Official: Beyond Skyrim TES VI #74

Post » Wed Mar 02, 2016 2:44 am


Would health regenerate at base in such a system, or would we still be operating on a system that requires healing items? If the latter, you aren't really creating any strategic element to health, just increasing the punishment of taking damage.

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Nuno Castro
 
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Post » Wed Mar 02, 2016 3:14 am

It would regenerate in such a system (I'd prefer no health regen and not bothering with this, but if there was regen, a system that lowers your max health with damage would help balance it).

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lolli
 
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Post » Wed Mar 02, 2016 7:01 am

So healing items would restore the maximum health?
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Makenna Nomad
 
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Post » Wed Mar 02, 2016 1:01 am


That could work... Particularly if a Fatigue and Magicka Drain system were in place. In fact, using the same basic mechanic (the Radiation effect from Fallout) may be a simpler and more consistent solution.



It could also work in regards to Healing items, making them function more over time instead of in short bursts, by increasing health regeneration and allowing you to recover that lost max HP (when you're at the current Max HP at least).

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courtnay
 
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Post » Wed Mar 02, 2016 12:20 pm

I'd rather see separate healing items for this. One type of item would restore your current health but not your maximum (for within combat), and another would restore your maximum but not your current. If restoring your max health was as simple as normal healing, there'd be little point to it given how much TES wants to shower you in healing potions and spells.
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Lisha Boo
 
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Post » Tue Mar 01, 2016 10:47 pm


In my opinion they should tweak spells that fall into the fire-and-forget category you mention. I think it would be much better to have them be toggleable spells, especially Mage Light, but even more so for the flesh spells. There are several ways to go about this in my mind. They could make it so when the spell is toggled you have a lower maximum magicka, like other games do for constant effect spells (heck ESO does this for mage light). They could also make your magicka regen slow by a percentage when the spell is toggled, although this might not be enough of a drawback (possibly).



The option I'm most keen on, and the one I'm sure is least likely to happen, would be to have BOTH effects occur when using flesh spells, but have the severity of each be reduced as you take the right perks and raise your alteration skill until the effect is so slight that it is basically negligible at higher levels (say 10 magicka missing and maybe 1% reduced magicka regen when you are really strong).



I really REALLY want them to lean heavily on the idea of improving your character over time until you become a complete and total bad ass. It happens in every ES game, but Skyrim took a lot of that power and placed it into the crafting trees, which I absolutely hated. Crafting should be something you dive into for an edge, but it shouldn't be the tip of the spear. I want to see character development given a whole new level of love in the next ES, so that way players who devote a lot of time to single characters (like I do) can live like heroes. I want this to be a balanced acquisition; we shouldn't be god mode when we get to the end game, but the player character has always been "the one", and I would like to see that power granted to us over time in the traditional Elder Scrolls way. By playing, winning fights, and slowly becoming more resilient to damage, stronger with our attacks, and more powerful with our spells.



Basically, I would like to see every aspect of our character able to increase with use/exposure, such that I only select perks when I hit a new level or something, but I never have to worry about my health, magicka, stamina, resistances, etc. Because as I run around I get more stamina, as I become wounded and recover from my fights I gain more health, as I get hit with fireballs and ice spears I get more fire resistance and ice resistance, and as I channel my magic I get more magicka. Does anyone else want this? I feel like it would be such a great idea, but it seems like their design philosophy has shifted to front load all the character choices. I'm little apprehensive about what the next character development system(s) will look like in ES 6.



edit: Meant to mention I like the rest of your ideas, except for spell crafting. To me, the only way it would be useful is if it were robust (i.e. having the ability to combine anything in any mix) and if it were robust then I feel like spell effects would have to become more generalized again to accomodate the wide variety of potential mixes and you would open yourself up to abuses of the system again. I would much prefer that they keep making the spell effects look unique visually and just add more spells to the game.

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Sarah Knight
 
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Post » Wed Mar 02, 2016 1:59 am

Food should give buff, like +10 damage for 1 hour. Healing skills and medical kit will heal the wound and increase hp

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Sasha Brown
 
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Post » Tue Mar 01, 2016 11:27 pm


I think you're misreading what I've said. I wasn't talking about setting those buff spells to be on/off toggles with a magicka penalty, I just want them to auto-swap back to whatever you had equipped before you cast it. You've got Flames equipped, you switch to Oakflesh, and as you cast it you automatically go back to Flames without having to switch to your favorites menu. (and yes, I meant a wheel-based favorites menu, not the actual magic menu). And my bit on channeled spells was just about pressing the button to start casting it instead of having to hold the button.



And the version of spellcrafting I'm thinking about is exactly how modding works in Fallout, I'm not talking about bringing the old version back. Like I said, fewer base spells with enough customization to cover every effect. The exact way things are divided is a different discussion - I think I'm more partial to separate base spells for each element, but I dunno. And spellcrafting shouldn't have a material cost - once you know the effect, and are capable of casting it, you're free to include it in your customization. I'd be okay if they made additional effects perk-gated like in Fallout, but I'd prefer some way of discovering effects, or experimenting to learn new effects. Learning enchantment or alchemy effects in Skyrim is great, something like that. Just, don't make every spell and spell effect exclusive to spell merchants, and especially not faction specific spell merchants - mages have always had to pay ridiculous amounts of gold to improve their abilities, compared to thieves or warriors, and Skyrim is set up so that you have to join the College to be an effective mage, and I don't like that.



And why can't health regen just be simple? You don't eat, you don't regenerate health. That seems like a good way to balance it and make food useful at the same time.

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Nathan Risch
 
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Post » Tue Mar 01, 2016 11:00 pm


Because we want 'next gen' game, not copy paste all thing from 2007. Food give hp was old school thing, every rpg game has that. its unimmersive.



food can heal you, but not much, like 10 hp healing is ok.



Food should be like frostfall, if player dont eat it, it will give hunger 'condition damage' that will debuff and kills slowly.

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Steph
 
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Post » Wed Mar 02, 2016 12:19 am


I agree completely. Without exploiting the Alchemy-Enchanting loop, you can create 4 items with +40% for combat skills when your enchanting reaches 100. That's +160% to your preferred combat skill. Enchanting should add magical effects to weapons that do elemental damage, gives buffs to mages for spell casting, and offer other unique bonuses. The skill shouldn't be a replacement for leveling combat.

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Jessica Colville
 
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Post » Wed Mar 02, 2016 2:51 pm

Regenerative health is not "next gen" I don't consider it next gen.



It's a cheap shot of a gameplay mechanic.



Eating food should only be healing your Player Characters (PC's) health and so should sleeping, resting, and using healing spells.

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Hot
 
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Post » Wed Mar 02, 2016 5:18 am

The Unreal World just got in Steam. I first got it in 1997 or 1998. Even back then it had a few amazing things: different armour values, different attack types and different wound types. Like if you hit a naked arm with a sword, it makes a cut. Or dismemberment. Stabbing with a spear makes puncture, while hitting with blunt makes bruises and fractures. Chainmail offers good protection against slashing damage, while padded armour against blunt. Plate mail gives best all around protection. All can, and should be stacked like IRL. Different wounds need different treatments and tools, like splints for broken bones. Healing is slow as IRL, and worst wounds have the biggest negative impacts on your character. You can catch a cold or fever, and you also naturally heal from them, unlike in TES games.


It's a survival game really, but the combat is brutally realistic. I've had my hand bit off by a bear, had me kicked into a bloody pulp by Russk.. no Njerpez warriors, then crawled to the "safety" of the woods just to freeze myself to death because my broken fingers couldn't get a fire going. I've starved to death, drowned, fallen from cliff and broken my back... it's really an awesome game. Can recommend for every old-timer, rogue-like fans, or immersion seekers. I'm always looking for TES mods for same kinds of effects.

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Rodney C
 
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Post » Wed Mar 02, 2016 9:01 am

Do you think waiting will be limited by sitting/sleeping like f4.


Are we assuming a 200 year jump in timeline. Isnt that the timeline between previous games? No guaranties that many primitive stuff such as forsworn are still alive?


Where there any rumors of stuff happening outside of the land of skyrim that other npcs talked about that could give us hints about the next game?
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Miguel
 
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Post » Wed Mar 02, 2016 2:35 pm

I would like to see the return of levitation, spears, and spell-making. I would also like to see cloaks and capes, and I want to see better, more dynamic taverns.

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Elisha KIng
 
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Post » Wed Mar 02, 2016 1:12 am

Only the Oblivion -> Skyrim gap was two centuries. Before that, the longest gap was between Daggerfall and Morrowind at twenty two years.

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KiiSsez jdgaf Benzler
 
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