Number-less Skyrim

Post » Sat Jan 11, 2014 4:23 am

Just wondering on what everyone here thinks of this. Basically, instead of an enchanted sword with a description "Does 25 pts of fire damage on strike", it would say "Does heavy fire damage on strike". This would also apply on things like your level (just have novice, apprentice, adept, etc), the perks (increased chance instead of 25% increase), weapon damage (should be logical based on material and type of weapon), poisons, etc. Of course, things like weight and encumbrance needs to have its value shown, or else it would be annoying.

So what do you think?

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Alberto Aguilera
 
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Post » Sat Jan 11, 2014 1:19 am

I'm afraid friend, that there are mods that take care of this. Requiem, which I'm playing right now, makes all of that thing a lot more immersive, from a roleplay perspective. I'm quite fond of it, actually. Although it'd be a problem for those "power players" who aim to just make their character the biggest beast they can.

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Monika Fiolek
 
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Post » Sat Jan 11, 2014 9:04 am

I like knowing how much damage an enchantment will do, how long an enchantment like paralysis lasts and how effective apparel enchantments are. so I voted show numbers.
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Laura Mclean
 
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Post » Sat Jan 11, 2014 6:00 am

Yeah, I'm also playing with this mod. But I'm wondering what you would think if it gets implemented on the base game.

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Yvonne Gruening
 
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Post » Sat Jan 11, 2014 11:44 am

I hate imprecise descriptions, it's impossible to compare items or skills if you don't know what they do exactly. I see the appeal of a more organic, less number-crunching experience - in theory - but the sad reality is that in games that don't show numbers I end up checking the wiki all the time. So show them.

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Cheryl Rice
 
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Post » Sat Jan 11, 2014 6:38 am

http://www.youtube.com/watch?v=NDYYehWUIgE

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Max Van Morrison
 
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Post » Sat Jan 11, 2014 8:09 am

I hatehatehate games that hide mechanics behind warmfuzzy. It's either "Every battle is a crapshoot! Yea!!!" or "We hid the numbers because we can't count past three." IOW complexity in game mechanics needs to be pretty clear or there can't be any choices more complicated than "There are three weapons in the game - weak, medium, and strong. Choose one."

And +Longknife.

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Kellymarie Heppell
 
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Post » Sat Jan 11, 2014 2:44 am

I'd rather have generalizations, but there are times when I want to see the numbers. Basically, I choose weapons and armor based on looks, not numbers, so there I do not care about the numbers being shown or not. Magical spells, I want specifics. Should I buy Fireball, or is Flame Bolt sufficient for my needs? Why is Sparks different from Frostbite different from Flames? If all they do is damage in different, pretty ways, numbers don't matter. If they have secondary affects, I want to know about them.

Crafting I want numbers for. Is it worth this ebony ingot to improve this blade, or should I wait to improve it later, when the improvement is better? Does Blisterwort and Wheat make a better healing potion than Blue Mountain Flowers and Butterfly Wings? How strong do I make this Soul Trap enchantment and how long do I make it last? The way Skyrim is presented, many of these numbers don't make a difference. I still want to know when it come to crafting, though :)

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danni Marchant
 
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Post » Sat Jan 11, 2014 4:00 pm

I like the numbers, here's my reason why. I pick my armor for looks and RP reasons, so if my character is running around in "fur armor" and I start running into Dwemer and glass, I want the numbers so I know just how much I need to improve my chosen armor verses the "found" items. If the character is running around in Iron and I start finding alot of Ebony.. I really need to know or else I'm going to get "owned" by every bandit I meet. I don't "uber" my skills, I like them to be around what the npc's are at.... yes I do die alot if I'm not thinking tactics.

My explorer characters tend to use found items, so they really need to know if the enchants on this item are better than the ones on that item. I don't spam any skill so I want to know if this potion is better than that potion to create and use or if the ring with turn-undead would fetch more money than the boots of hauling, when I create them.

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Chris BEvan
 
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Post » Sat Jan 11, 2014 1:52 am

I like the numbers, they give a good indication of what does what in a fairly precise way.
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Khamaji Taylor
 
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Post » Sat Jan 11, 2014 8:20 am

We don't need to dumb down skyrim even further for people. *looks at necromage perk for example*
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El Khatiri
 
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Post » Sat Jan 11, 2014 9:04 am

I use the numbers to help me keep things balanced throughout the game....I'll avoid the higher numbers at lower levels and won't upgrade something if the number boost is too high for my level.

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Mylizards Dot com
 
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Post » Sat Jan 11, 2014 2:26 pm

I prefer the numbers. And those that exploit aspects of the game, like to see how high they can go :ribbon:

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candice keenan
 
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Post » Sat Jan 11, 2014 7:51 am

I remember playing Diablo II and having all those prefixes and suffixes on items that generally told you where it was on the scale of mediocre to godlike. I had to learn the system, but I must admit I liked it a lot better than just numbers.

Note however that Skyrim has the same system. You can have an Elven Axe of Absorption, Elven Axe of Consuming, Elven Axe of Devouring, Elven Axe of Leeching, etc. and etc. As soon as I can figure out that an Elven Axe is better than a Steel Axe, and Devouring is better than Absorption, I can go with this. Yes ... I would have to learn the system, but it would at least get rid of the number crunching. And, if I was unsure as to whether or not an Orcish Warhammer of Arcing was better than an Orcish Warhammer of Shocks, I just check the price on them both and assume the better priced item does more damage.

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Kaylee Campbell
 
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Post » Sat Jan 11, 2014 7:17 am

IMO, it is just bad game design when items/spells/etc are not precise with numbers, no 2 ways about it.

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Jack
 
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Post » Sat Jan 11, 2014 2:47 am

Toggle? :whistling:

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Tanya
 
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Post » Sat Jan 11, 2014 5:09 am

Skyrim has already hidden too many numbers as is.

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Jah Allen
 
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Post » Sat Jan 11, 2014 9:48 am

Keep the numbers. I shouldn't have to guess via trial and error if my new gear is objectively better or worse than the gear I have already.

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liz barnes
 
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