Have they removed the chance at being unsuccessful when harv

Post » Wed Oct 12, 2011 11:18 am

In real life, yes, I know what you mean. But this is a game, so it's ok not to convolute such a simple task.

Most sensible post I've read all day.
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Marquis T
 
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Post » Wed Oct 12, 2011 12:00 pm

Most sensible post I've read all day.


Sensible maybe, but not a point well taken.

TES is built on the back of "convoluted" aspects. If you remove those aspects you have a game that does nothing different from the rest of the pack and really has no identity.
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no_excuse
 
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Post » Wed Oct 12, 2011 8:49 am

Sensible maybe, but not a point well taken.

TES is built on the back of "convoluted" aspects. If you remove those aspects you have a game that does nothing different from the rest of the pack and really has no identity.

It'll have an identity without failed flower picking. I promise. Between this and this http://www.gamesas.com/index.php?/topic/1239684-too-much-make-up/ I have no idea what's going on anymore.
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Dawn Porter
 
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Post » Wed Oct 12, 2011 6:06 pm

Some of the failure rates for certain ingredients did svck so maybe just make it not so likely for somethings to not be successful. :-/

For the most part I was okay with it though.

I always like to gather stuff to make potions so I'll be doing that a lot in Skyrim.

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leni
 
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Post » Wed Oct 12, 2011 4:24 pm

Except lots of them make no sense. Mushrooms for example. or when you're picking the entire flower.


It can make sense though, in that you can misjudge the ripeness of a vegetable or the usefulness of a mushroom cap.
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Robert Jr
 
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Post » Wed Oct 12, 2011 8:06 am

It'll have an identity without failed flower picking. I promise.


I think you misunderstand. My post isn't about flower's, it's about his argument against "convoluted" aspects of the game. If you want a simplified game go play another of the dozens of RPG games. The thing that sets TES apart is the little aspects that they put into the game, and that includes something as simple as the realistic aspect of harvesting.

I mean if you remove the chance for failure at harvesting why not remove having to repair your armor and weapons, that just makes combat convoluted.
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Soku Nyorah
 
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Post » Wed Oct 12, 2011 4:40 am

I think you misunderstand. My post isn't about flower's, it's about his argument against "convoluted" aspects of the game. If you want a simplified game go play another of the dozens of RPG games. The thing that sets TES apart is the little aspects that they put into the game, and that includes something as simple as the realistic aspect of harvesting.

I mean if you remove the chance for failure at harvesting why not remove having to repair your armor and weapons, that just makes combat convoluted.

Repairing armor and weapons is a thing of the past. Good riddens.
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Jessica White
 
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Post » Wed Oct 12, 2011 5:42 am

I think you misunderstand. My post isn't about flower's, it's about his argument against "convoluted" aspects of the game. If you want a simplified game go play another of the dozens of RPG games. The thing that sets TES apart is the little aspects that they put into the game, and that includes something as simple as the realistic aspect of harvesting.

I mean if you remove the chance for failure at harvesting why not remove having to repair your armor and weapons, that just makes combat convoluted.


Done.
Armour degradation is gone.

I honestly dont understand the trend of oversimplification.
Surely kids these days arent a lot more stupid than when I was young?
Why remove so much game from the game?

I dont understand it at all, but thats another topic.
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Sandeep Khatkar
 
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Post » Wed Oct 12, 2011 10:37 am

Ha!

Herb picking without fail chance is getting people's panties in a bunch? Now I've seen it all.
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Oscar Vazquez
 
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Post » Wed Oct 12, 2011 7:27 am

Done.
Armour degradation is gone.

I honestly dont understand the trend of oversimplification.
Surely kids these days arent a lot more stupid than when I was young?
Why remove so much game from the game?

I dont understand it at all, but thats another topic.


Is it really? I've been too busy lately to follow the game info. It svcks that in order to increase a games user base you have to dumb it down.
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Farrah Barry
 
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Post » Wed Oct 12, 2011 4:27 am

I guess people that say things like this live in a city and have never, ever gone mushroom, berry nor nut gathering.

It is perfectly possible and highly likely to fail at produce gathering.
Maybe it has a great big worm inside, maybe its too rotten or unripe or mouldy.

Especially for mushrooms, which need to be just right in their development, it is highly likely youll find mostly examples that arent any help at all.
Same with flowers.
Nature isnt a showroom.

Not everything grows perfectly formed, you know, and it is quite possible to hunt for, say, seeds, and fail quite a lot of the time.

Agree with this, so there is question if Skyrim has no difficulty slider and have actual Levels of Mastery why not make them more defined by adding more differences then only damage variables changing.
Make Novice level with 100% chance to Harvest with no connection to skills, No equipment degradation, no starting choices, fast skill progression rates and other newcomer friendly features what already in Skyrim, while Master level will have more difficult settings e.g Harvest based on Alchemy skill, most of this features just simple variables at PC we can even tweak them in dev console in game.
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emily grieve
 
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Post » Wed Oct 12, 2011 6:31 am

Agree with this, so there is question if Skyrim has no difficulty slider and have actual Levels of Mastery why not make them more defined by adding more differences then only damage variables changing.
Make Novice level with 100% chance to Harvest with no connection to skills, No equipment degradation, no starting choices, fast skill progression rates and other newcomer friendly features what already in Skyrim, while Master level will have more difficult settings e.g Harvest based on Alchemy skill, most of this features just simple variables at PC we can even tweak them in dev console in game.

You can still fail at harvesting. Relax. OP was stating that he doesn't think we should be able to fail, not that it's been removed.
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Campbell
 
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Post » Wed Oct 12, 2011 7:03 am

Agree with this, so there is question if Skyrim has no difficulty slider and have actual Levels of Mastery why not make them more defined by adding more differences then only damage variables changing.
Make Novice level with 100% chance to Harvest with no connection to skills, No equipment degradation, no starting choices, fast skill progression rates and other newcomer friendly features what already in Skyrim, while Master level will have more difficult settings e.g Harvest based on Alchemy skill, most of this features just simple variables at PC we can even tweak them in dev console in game.


I would love it if Skyrim had some sort of hardcoe mode akin to Fallout: New Vegas.
Where the difficulty not only affects the enemies, but on hardcoe you also need to eat, drink and sleep to survive etc.
It would be great if the difficulty slider in Skyrim also affected things like that and what you describe.
Unfortunately I think that such a feature will not be present in vanilla Skyrim, but it would make a great mod.
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Stephy Beck
 
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Post » Wed Oct 12, 2011 2:50 am

Considering most of their recent design decisions I think the chance of failure at harvesting is probably gone now. It didn't really make sense to me anyway considering that all plants are pictured as being in full bloom, I always set it to be 100% successful anyway so it wouldn't bother me in the slightest.
What they could do is have the plants scripted to have different phases of development and swap out the models so that if they aren't in bloom/ripe or whatever you can't pick them, would be an interesting mod idea anyway.

You can still fail at harvesting. Relax.

Do we know that for sure yet?
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stacy hamilton
 
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Post » Wed Oct 12, 2011 6:11 pm

Ha!

Herb picking without fail chance is getting people's panties in a bunch? Now I've seen it all.


Lol I know right, I had no idea people actually liked the chance of failure.
Are there any other games where people complain about tiny things like this (I'm not saying this in a bad way, I just think it's interesting).
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Wanda Maximoff
 
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Post » Wed Oct 12, 2011 6:34 am

How is a flat chance to fail any less dumbed down than guaranteed success? If it was taken against your alchemy skill, or something to do with the character stats in any way, and you can improve your chances of success, then put the chance to fail in by all means. Otherwise, imo an unnecessary pain.
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Anthony Rand
 
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Post » Wed Oct 12, 2011 9:54 am

How is a flat chance to fail any less dumbed down than guaranteed success? If it was taken against your alchemy skill, or something to do with the character stats in any way, and you can improve your chances of success, then put the chance to fail in by all means. Otherwise, imo an unnecessary pain.


It would be awesome if the chance to succesfully harvest depended on your alchemy skill!
You would get a sense of progression.
I think this would be a great idea to add in a hardcoe type mod.
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Isabel Ruiz
 
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Post » Wed Oct 12, 2011 5:42 am

since plants now actually vanish when u pick them I think yes

well I hope yes cause failing to pick a flower is stupid

and I can live without ultra realism on this one :P
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sexy zara
 
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Post » Wed Oct 12, 2011 3:19 am

I do agree it was a tad ridiculous in Oblivion sometimes, but I could see a refining process for extracting a material failing. I'm just glad it won't take a mod to see if something has been harvested this time.

Wait, what? It didn't take a mod to show you if you harvested something. It said either "You successfully harvest ingredient xyz" or "You find nothing of use" and if you'd already taken from the plant no hand thing came up.

I'd like it if they kept the chance of failure in, I wouldn't be too cut up if it was guaranteed success every time though. I think getting an ingredient every time is, I hate to say it, dumbing it down a little. Ingredient harvesting is the only thing I like dice rolls for - mainly because it's not that hard to find another of the same plant and like others have said, IRL you don't successfully harvest every time.
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remi lasisi
 
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Post » Wed Oct 12, 2011 9:40 am

Wait, what? It didn't take a mod to show you if you harvested something. It said either "You successfully harvest ingredient xyz" or "You find nothing of use" and if you'd already taken from the plant no hand thing came up.

I'd like it if they kept the chance of failure in, I wouldn't be too cut up if it was guaranteed success every time though. I think getting an ingredient every time is, I hate to say it, dumbing it down a little. Ingredient harvesting is the only thing I like dice rolls for - mainly because it's not that hard to find another of the same plant and like others have said, IRL you don't successfully harvest every time.


I'm pretty sure they were meaning how it now shows the plant physically disappearing or changing how it appears, rather than just staying the same and receiving a message if you got the ingredient or not.
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Lynette Wilson
 
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Post » Wed Oct 12, 2011 10:41 am

That's going to be bad news in the long run if you pick a plant and it just vanishes from the game without renewing. Also it kind of makes no sense. If I go out to the flower bed and pick a flower its gone for a short while, yes, but next year there will be one there. Flowers do grow back.
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Ross Zombie
 
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Post » Wed Oct 12, 2011 5:10 am

I hope it's gone. I've read the arguments about how it does make sense and I still think the majority of the time it's silly. The flowers are right there. How have I failed to pick them off the ground four times in a row? At least give me a message about them not being in season or something.
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Luis Reyma
 
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Post » Wed Oct 12, 2011 3:03 pm

I hope it's gone. I've read the arguments about how it does make sense and I still think the majority of the time it's silly. The flowers are right there. How have I failed to pick them off the ground four times in a row? At least give me a message about them not being in season or something.



enjoy :P

http://cdn.gossipgamers.com/wp-content/uploads/2009/02/wow-herbalism.jpg
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Bigze Stacks
 
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Post » Wed Oct 12, 2011 6:35 pm

That's going to be bad news in the long run if you pick a plant and it just vanishes from the game without renewing. Also it kind of makes no sense. If I go out to the flower bed and pick a flower its gone for a short while, yes, but next year there will be one there. Flowers do grow back.


I'm thinking they will have it so only some part of the plant will disappear e.g. if you are collecting the leaves of the plant only the leaves will disappear, there was a mod for Oblivion that did this so it musnt be too hard to put in.
Also about your complaint that after a year they would grow back, I have to spit some realism in your face and say, I don't think most people would play long enough for the game to have gone through a year :)
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jesse villaneda
 
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Post » Wed Oct 12, 2011 6:38 pm

enjoy :P

http://cdn.gossipgamers.com/wp-content/uploads/2009/02/wow-herbalism.jpg

Priceless. :thumbsup:
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jeremey wisor
 
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