sir Neil..................bravo :D

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Robyn Howlett
 
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Post » Sat Oct 03, 2015 5:41 am

THE BLACKLIST

When former government agent and fugitive Rick "Red" Reddington surrenders to the D.D.B.I (Dead is Dead Bureau of Investigation), he makes them an offer they can't refuse.
On the mysterious condition that he work only with recent rookie whelp graduate Sah, he agrees to help to collect unique items from all over Skyrim, from a list that he compiled, which includes fluffy pink hand cuffs, spanking paddles, crops & hundreds of meters of bondage rope
Rick "Red" Reddington forces the rookie whelp graduate Sah to think up ways of how the unique items could be used.......... so they can get a idea of the bigger picture.

Starring Sir Rick as Rick "Red" Reddington & Sah as the rookie whelp graduate

Sah

Sah

Nord

Female

Legendary

One Handed Weapons

Blocking

Heavy Armor

Alteration

Smithing

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Veronica Flores
 
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Post » Fri Oct 02, 2015 9:49 pm

good luck kaemrig

this one likes the choice you made about lockpicking over speechcraft...........it will give you lots of spare perks............and yes there a load of locks related to quests! and since you cant sell any of the things you collect speech would have been a waste,

NOTE: keep in mind every time you persuade, bribe or intimidate some one speech will keep going up....you will get penalties........every one will (speech will give every one negative points if not taken)

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Greg Swan
 
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Post » Fri Oct 02, 2015 10:18 pm

Alessandra's Dagger
Amren's Family Sword
Balgruuf's Greatsword

The Dragon Stone
Dravin's Bow
Grimsever
Kahvozein's Fang
Queen Freydis's Sword
Andur's Amulet of Arkay
Gaulder's Amulet
Hrolfdir's Shield
Jagged Crown
Nostur's Helmet
Reyda's Necklace

the thing with these objects is that YES you can collected...........but you cant store them in a chest, these items remain in your inventory until you return them to the respective quest...............what this one wants to say is that if any one wants to cart these items all game long will find them selves walking a lot because of the wight limit..........so what write every thing down on paper.............because people will lose track of returned objects.

the 24 stone are not on the list.............no points for this?............or the crown?

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Danel
 
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Post » Fri Oct 02, 2015 10:43 pm

Quest items do not have actual "weight" against the inventory. That is, they may say 5 pounds, but when you remove them from your inventory you don't see a net change in weight. This is easily tested and shown to be true by doing the favor for Adrianne and looking at one's carry weight value and then turning in the sword and noting the carry weight value again. it doesn't change. However, I think it nice to just right down the items, I use Take Notes" mod to do it in game in journal form. That way I don't have to wade through all the clutter in my inventory of quest items. :)

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Rik Douglas
 
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Post » Sat Oct 03, 2015 9:41 am

Sah.....Your um. Blacklist. :blush:

That's quite an imagination you got there!
I think My wife might have something to say about me starring in a movie like that :blink:
Best sweep the script for that one under the carpet a bit quick ( cough)

Your right about the growing list of quest items. Players will be forced to fully complete most of the fetch quests just to lighten their load.
Question is it possible to get your follower to pack mule quest items?
I know they can pick up skill books unread and store them for you, but what about say, Amrens sword?

Hmmmm........thanks Bram....maybe actual,quest items don't have Weight.......but given special items sure do......like the axe of Whiterun. Many a time I have walked in and had to trudge slowly out!
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Amy Cooper
 
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Post » Sat Oct 03, 2015 12:18 am

You are correct, the Axe of Whiterun, a quest reward that isn't to be given to someone else DOES have weight! But it can also be stored in a drawer, chest or weapon rack. :)

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Mimi BC
 
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Post » Sat Oct 03, 2015 2:43 am

As a general rule, any quest-related item that cannot be removed from your inventory is weightless (it has a marked weight, but it doesn't count against your encumbrance.) Quest related items that can be removed, like the bear pelts you're supposed to collect for Temba, do have weight.

I've had characters who carried the dragonstone (weight 25) for the whole game, when I didn't want dragons in their game. No encumbrance from it.

I'm thinking of running a 2-hand character; if she gets Amren's sword (probably), she won't turn it in, because his reward is boosts in two wrong skills. :)

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ezra
 
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Post » Fri Oct 02, 2015 7:53 pm

I was running a test character, mostly to see if the build I wanted would work or if I needed to change something around. But I also ran through Helgen at least 5 times with different builds, just to see if it was possible to say... run a mage character through and not get penalties for lock-picking to get the robes, hood and book. I found that unless one is really bad, I mean use all 16 picks bad, lock-picking doesn't raise even 1 point ( unless you try to make it).

I the only skill I raised that I didn't want to on my test character is block, I will have to be careful their. Most unexpected is that having picked no ingredients, never going near an Alchemy lab... my character somehow mixed 11 potions. I made sure the senergy was turned off...and double checked after I saw that... but the Alchemy lvl is still at base, so I am scratching my head over that one.

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Lory Da Costa
 
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Post » Sat Oct 03, 2015 11:45 am

I also have been running a test character, and now I'm really looking forward to playing the competition! I ran the character up to level 11 (Legendary) was able to eliminate ALL of the bandits in Embershard, and the surrounding area, clear Bleak Falls, Clear Halted Stream Camp, pick a bunch of Imp stool at White River Watch, Collected Amren's Family Sword, Andur's amulet of Arkay, the Poacher's Axe, and of course the Dragon Stone, and the Axe of Whiterun. All that, and I went up a level in Block because I picked up the stupid "Warrior" book without thinking, and a level in Enchanting because I disenchanted an item (Steel Boots of Muffle) and enchanted another one (monk boots with Muffle). I still didn't arrive anywhere near getting a penalty... Enchanted weapons will be an issue though, if I ever get one I want to use...

My Test character had an epic fight as well. After Bleak Falls, I went to Whiterun, and on walking into the city about 10pm found myself in the middle of a battle between 2 Master Vampires, 2 Death Hounds, and 2 Vampire's thralls vs all the guards of Whiterun who were not indoors somewhere, my character, Faendal, Farkas, Aela, and Ria (the companions had entered the city with me). The guards died quickly, as did the thralls. Since Faendal, Farkas and Aela couldn't be killed, they were like portable health rechargers for the vampires. The Death Hounds went down eventually, but then I ran out of arrows... so I started scrounging arrows from dead guards and thralls when the vampires were busy with Farkas and Aela. Ria died about the same time as the hounds...

So, I'd run out to grab arrows, Farkas and Aela would very quickly end up on a knee, and then both vampires would come after me. It wouldn't have been so bad, but I already had a raging case of rockjoint, and then the vampire disease hit my health on top of it. I eventually managed to fight my way to the Hall of the Dead, where Arkay's shrine got rid of the Rockjoint and vampire disease.

I then went back out to rejoin Faendahl, Farkas, and Aela, and we finally killed the vampires at about 7am the next day.

I don't think I could have created a much tougher test for my character if I'd planned it, eh? :)

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Jenna Fields
 
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Post » Fri Oct 02, 2015 10:34 pm

Sir Neil :smile:

is this the official DiD page or will you open a new one?

7am is that US & Canada time?

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josh evans
 
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Post » Sat Oct 03, 2015 2:37 am

This is NOT the official page, I will create a new page sometime just before the competition starts. The 7 am is US Pacific time. :)

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Olga Xx
 
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Post » Fri Oct 02, 2015 9:06 pm

Fantastic Neil. I don't think I'll be coming second in this Round.....seriously.....probably at a real guess.....forth. I just can't see my head round it. I got a feeling I'm gonna be just wandering in the tundra not knowing where to go and too lacking in confidence to charge down bandit filled rabbit holes.

Last night I lost not one but two of my regular Ulda iterations......one at level 3 and one at level one....just can't concentrate properly......I've had a couple of stressy days. No matter.....I will do my best......and if that's crack then so be it.
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jessica sonny
 
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Post » Sat Oct 03, 2015 5:41 am

Just a quick question re: zombies - can they have a brand new skillset?

Wait, do we have to keep all the unique things we find? I mean, I'm unlikely to sell them, but I don't see anything in the rules saying we can't... And there'll be plenty of less interesting stuff to sell, I'd think, and potions to buy. Still, no lockpicking *does* sound awkward. Ah, decisions, decisions.

Still dithering between either: one handed, resto, smithing, speech and destro or: archery, resto, smithing, sneak and speech or maybe lockpicking. The first one is a playstyle I'm more used to (though I'd normally have at least a basic set of hide armour) but is also more likely to result in me getting totally stomped, given the amount of melee it'll involve, esp with no sneaking to whittle down numbers with daggers... It's not super long until I'd have ranged destro spells available, but I absolutely svck at shooting spells, can't get the hang of the speed and whatnot so I usually miss any non-stationary targets - to the extent that my level 29 Requiem Destruction mage was still mostly using the novice spells. The second one might be more survivable, so long as *I'm* always the one using the element of surprise, anything gets to me in melee distance before I'm ready for them and I will probably totally flub the whole thing - I'm pretty okay at melee archery so long as I'm expecting it, but those damn sabre cats... *shudder*

Or maybe I'll try one handed, archery, smithing, speech and lockpicking, I'll be solely reliant on bought and found potions, though... I can't remember, does sampling alchemy ingredients (and thus using blue mountain flowers to restore a smidge of health) raise the alchemy skill like in the older games, and either way, is it allowed in this contest if I don't have resto or alchemy as one of my skills?

Oh, also, I don't really see my adventurer buying a house, but is it okay to join the College to have that safe storage? It's in super-inconvenient Winterhold, and everything.

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Dewayne Quattlebaum
 
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Post » Sat Oct 03, 2015 1:10 am

Is it possible to start at 0:00 AM pacific time instead? For instance 7 AM pacific is 4PM for me, which means right when I'm flying to by brother in law's birthday only to come back for work on monday. With 7 more hours I could at least create the character and have a few things done tomorrow, otherwise I'll start on monday. You tell me.

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Sophie Morrell
 
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Post » Sat Oct 03, 2015 9:06 am

Valandril...Sah.......sorry to butt in. You can't sell quest items only because the game won't let you! You can only get rid off it by completing the quest. Other unique items you can of course use or sell or store at you discretion. :)
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SUck MYdIck
 
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Post » Fri Oct 02, 2015 9:08 pm

what this one wants to say is..............if you have not take speech as one of your 5 skills, there is no point in trying to sell items because it will only result in skill increase & penalties............the only thing you can do in this case is either have a follower as a mule..........find a secure location to store things (like a house)...........or just dump them..............

inventory management will be the trick in this round.....................just the essentials like weapons, armors of various types, shields, rings, amulets, potions, scrolls .............and minor objects wood ax, pickax............ore............gems..........soul gems...........this will fill up your inventory very fast................that's even before finding a dragon priest mask..............or unique item................and what about dragon bones & scales.........is no one going to make dragon armors?

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Rinceoir
 
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Post » Sat Oct 03, 2015 10:22 am

Okay, first...

Zombies are NEW characters, and can be entirely different than the original in every way... It's the PLAYER who's the zombie competitor, actually...

Second, don't get confused about the difference between unique items and quest items. Once you pick up a quest item, it has no weight but cannot be dumped to the ground, stuffed in a chest, or sold. Unique items are can be disposed of in any way you want... Sell them, stuff them in a chest, drop them on the ground, whatever. Most quest items are unique items, but not necessarily so, and many unique items are also quest items, but again, not necessarily.

Third, we can start at 0:00 o'clock Pacific if nobody objects. Just remember we have competitors scattered all over the world, so what's convenient one place may be really off in another, eh? But, we need to all start at the same time.

Finally, you can buy any home you want. If you have smithing yo can have a hearthfire home with no problem. If not, you can buy Breezehome or honey side or any of those houses, or you can use the college of Winterhold or thieves guild for safe storage. Also the abandoned shacks like the Alchemist's shack has some safe storage like the end tables (but don't trust the barrels).

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CHangohh BOyy
 
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