New Answers From Pete Hines Twitter

Post » Tue Sep 20, 2011 1:03 am

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:

Oh, me too. I just hope I can use a mortar and pestle separate of of the entire kit. Not only would it be more "real" but it would allow me to make some weak health potions out on the road without having to trudge all the way back to town to do so.
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zoe
 
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Post » Tue Sep 20, 2011 3:06 am

Also, he had a comment on woodcutting. He said you cut the wood, but you can't cut the trees down. This was in response to someone asking if woodcutting was done manually or in a minigame.
Sorry if that's not clear...

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CHARLODDE
 
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Post » Tue Sep 20, 2011 4:37 pm

Ya I thought that was a little disappointing but whatever, I will get used to it



same here, i'll HAVE to let it grow on me!
:wink_smile:
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Tom
 
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Post » Tue Sep 20, 2011 1:04 pm

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.

I just don't know why lugging alchemy gear around is viewed as being unrealistic while carrying tons of extra armor pieces as thousands of gold coins is fine.
(that being said, this isn't even close to being a game breaker for me)
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Kat Stewart
 
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Post » Tue Sep 20, 2011 10:38 am

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.

64% like it, or are indifferent. I honestly expected way more votes disliking it. Then again, can't put much stock on the polls when more people voted for locational damage over spellmaking AND merged armor.
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Alex [AK]
 
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Post » Tue Sep 20, 2011 11:10 am

I'm happy with the alchemy lab idea, one of the things I was constantly wondering was "Where the hell do these bottles keep coming from?...."
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Dan Wright
 
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Post » Tue Sep 20, 2011 8:56 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.)

.... or not, Why can't you create simple potions with a mortar and pestle on the move. Why does it have to be at a station concreted to the ground?

I'm happy with the alchemy lab idea, one of the things I was constantly wondering was "Where the hell do these bottles keep coming from?...."

Same place all that loot goes and where your sword magically goes when you unequip it
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Inol Wakhid
 
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Post » Tue Sep 20, 2011 2:45 pm

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.


There's a difference between "I don't care about it" and "I don't care for it". The latter is negative, but the former is neutral. In the poll, they're talking about neutral use. Which means you've got your percentages wrong.
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Ruben Bernal
 
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Post » Tue Sep 20, 2011 10:36 am

You left out for the woodcutting job you actually chop wood from the tree, you just don't cut the tree down.


You're right, thanks. Just added it. But you don't chop wood from a tree. You go to the 'wood cutting station.'
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Nuno Castro
 
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Post » Tue Sep 20, 2011 1:01 am

Decapitation would make a lot more sense as a 2-handed perk than as a 1-handed perk
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Mackenzie
 
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Post » Tue Sep 20, 2011 6:46 am

Omitting a "finisher" toggle is a bad idea. I can't understand the reasoning. Even F:NV had one.
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Rex Help
 
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Post » Tue Sep 20, 2011 4:51 pm

Some juicy new tidbits for me. I, personally, think the Clairvoyance spell is better than the old needle markers for quests. That way, if we just want to explore a cave and not want to know where to go next, we don't have to. But, if we want the option, it's there.
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Dragonz Dancer
 
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Post » Tue Sep 20, 2011 1:13 pm

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.


I guess that makes sense. Though it move favors the folks that just stick to a single character and play for insane hours, not the folks that play 4 or 5 characters. Whatever this change is might actually end up pissing more players off than Oblivion's speechcraft mini game did. We'll have to see.

I didn't mind/hate/love the minigame in Oblivion, but I'm probably less excited about the possibility of just having to talk "more often" to npc's to raise my speechcraft skill.
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Jennifer Munroe
 
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Post » Tue Sep 20, 2011 4:32 am

Omitting a "finisher" toggle is a bad idea. I can't understand the reasoning. Even F:NV had one.


GAA!

F:NV did nothing right! :verymad:

But a finisher toggle, wouldent be a terrible idea.
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Kaley X
 
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Post » Tue Sep 20, 2011 4:01 pm

GAA!

F:NV did nothing right! :verymad:

But a finisher toggle, wouldent be a terrible idea.

Excuse me, wut?
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Sanctum
 
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Post » Tue Sep 20, 2011 11:46 am

Decapitation would make a lot more sense as a 2-handed perk than as a 1-handed perk

I agree, which makes me wonder whats some perks for 2H :hubbahubba: I'd like to see spliting people in 2 :whoops:
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Kaylee Campbell
 
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Post » Tue Sep 20, 2011 6:54 am

Speech is similar to Fallout 3 well that's not a bad thing. I like hearing about the Compass but I'll probably have it on. Overall good news, can't wait until 11-11-11.
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Ebony Lawson
 
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Post » Tue Sep 20, 2011 5:29 am

Excuse me, wut?

He said F:NV did "nothing right".
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CArlos BArrera
 
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Post » Tue Sep 20, 2011 3:21 am

.... or not, Why can't you create simple potions with a mortar and pestle on the move. Why does it have to be at a station concreted to the ground?


I like the lab-idea. Looking forward to see how it works.

Would love to use more of the crafting-skills. Alchemy gets much more interesting.
As you all may know:
In addition it`s possible to cook meat cut from an animal you have killed on fireplaces out in the wilderness to increase the poperties of the food
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Laura Hicks
 
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Post » Tue Sep 20, 2011 10:59 am

He said F:NV did "nothing right".

Wut? I see only noise.
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Multi Multi
 
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Post » Tue Sep 20, 2011 5:54 am

Great! Thanks OP.


My pleasure.
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Sami Blackburn
 
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Post » Tue Sep 20, 2011 7:02 am

He said F:NV did "nothing right".


Yes sir i did.
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Quick Draw III
 
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Post » Tue Sep 20, 2011 6:52 am

Yes sir i did.

I agree, calling a game new "vegas" without a craps table or texas holdum was just a [censored] tease
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Greg Cavaliere
 
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Post » Tue Sep 20, 2011 8:34 am

I agree, calling a game new "vegas" without a craps table or texas holdum was just a [censored] tease


Ya, that wasent my only problem with it

But onto the point! -----------> I like the new features
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Luis Reyma
 
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Post » Tue Sep 20, 2011 11:54 am

Oh, me too. I just hope I can use a mortar and pestle separate of of the entire kit. Not only would it be more "real" but it would allow me to make some weak health potions out on the road without having to trudge all the way back to town to do so.


Since you can't make potions away from an alchemy station I wonder if you will even need or be able to carry the full alchemy set anymore. The OXM picture of the MC using the alchemy station makes me wonder even more if there will be separate alchemy devices or if it is all encompassed in the alchemy station itself...

Either way, I think it's much more realistic and provides for much more depth while role-playing.
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Craig Martin
 
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