Get rid of skill cap.

Post » Tue Sep 07, 2010 4:57 am

I did a search, couldn't find this specifically, so sorry if it's been discussed.

If the main quest, and other such things will scale according to your level, and some side quests, or dungeons, or whatever, won't, then why does there need to be a cap on skills? Here's what I mean...

No matter how high your skills or level is, you will have the scaling of the important parts of the game, however....after I beat the game, what if I want to continue to up my skills, and increase my magicka to obsurd amounts to that I may create, and cast the extremely nutty explosion spells. In Oblivion, and presumably Skyrim, you have this intelligence cap, so my magicka will never go any higher than (for example) 410. Now if I enchant, my gear, and do some fortify spells before casting, I may reach like..1100 magicka... but why? Why isn't there the ability to go higher? If a player wants to go higher, and has the money, and time to create the spells that will cost 20k magicka, then why not allow them to continue increasing their skills, and/or level, to allow that to happen?

This could be solved by simply increasing your skills based on level automatically in game, so if they didn't have a level cap, you would continue to gain magicka as you increased level, and could do whatever it is you wanted to do with your game. In my opinion, that would allow players to have the game customed more to them. Like it or not, some people do want to play the main quest, side quests, and then go on a rampage and be the almighty, destroying cities and everything with huge overpowered spells.

Now this would apply to everything, marksman for the bow and arrow shooters, and strength for the big sword swingers. I simply used magicka because I was always irritated with the cap, and the limited ability to cast spells that cost too much, or create spells under limitations. Players want that customization.

People wouldn't be trying to come up with cheats, and ways to exploit the magicka system if they didn't want it. So just allow it, and it would take care of itself.
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sara OMAR
 
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Post » Tue Sep 07, 2010 6:12 am

removing it would probably have some negative effect, cannot think of any, but i am sure it will
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Timara White
 
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Post » Mon Sep 06, 2010 7:17 pm

I wouldn't mind them removing the caps, but making the amount of activity required to raise the skills level increase each time. For instance if I need to cast 5 destruction spells to raise my skill from 10 to 11, then I might need 200 destruction spells to raise it from 50 to 51. Then 2000 spells to raise it from 100-101. No caps, but eventually raising each skill even a single point will take A LOT of time. However, if someone actually wants to do that, then they should certainly be allowed to try.
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Nana Samboy
 
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Post » Tue Sep 07, 2010 2:57 am

Presumabe Skyrim will not have intelligence and that is an attribute. I think Balance is a good thing and that making the game world ridiculously easy by having near infinite magicka pools doesn't help that much now does it? :/
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Katharine Newton
 
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Post » Tue Sep 07, 2010 1:38 am

The only problem with this theory is that the game is made to scale with you for just those levels. It could go higher if you can go higher but it might get extremely screwed up. For example, Look at Dogmeat or Fawkes in Fallout 3. They were supposed to gain x amount of health with every level. Which is fine if you have just the main game. But if you have Broken Steel, they end up with huge amounts of health, and with them both being exceptionally strong anyways, you can easily decimate anyone in your way because they simple will not die. That was only 10 levels that the developers didn't think about, imagine the game breaking effects of having all skills and attributes scale indefinitely. By the time your intelligence is level 150 you would probably have a high enough magicka pool and magic skills to destroy anything in the game with 1 shot, regardless if it scaled with you.

In Oblivion you could do that at level 20 with 100 Destruction and 100 Intelligence. It isn't easy to mathematically scale things like that. Also, there is the fact that you can only go up to 255 (with enchants) for a reason There is only so much data that this part of the game can hold so eventually it will reset to 0 or your game will crash, depending on how the game is coded. Also, in a realism sense a person could only get so strong before they reach the human limit. I know it is Nirn and all but still.
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(G-yen)
 
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Post » Tue Sep 07, 2010 5:21 am

In Daggerfall, once you reached 115 in a magic school all spells cost only 5 Magicka no matter how complex they are :D It was fun times.
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Josh Lozier
 
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Post » Tue Sep 07, 2010 3:09 am

100 is fine as a max we don't need the game to get any easier
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Mr. Ray
 
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Post » Tue Sep 07, 2010 9:08 am

I wouldn't mind them removing the caps, but making the amount of activity required to raise the skills level increase each time. For instance if I need to cast 5 destruction spells to raise my skill from 10 to 11, then I might need 200 destruction spells to raise it from 50 to 51. Then 2000 spells to raise it from 100-101. No caps, but eventually raising each skill even a single point will take A LOT of time. However, if someone actually wants to do that, then they should certainly be allowed to try.


This ^
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Prue
 
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Post » Mon Sep 06, 2010 7:41 pm

It would only get rediculously easy at super high levels. But if somebody wants to be able to try that with their own game, then why shouldn't that be allowed? Why shouldn't they be able to try? Just because you (only for example) or another guy, wants your character to only get so strong, why couldn't the other variety get the chance to go above and beyond?

And I completely see what you mean by balance, and then eventually the problems that could occur if it was raised to a number and eventually crashes, so maybe make the cap like...1000 or something crazy high.

And Falmer, I like that idea. You'd gain the skills quicker at lower levels, and it would become increasingly harder to continue to level them, and you would really have to have the desire to do so as it may take tons of hits and training to increase the skill higher.

It would only make the game easier once you got really high in that particular skill, but what is wrong with that? If you don't like it, you can start a new character. But I'm talking this is like... beyond level 50, or say that soft cap, or even beyond level 75, but just give the players the ability to go above and beyond powerful if they would like. It's my game, and I like options, that is an option that tons of players would enjoy. Way more than the handful of them that wouldn't want it.
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Roddy
 
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Post » Mon Sep 06, 2010 5:32 pm

Don't remove the caps. At some point, the body of a mortal can just not get stronger, the mind can not get any more complex. The cap should be hard to reach due to slowed down levelling, but there should not be unlimited possibilities. You are not a god afterall, only a human(oid).

This is a role-playing-game, not a sandbox editor. Freedom's great and all that, but logic has to be the limit.
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GabiiE Liiziiouz
 
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Post » Tue Sep 07, 2010 8:24 am

The only problem with this theory is that the game is made to scale with you for just those levels. It could go higher if you can go higher but it might get extremely screwed up. For example, Look at Dogmeat or Fawkes in Fallout 3. They were supposed to gain x amount of health with every level. Which is fine if you have just the main game. But if you have Broken Steel, they end up with huge amounts of health, and with them both being exceptionally strong anyways, you can easily decimate anyone in your way because they simple will not die. That was only 10 levels that the developers didn't think about, imagine the game breaking effects of having all skills and attributes scale indefinitely. By the time your intelligence is level 150 you would probably have a high enough magicka pool and magic skills to destroy anything in the game with 1 shot, regardless if it scaled with you.

In Oblivion you could do that at level 20 with 100 Destruction and 100 Intelligence. It isn't easy to mathematically scale things like that. Also, there is the fact that you can only go up to 255 (with enchants) for a reason There is only so much data that this part of the game can hold so eventually it will reset to 0 or your game will crash, depending on how the game is coded. Also, in a realism sense a person could only get so strong before they reach the human limit. I know it is Nirn and all but still.

Not dying is more that you get a load of health at higher levels. Put a sort of cap on health and much of the problem is solved. This has been a problem from Daggerfall to fallout.
No problem playing Oblivion with 30 in endurance or fallout 3 with 3, you still get enough health.

Main problem with high skills it that they might break calculations, like spell cost become 1 for all spells like in Daggerfall. This is avoided in Oblivion. Most skills had no benefit then higher than 100. So a soft cap like Skyrim get on levels past 100 will not change anything.
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Alisia Lisha
 
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Post » Tue Sep 07, 2010 4:23 am

Not dying is more that you get a load of health at higher levels. Put a sort of cap on health and much of the problem is solved. This has been a problem from Daggerfall to fallout.
No problem playing Oblivion with 30 in endurance or fallout 3 with 3, you still get enough health.

Main problem with high skills it that they might break calculations, like spell cost become 1 for all spells like in Daggerfall. This is avoided in Oblivion. Most skills had no benefit then higher than 100. So a soft cap like Skyrim get on levels past 100 will not change anything.

But if you cap Endurance, then the OP can't make a Warrior with a ton of health lol. You can't only cap some things and leave other attributes capped, it wouldn't be equally gamebreaking on all fronts. You are right about it screwing with calculations. Most software has limits set in place because making it too big will break the game. Like if you set your Endurance to 255 with the console and then used player.modAV Endurance 10. It would add 10 points to endurance but the internal programming wasn't made to go past 256 (0-255) so it resets and you have 9 Endurance.

It will not be removed, strictly because of programming.
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Marion Geneste
 
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Post » Tue Sep 07, 2010 3:49 am

A very silly topic indeed this thread is, I prefer the skill cap to remain because breaking beyond that would in turn make the game sooner to be simpler. And no one likes simple do they, if you want it so bad I bet the PC version will have it modded out for your own enjoyment, but I don't want to be an endless gaining powerhouse :)
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sophie
 
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Post » Tue Sep 07, 2010 4:09 am

I think that caps should be moved up, but only depending on races.
Say, a Bosmer should be able to get to 115, while an Imperial should only be able to reach 100.
Basically, any of the skills that races get bonuses for at the start of the game should receive a higher cap.
Dunmer get a +10 for Destruction? Okay, well they can go up to 110.
Khajiit get a +15 for Sneak? Cap is 115.

I dunno. Just throwin' out ideas....
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barbara belmonte
 
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Post » Mon Sep 06, 2010 6:26 pm

Don't remove the caps. At some point, the body of a mortal can just not get stronger, the mind can not get any more complex. The cap should be hard to reach due to slowed down levelling, but there should not be unlimited possibilities. You are not a god afterall, only a human(oid).

This is a role-playing-game, not a sandbox editor. Freedom's great and all that, but logic has to be the limit.



I understand where you are coming from Sir or Madam...However, my thought was that by the end of the game the character you are playing is always saving the world (or single-handedly destroying it) which I believe warrants more than mere mortal prowess. Think of Sauron or his good equivalent...I agree with gettting rid of the cap OR making 100 like OMFG awesomely powerful. If John Wayne was a mage, he would never run out of mana ;) Anyway, back to my point, I would also want to be able to max out each attribute in one play through-but make it take like 100 lvls (dont worry I know, we arent getting like 100 lvls). Think about it, to save the world, you usually have to be pretty effin awesome.
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Maria Garcia
 
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Post » Tue Sep 07, 2010 5:22 am

So I never played Daggerfall. I started the series with Morrowind.

I do however like the idea, that once you max your intelligence, or say whatever the attribute will be that controls how much magicka you have, and you are basically 'Arch-Mage', then you should either: 1) have enough magicka to cast whatever fun spells you can create, or 2) be able to cast all the spells at the same cost:)

Lower the cost of all spells to a very low amount, so if you have the money, and soul gems, or whatever else, then you can create whatever spells you'd like, thus giving the option to the player to create their own style of gameplay.
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Bitter End
 
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Post » Tue Sep 07, 2010 9:22 am

I agree, to save the world you have to be pretty damn cool:) I just think that the crazy spell making alter could be better used for those people who really want to go crazy and explore the limits of the game after they complete a lot, or finish most of the things to do.
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His Bella
 
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Post » Tue Sep 07, 2010 3:51 am

maybe remove the cap after you beat the game? :S so it isnt game breaking? I dont know....
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Rebekah Rebekah Nicole
 
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Post » Mon Sep 06, 2010 6:30 pm

Don't remove the caps. At some point, the body of a mortal can just not get stronger, the mind can not get any more complex. The cap should be hard to reach due to slowed down levelling, but there should not be unlimited possibilities. You are not a god afterall, only a human(oid).

This is a role-playing-game, not a sandbox editor. Freedom's great and all that, but logic has to be the limit.



My thoughts exactly!!
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Poetic Vice
 
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Post » Mon Sep 06, 2010 7:26 pm

I know this doesn't apply to skills, but in Morrowind you could fortify your Intelligence to crazy levels so when you made potions you would be in god-mode. I mean having strength up to 700+ didn't seem to break anything. It did make the game unenjoyable, after the initial awesomeness wore off, since you one shot killed everything and couldn't die because you could make restore health potions that healed you so much you pretty much couldn't die.

The only thing that did cause problems, in my experience, was boosting Speed too high, via potions, as you could crash the game hitting "load" zones in rapid succesion. If doing this to attributes didn't cause calculation errors or something I don't see how doing this to skill points would, but I don't have the expertise to know. It might not be an issue other than really making the game too easy. But if you already saved the world I guess it couldn't hurt as an option though make it difficult, as previously suggested.
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Paula Rose
 
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Post » Mon Sep 06, 2010 7:42 pm

I think that caps should be moved up, but only depending on races.
Say, a Bosmer should be able to get to 115, while an Imperial should only be able to reach 100.
Basically, any of the skills that races get bonuses for at the start of the game should receive a higher cap.
Dunmer get a +10 for Destruction? Okay, well they can go up to 110.
Khajiit get a +15 for Sneak? Cap is 115.

I dunno. Just throwin' out ideas....

I never thought of it, but this here is a good idea. If the race is suppose to be efficient of it, then it should be higher like The Hodded Watcher has suggested. Good idea. No GREAT Idea.
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James Hate
 
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Post » Tue Sep 07, 2010 9:21 am

No. That enhances racial stereotypes. If some one wants to be a bosmer crusader or a orismer thief, let them. And i support the idea that when you max out you should be able to be godlike. The Dovahkiin's voice can topple mountains. I should think that his magic should obliterate a city. Hell Tiber septum forged an empire ,your as powerful as him. If you can't conquer skyrim you should be able to destroy it.
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Svenja Hedrich
 
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Post » Tue Sep 07, 2010 8:45 am

Use the console, it will save you lots of time ;)
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Adrian Morales
 
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Post » Tue Sep 07, 2010 7:55 am

No. That enhances racial stereotypes. If some one wants to be a bosmer crusader or a orismer thief, let them.


what the hell are you on about? first off, were not talking about real world here . . . and yeah races in TES have always been predisposed to certain professions . . . argonians and khajit were thieves, assassins and whatnot, bretons were mages so if you dont like it then cry me a river, its always been like that

and yeah nothing is stoping a bosmer from being a fighter but he cant be as good as redguards, who are natural fighters
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Jade Muggeridge
 
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Post » Mon Sep 06, 2010 7:58 pm

he cant be as good as redguards, who are natural fighters

Why?

Use the console, it will save you lots of time ;)


Xbox doesn't have console. If it did my oblivion whould have had the [censored] modded out of it.
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James Smart
 
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