Items requiring certain level/attributes

Post » Sat May 28, 2011 4:07 am

just a thought....

you know when you've played a game for a while and you want to restart (for whatever reason) do you think that some/all items should have a requirment (skill/attribute) in order to use them? so you cant go straight to a high powered weapon/armour in the first 5 minutes and become uber-powerful?

e.g. you need to have your strength at 75 in order to use this awesome weapon.

EDIT: as you can tell, i have acid for brains... typo.
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Sista Sila
 
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Post » Sat May 28, 2011 2:00 am

It's not runescape and this wouldn't happen in real life.
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Gavin boyce
 
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Post » Sat May 28, 2011 10:07 am

It's not runescape and this wouldn't happen in real life.


so a young child would have the strength to pick up a claymore?
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 12:54 am

I don't like the idea of a level requirement but I think an attribute or skill requirement would be reasonable for a lot of equipment. If you don't meet it I think you should still be able to use the item but with a penalty proportionate to how far you miss the requirement.
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Alyesha Neufeld
 
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Post » Sat May 28, 2011 5:03 am

No, it limits roleplaying possibillity.
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Charlotte Henderson
 
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Post » Fri May 27, 2011 6:59 pm

No, I don't like this idea at all. If I'm capable of using a sword I shouldn't be limited to what sword I use until I have a certain strength or skill.

If I find a good weapon it's because I explored and found it, I should be rewarded for my exploration not punished.
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rheanna bruining
 
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Post » Sat May 28, 2011 1:25 am

No, it limits roleplaying possibillity.



That and it does away with the ability to find and use cool loot. A much better solution would be to protect high-powered items with significant challenges, like having Goldbrand be buried under dozens of daedroth. That way low-level people cannot get to most of them with ease, but if they are lucky enough to do so then they can reap the rewards.
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Ruben Bernal
 
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Post » Fri May 27, 2011 8:45 pm

Don't care. If I don't like the level limit, I'll just CS or console-command around it. :shrug:
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Alba Casas
 
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Post » Fri May 27, 2011 7:03 pm

so a young child would have the strength to pick up a claymore?
Yes. Real claymores are six pounds. Real warhammers are seven at the upper end.
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Richard
 
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Post » Sat May 28, 2011 2:03 am

Who cares if anyone is "power-playing"? Plus usually those power items are hard to reach, either worn by powerful characters (you need to be strong enough to kill them or have good enough sneak skill to steal them) or hidden within dangerous dungeons. Who'd waste all his money on potions and such so you can get inside a dangerous dungeon to steel a strong item? Again, who cares if someone does? As long as I'm fine with my playstyle - and why shouldn't I be? unless the game has elements that makes it less enjoyable - well, there's not problem at all. If anyone loves power playing, as long as he's okay with it it's fine I guess. Not that I care about this anyway.

Don't care. If I don't like the level limit, I'll just CS or console-command around it. :shrug:


This. Seriously, why bother with this when half the players can work around it if there's a problem?
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Louise Lowe
 
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Post » Fri May 27, 2011 10:27 pm

No, I don't like carrying around gear I can't use because I don't meet some arbitrary requirement. It would be better if the Item gained in power as you did, or was limited in power until the arbitrary limit was reached. Why couldn't I swing a long sword with a strong power attached just because of the strength of the enchantment. These things should be guarded by strong monsters and stronger traps. There really should be no way, short of god mode, for a low level character to survive the gauntlet laid before him to reach such an incredibly powerful prize.
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Blessed DIVA
 
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Post » Sat May 28, 2011 6:41 am

just a thought....

you know when you've played a game for a while and you want to restart (for whatever reason) do you think that some/all items should have a requirment (skill/attribute) in order to use them? so you cant go straight to a high powered weapon/armour in the first 5 minutes and become uber-powerful?

e.g. you need to have your strength at 75 in order to use this awesome weapon.

EDIT: as you can tell, i have acid for brains... typo.



I don't think they should have a skill requirement to use them, I think each weapon should have a strength and skill requirement to be used most effectively (like New Vegas). You can use any weapon you find at any level, however you get the most out of the weapons your character is skilled with.
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Erika Ellsworth
 
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Post » Sat May 28, 2011 7:27 am

You can use any weapon you find at any level, however you get the most out of the weapons your character is skilled with.

This is essentially the core of the TES system. Arbitrary requirements are a step backwards IMO. The choice of available weapons should not affect how my character develops (I found this nifty sword but I need 3 more strength to use it, so I spend the next level developing my otherwise magic based character's str so I can use it until it's obsolete. Essentially wasting a level ) furthermore, everyone is asking for more realism, why add arbitrary mechanics just to cripple players. and finally,http://28.media.tumblr.com/tumblr_kyvqslUyhl1qzv7h6o1_500.gif
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 6:30 am

This. Seriously, why bother with this when half the players can work around it if there's a problem?

The other half will be on console. And its a half assed game if you are expected to modify it to enjoy it.
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Kelli Wolfe
 
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Post » Sat May 28, 2011 1:13 am

No set requirements, no, but reworking the balance of fatigue drain when attacking with items of a certain weight would be nice. Seriously, the difference between longswords and greatswords was really small.
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DAVId Bryant
 
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Post » Fri May 27, 2011 9:20 pm

This in fact would be a worse idea than level scaling NO
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rolanda h
 
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