New Answers From Pete Hines Twitter

Post » Tue Sep 20, 2011 11:06 am

You left out for the woodcutting job you actually chop wood from the tree, you just don't cut the tree down.
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flora
 
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Post » Tue Sep 20, 2011 11:00 am

-Alchemy must be done at an alchemy lab or 'station' and can no longer be done on the fly while out in the game world like in Oblivion (Much more realistic if you ask me.)


Finally a gameplay decision I really like. I want to plan ahead when I go out exploring, if I can do everything I want while I'm out in the wilderness there is no planning needed. Just wished they would have kept equipment degradation and would have applied the same concept to it.
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Sarah MacLeod
 
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Post » Tue Sep 20, 2011 3:31 pm

That's nice, though I'm interested how that's going to work. I assume the way to raise the speechcraft skill is not only by passing speech skill checks, because if those are like Fallout 3 they're really rare so you can't train your skill with them. :P

Unless you're supposed to raise that skill purely through dealing with merchants. Mercantile and speechcraft were merged right?


Bad news actually
In FO3/NV you could nuke your enemies and by that become better orator (by skill points)
In this case, how exactly will Speechcraft increase work?
If it's merged with Mercantile, then how new skill will be named?

Old minigame was flawed, but system itself wasn't bad, so polishing could be done
Personally I loved verbal battles in DE:HR, but I think that would be asking too much
And yet again instead of improving, good, but poorly implemented things get removed :(
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kiss my weasel
 
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Post » Tue Sep 20, 2011 4:42 am

In Fallout (have only FONV in memory though) you don't train skills by doing them, instead you assign points to them at levelup by getting XP from questing. So with enough skill, you may get certain speech options you otherwise wouldn't. Some speech was also given by checking other skills and stats values. Like if you had intelligence over a certain value, you would get a |Int 7| "line to be spoken".

Yeah I can't really imagine how to progress in speechcraft as a skill...
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Jesus Sanchez
 
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Post » Tue Sep 20, 2011 4:16 am

inb4Xarnac


:rofl:
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Avril Louise
 
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Post » Tue Sep 20, 2011 5:51 am

Thanks but this is old news, and a few of those already have a respective thread


Some are new to me, and anyways it's nice to have all the recent tweet news in one thread.
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Hannah Barnard
 
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Post » Tue Sep 20, 2011 3:29 pm

I like that you can't just make potions on the fly. It's one of those things which favours planning I think - "Have I got enough stuff to last me? Because this might be my last chance to make something in quite a while...".
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Dona BlackHeart
 
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Post » Tue Sep 20, 2011 8:49 am

Thanks but this is old news, and a few of those already have a respective thread


that may be true but there is nothing wrong with bundling them all together so others don't have to search for individual twitter threads.
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Arrogant SId
 
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Post » Tue Sep 20, 2011 8:44 am

I really like that alchemy needs to be used at a station... but I hate what that means for us wilderness folk who go into the woods with a mortar and pestle. Now, I never brought my entire set with my in Oblivion - for it was too weighty - but I did have a mortar and pestle to make potions on the fly and it was extremely useful. I wonder if we can still use a mortar and pestle on the go?


My guess would be this is what cooking is now for. Small perks/heals/buffs from cooking will replace quick potions on the run.
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Philip Lyon
 
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Post » Tue Sep 20, 2011 2:16 pm

That's nice, though I'm interested how that's going to work. I assume the way to raise the speechcraft skill is not only by passing speech skill checks, because if those are like Fallout 3 they're really rare so you can't train your skill with them. :P

Unless you're supposed to raise that skill purely through dealing with merchants. Mercantile and speechcraft were merged right?


I hadn't considered that, actually. Maybe it just goes up the more you talk to people? I mean it sounds simplistic but does actually make sense.
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Jynx Anthropic
 
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Post » Tue Sep 20, 2011 3:18 pm

I like that you can't just make potions on the fly. It's one of those things which favours planning I think - "Have I got enough stuff to last me? Because this might be my last chance to make something in quite a while...".


I always found the decision was already balanced by carrying all the reagents and equipment with you. Yeah, you've got all the gear to make potions when you need them (thus you didn't need to plan) BUT now you can't carry as much loot back.
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priscillaaa
 
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Post » Tue Sep 20, 2011 4:14 am

Sprint is where grab used to be, hmmm?
Flowers picked, fantastic.
We kind of knew about the speechcraft, but still wonderful. Oblivion had a useless speech skill, an easily abused mercantile skill, and a useless personality attribute. A case of less = more, I think.

[And regarding the alchemy, finding a workbench, say in a Necromancer dungeon, will be a nice little find for some of us.]
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Wayland Neace
 
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Post » Tue Sep 20, 2011 12:40 pm

I like that you can't just make potions on the fly. It's one of those things which favours planning I think - "Have I got enough stuff to last me? Because this might be my last chance to make something in quite a while...".

Yes but being able to use a simple mortar and pestle kit out in the wilderness would be very useful. The potions you create shouldn't be as good as when created with a full set up but at least you would have something in a bind. :shrug:
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Sarah Kim
 
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Post » Tue Sep 20, 2011 10:41 am

Sprint is where grab used to be, hmmm?

Grabbing is done by holding down the activate button now.
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Trish
 
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Post » Tue Sep 20, 2011 11:01 am

My guess would be this is what cooking is now for. Small perks/heals/buffs from cooking will replace quick potions on the run.

Oh, okay. Disappointing if it turns out that way but I'll have to work with it.
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Hayley O'Gara
 
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Post » Tue Sep 20, 2011 2:27 am

Great! Thanks OP.
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Undisclosed Desires
 
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Post » Tue Sep 20, 2011 9:19 am

I really like that alchemy needs to be used at a station... but I hate what that means for us wilderness folk who go into the woods with a mortar and pestle. Now, I never brought my entire set with me in Oblivion - for it was too weighty - but I did have a mortar and pestle to make potions on the fly and it was extremely useful. I wonder if we can still use a mortar and pestle on the go?

this. And when in combat it would say "you cann't use a morter and pestel while in combat" or something like that.
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Gemma Archer
 
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Post » Tue Sep 20, 2011 3:21 am

Finally a gameplay decision I really like. I want to plan ahead when I go out exploring, if I can do everything I want while I'm out in the wilderness there is no planning needed. Just wished they would have kept equipment degradation and would have applied the same concept to it.



I'm on the other side of this. If I want to plan ahead, I can make them at home and then leave my alchemy gear there to save on encumbrance. On the other hand if I want to play a self sufficient woodsman who can survive anywhere I want the option to make them in the field. I would prefer a system where full stationary labs reward you, or you are at a penalty for using a traveling lab, but you can still make potions anywhere.
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Kristian Perez
 
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Post » Tue Sep 20, 2011 4:38 pm

Great! Thanks OP.


Yeah, thanks for compiling this list. I don't have a twitter so...

Please keep it updated!
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Charles Weber
 
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Post » Tue Sep 20, 2011 3:56 am

I wont lie, good ridence speech craft mini game :flamethrower: :stupid:
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Colton Idonthavealastna
 
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Post » Tue Sep 20, 2011 11:01 am

Grabbing is done by holding down the activate button now.

Ah, thanks. I am very particular about the placement of my tan cups.
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LuBiE LoU
 
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Post » Tue Sep 20, 2011 7:32 am

http://www.gamesas.com/index.php?/topic/1231643-finishing-moves-and-its-features-cant-be-turned-off/page__pid__18618055__st__80#entry18618055

So...anything you like from that list?


According to the poll, there are a lot more people disliking it than liking it. 77% of people either don't care for it, or flat out dislike it, and 53.5% of people would turn them off to some degree if given the option.
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Beast Attire
 
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Post » Tue Sep 20, 2011 11:14 am

I always found the decision was already balanced by carrying all the reagents and equipment with you. Yeah, you've got all the gear to make potions when you need them (thus you didn't need to plan) BUT now you can't carry as much loot back.


I suppose, but that bit of extra weight didn't really match the insane benefit of being able to make all those potions. Hell, you could make yourself some feather potions and negate the weight 10x over.

Yes but being able to use a simple mortar and pestle kit out in the wilderness would be very useful. The potions you create shouldn't be as good as when created with a full set up but at least you would have something in a bind. :shrug:


Maybe just a mortar and pestle for very weak and basic potions, but I'm quite happy with this new way of doing it. :shrug:
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Lynne Hinton
 
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Post » Tue Sep 20, 2011 3:04 am

Small clarification. I believe he said "AND", not "OR". This might mean that you make the entire HUD 0% opaque, not individual elements.


SWEET!!


Hmmm. Guess I'll have to wait and see how this plays out.


I prefer Morrowind's set up. Different qualities of equipment with different textures. Collecting and displaying all the pieces was just as much fun as the added bonus they gave to the potions they created.


He definitely said or, which is what makes me believe that you can toggle which HUD features you want (crossing my fingers). Someone has already asked for clarification on twitter so hopefully we'll have a more definitive answer soon. :-)
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Ian White
 
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Post » Tue Sep 20, 2011 9:04 am

Some people seem upset - at times nearing the point of bitterness - about the changes made for Skyrim when we haven't even played the game. Personally, I'm quite happy with them, and encourage the natural evolution of the series.
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lacy lake
 
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