I think you should actually be able to get drunk when you consume wine and stuff in skyrim. I used to get a house and put different types of liquor in it, but even the stronger varieties of alcohol did nothing noticeable to my character when i drank it. I hope to get drunk in skyrim
Well I really like TES alchemy its one of most awesome alchemy systems in RPG, there is great number of alchemy effects and awesome apparatus to change properties of potion, morrowind alchemy was best just need some improvement over it like thats what was introduced in Oblivion.
in Oblivion was introduced limit to number of active potion effects (four) thats was really good addition since limit potion drink spam fest from previous games as well fixing chained alchemy exploit, just need some improvement over it like increasing limit of quaffed potions in dependency to endurance attribute equation based on character fatigue and health maximum + alchemy skill level, so quaffed potions number can be increased by this parameters,
about potion overdose powerful potions in TES have negative side effects not only positive ones using alembic apparatus will reduce them but not remove, as well self made potions does not have instant effect all of them have duration.
If need to add potion overdose it can use improved mechanic from potion limit for example having alchemy skills will allow quaff additional potion over certain intervals in skill level, as well equation based on sum of health and fatigue maximums minus current level of fatigue and health versus potion cost (thats one way to detect magnitude of potion since cost of potion depend on ingredients and alchemy skills) will allow quaff it over limit but with additional side effect can be added as consequences it can be chance based also so really powerful individual can drink beverage for long time and resist most of side effects.
For example such side effects can be added:
Intoxication thats drain parameters overtime
http://www.tesnexus.com/downloads/images/24478-3-1242468829.jpg thats not only make visuals but also drain marksman skill
Faint and fall to ground for for time
Be slowed down and have penalty to skill thats involve fast movement and coordination
Be dumbed and have penalty to skills thats involve mind usage
Become addict to potions so receive penalties if potion not quaffed or receive reduced duration for potions effects.
Bad side effects from potion will have higher magnitude
Interesting. With a fully developed attributes system one could simulate drunkenness. I wonder if these SR health meters can do that?
Well attributes are fundamental and can be used for such things too bad thats affect only other games and modded TES games, in vanilla attributes lose ties with other parameters and skills, since devs decide to remove attributes and merge their effects with parameters thats will be interesting to see how it was done, but certain no need stop in past need move furtherer and adapt to new system, who know maybe thats really will be evolution instead of degradation, we will know answer only after play game.
I hope there will be starting traits thats represent natural abilities of character, and there is still be hidden variables thats previously was used in attributes mechanic and they can be manipulated in game and with scripts, I believe they not remove mechanic just hide it and merge it so fundamentals still here even if they are invisible ghosts.
What is drunkenness supposed to do to attributes in your opinion? Decrease intelligence? And thus reducing mana pool? Does that make sense?
Well attributes system is good system if implemented well seems you don't see ties between attributes and skills because of flawed implementation of such ties in last games, for example if ties was good reducing an attribute will decrease all skills thats depend on such attribute at once so drunkenness will reduce ability to think well, reduce coordination (skills thats depend on speed and agility will suffer from penalty to speed and agility) as well increase aggression thats fortify Strength and can work as painkiller so fortify Health, certain intoxication level will also bring negative post effects like hangover after drunkenness effect wear off.
With certain work such drunkenness can be implemented in Skyrim if mechanic still in game just merged and hidden.
You need understood thats not Attributes system was bad, implementation of system was bad, its the same as say thats leveling was bad and don't understood thats leveling was flawed in implementation but not bad as feature, reducing features instead of fixing them is really problem, sometimes better improve feature then axe it completely from game.
Problem in removing of attributes in
- Reduced RPG and gameplay mechanic of game
- Easy manageable mediator between many different individual effects
- Reduced variability of possibilities for modders since attributes was fundamental feature
- Increased genericness of characters thats have almost no individual traits.
If new system will have has a solution for this question have equal to attributes parameters thats will be really good and I'm OK with thats, most of us debate not because of removed attribute statistic screen with points, but because of horrible consequences for mechanic of game if attributes was removed completely and nothing was equal was not created, since thats not just numbers they are fundamental details in model.