I like modded Morrowind much better, but sadly you have none of my preferenced mods. So I'm outside the bun on this one.
Which ones, PatchyPegleg? Make me aware of them and I will add them.
I think we should all work on making the ultimate balancing mod
Sort of like Connary's Compedium but for balancing.
I'd help with collaboration and stuff
Sounds great!
Read some of the stuff here. I think i might have a different perspective. IMO 'gold sinks' such as tax, food etc. appear to me to be a completely irrelevant gameplay device i.e. the provision of which does not add to the experience as the real world equivalent appeals to the person intimately. [ . . . ] A game should always be first and foremost have a resource system - you play the game and 'win' and you get something in return. If you pay taxes you ought to be rewarded something such as protection from local guards, access to amenities etc - anyway I digress.
Regarding trade in morrowind: i think it'd be a lot cooler if you made a worthwhile avenue to spend septims. The most obvious thing to spend money on? Gear. Make cooler/more powerful gear appear for trade. Make loot rarer. Players are happy when they get rare loot, or they are able to amass enough money (finally! after clearing tons of ruins and caves and selling stuff off!) to buy awesome, powerful gear. Basically I think it makes more sense to, instead of drastically reducing prices/stats for high end items, provide an incentive to actually use the trade system. [ . . . ]
Some good points, mousiehamster. I agree on the leveled lists. The leveled lists must be tamed for a decent game balance that doesn't blow all of its surprises on day 3. However, the degree of change you suggest seems to me probably more fundamental than possible with a rebalance that doesn't become a TC.
As to the rest of what you say, I think you address an important variant perspective on gameplay that seeks a different balance between simulationism/immersion and pure game.
I'll continue below.
the thing is, you already do get protection from the local guards, although you are in no way a contributing member of society. i mean, you do kill the baddies, as you call them, but all the money you gain goes to you, and you even get some counterfeit goods that you do not surrender to the guards [ . . . ]
this way of playing requires a perpetuum mobile - it needs a script that will constantly keep creating more and more powerful stuff, because regardles of how rare the loot is, it is still there, and eventually you'll amass enough to demand better equipment. besides, it may be your preference to play the game just so you could create an omnigod of death and destruction (i think i'll instate an official forum abbreviation for this - OGODD), but some people actually value morrowind for the depth of immersion it provides. and these people, methinks, find that these 'gold sinks' such as tax, food etc. that appear to you to be a completely irrelevant gameplay device actually make a world of difference. but hey, that's just my two septims
Rejndzer87, settle down, tiger!
I do not think you meant to, but you come off a little harsh and insulting, and that won't get us very far. He's not denouncing or criticizing the fundamental ideas at hand or the participants in the contribution, but offering a relevant, contributory viewpoint. Please go easier, as, speaking for myself and hopefully others, I value your, his and others' ideas and contributions here.
That said, again, good points the benefit thing. He's addressing it as a raw gameplay mechanic -- you give up this, you should get something for it you didn't have before -- and you're addressing it as an overall realistic balance. Both ideas that show us different facets and how such a gameplay element will impact different players.
And on the perpetuum mobile, I think you're probably right. After all, more "pure" leveling, like that in Oblivion, at least for me, makes power level all the more meaningless. I personally do not like the approach of ever-increasing power levels used in many MMOs. Level 1, 10, 50, 100, 200, with constantly-increasing stats. That is sort of the logical outcome of the perpetual progress approach, as it means both the boat and the water level must rise -- the sea at level 50 looks like the sea at level 10, though the numbers are bigger. I inflict 1,410 damage instead of 15, but the generic thug opponent has 1,850 hit points instead of 20.
I don't think MW can be made to satisfy that sort of "always something better to get" desire -- its basic game element is poorly fitted to it, or at least is geared toward the player achieving it via enchantments, in my opinion. So, while I think reducing leveled list monty-haulism is a very good idea, I don't think the more-ambitious goal you express in that regard, mousiehamster, is achievable within the limits of a mere rebalance. But I could be wrong, and am open to it.
Please, indulge me in a couple paragraphs of theoretics, as I think it may be contribute to understanding (hopefully!).
As I see things (nonconclusive hypothesizing, of course), all games of this sort will occupy some balancing point within a sort of triangle (sort of like, say, a triangular color-picker in a grahics editing program), balancing between those poles: (1) Simulation/Immersion, (2) Pure Game, and (3) Role-Playing. These factors are all compatible with each other, though fundamental increases in one will tend to be at the cost of others. [* See note at bottom.] There are, of course, other factors that contribute to the nature of a game, and I'm not trying to be over-authoritative or exclude other important factors, but, as I see it, this is one dynamic, among others, at the root of them.
Personally, I find that the survival element in NoM, which, after all, was one of the things that made games like
Ultima Underworld so intriguing, a great improvement in the feel of MW, and this indicates my tending more toward that simulationist/immersionist pole than what one would call a casual player. (And if you think about it, the actual pure gameplay element of
UW was the least compelling of its features. If we judge it purely as "Pure Game" in the sense of (2) above, it would fade into obscurity. It was its particular injection of well-executed immersion and, to a lesser extent, RP elements, along with
adequate gameplay, that gave it its broad appeal.)
Now, to use this to reconcile the differing positions: I would not be averse to non-rewarding money sinks like taxes and rent, but those do tend toward a further movement toward the "Simulation/Immersion" pole. And it is relevant to consider how far toward that pole we wish to go, as any project worth undertaking here should have broad enough appeal and support to give it weight and life.
We don't want to debate theoretics or, assuming the validity of my framework, whether we should tend toward this or that element. It is a fundamental assumption of mine, in hoping to get together support on this project, that we work toward something that better balances the game (i.e., the "Pure Game" aspect) and increases the balance
and believability of the economy (i.e., a mixture of Pure Game and Simulationism/Immersion). While it is not really the place, given that assumption, to argue that such a project need not be undertaken, it is quite appropriate to argue different relative balances within that general balance and among players who are favorable toward the basic assumptions of this project.
So I'm totally open to discussion of how far we want to go in that direction. What say you, outlanders?
[*] Actually, I would more accurately portray it as a 3-D pyramidal framework, with the fourth pole being a sort of lack of the others. In other words, for the those conversant in basic economics language, a 3-dimensional "production possibilities frontier" where, up to a certain point, all can be increased, but once you get to a certain point, a further increase in one will tend to absorb the resources another needs, therefore decreasing it. I oversimplify above, and I'm getting pedantic here, but I wanted to satisfy both expedience and some petty level of intellectual rigor.
[**] Should I start a poll for how many people want to shoot me for using both "labor theory of value" and "production possibilities frontier" in discussing MW?