Have they removed the chance at being unsuccessful when harv

Post » Wed Oct 12, 2011 12:18 pm

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 :)


I'll spit back and say that's their problem. My Oblivion game is now in its 5th year, in game time.
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Music Show
 
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Post » Wed Oct 12, 2011 5:49 pm

I'll spit back and say that's their problem. My Oblivion game is now in its 5th year, in game time.


lol fair enough then.
I assume that they've either put in a huge amount of plants that there's no way you could harvest them all, or they will respawn after a few hours of playing the game or something.
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Nicola
 
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Post » Wed Oct 12, 2011 6:34 am

*sigh*

Some people want realism. Some want to save time with 100% harvest rate. What's the use in arguing about it? I'm sure there will be a mod anyway.

And don't give me the "but I've got a console" thing. If you want to customize your game, work hard, save your money, and buy a computer.
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Trevi
 
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Post » Wed Oct 12, 2011 8:08 am

lol fair enough then.
I assume that they've either put in a huge amount of plants that there's no way you could harvest them all, or they will respawn after a few hours of playing the game or something.


Guess we'll just have to wait and see. You'd think if a guy was going to filch a manual and post pictures of it on the web he'd have done a better job of it. :happy:
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Symone Velez
 
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Post » Wed Oct 12, 2011 10:09 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.

Are you seriously suggesting a random failure chance with plants that regenerate in three days is realistic harvesting, that a simple random check on whether or not you succeed is somehow complex compared to always picking the ingredient up, and in Oblivion without mods it didn't even show a graphical difference after harvesting?

I mean I can understand your liking the failure rate being there, but it has nothing to do with game depth. Oh, and they did remove repairing weapons and armor, but in its place is a more complicated crafting system, which makes it a much more complex change than merely simplification. Your opinion is your own so it's neither right nor wrong, but I disagree that it's simplifying anything.

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.

Without a mod such as http://www.tesnexus.com/downloads/file.php?id=2037 it's not possible to see at a glance that something has already been harvested in Oblivion. There's http://www.tesnexus.com/downloads/file.php?id=3979 too.
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Kayla Keizer
 
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Post » Wed Oct 12, 2011 5:45 am

People actually complain about this? Seriously?

*playing Oblivion* Oh darn, I failed. Now I can't make the potion I wan- Oh wait, there's another 5 plants within 2 steps of me! There we go, this one's ripe.

Seriously people, there is usually another plant of the same type within 5-10 feet in Oblivion, why make a big deal if you fail once? :facepalm: It breaks the realism if every single plant in a general area is perfectly ripe for picking at the same time.

I honestly don't give a rat's if I fail at picking an alchemical component because there are usually multiple copies of that plant nearby, and I nearly succeed at least once every time over the course of 3-4 plants or less if I'm lucky. It doesn't take more than an extra second or two at the most if you fail. Get. Over. It. :banghead:
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Robert Garcia
 
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Post » Wed Oct 12, 2011 4:01 am

Have you ever gone mushroom hunting? If the damn thing isn't ready to be picked, it'll either be useless/make you sick because it wasn't ready or it'll crumble into little pieces because it was to late. Finding a fair amount of good mushrooms can take up half of a day and even then you won't walk away with more than a small plastic bag full.
LBMs?
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Charleigh Anderson
 
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Post » Wed Oct 12, 2011 2:44 pm

it better be gone... it was terrible in oblivion... made me pissed :brokencomputer:
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abi
 
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Post » Wed Oct 12, 2011 11:10 am

Of course there's ways to fail at harvesting.

You can accidentally crush the specimen you're harvesting. You can pick the wrong part by accident. You can "check", and realize the plant lacks the specific parts you need.

There's nothing wrong with this feature. This isn't a game about seeding fields and sowing your harvest. You're gathering alchemical properties which you can combine to set people on fire.

Now, what would be REALLY cool is if you could fail in alchemy, and blow yourself up or something.

This
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Aliish Sheldonn
 
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Post » Wed Oct 12, 2011 9:13 am

I like failing at harvesting. I'm not entirely sure why, I suppose it feels a little less like going from container to container if you don't always succeed.

I've certainly never thought it was a stupid feature, as people have said it makes sense, although it would be nice if values were tweaked sensibly and adjusted depending on your alchemy skill.
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Wayne W
 
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Post » Wed Oct 12, 2011 6:24 am

*sigh*

Some people want realism. Some want to save time with 100% harvest rate. What's the use in arguing about it? I'm sure there will be a mod anyway.

And don't give me the "but I've got a console" thing. If you want to customize your game, work hard, save your money, and buy a computer.

Although some people do prefer playing on a console.


Without a mod such as http://www.tesnexus.com/downloads/file.php?id=2037 it's not possible to see at a glance that something has already been harvested in Oblivion. There's http://www.tesnexus.com/downloads/file.php?id=3979 too.

Okay, I misinterpreted your post, I thought you meant it didn't tell you whether you'd harvested the plant or not.

*snip*
My point exactly. :cookie:
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saxon
 
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Post » Wed Oct 12, 2011 8:34 am

I think it'd be neat that instead of the Alchemy Perks being learned ingredients, but instead the SKILL in actually harvesting the plant or ingredient itself and THUS then making more potent potions. :)

Like, dislike?
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