Poisons!

Post » Mon Sep 05, 2011 5:28 am

pun aside, i'm curious. I've read something a while back mentioning it but i cant recall. Are poisons going to be the same deal as they were in oblivion? The shoddy scheme of "1 time, 1 use"? I always found that a real ball buster having to re apply my poison every single time i hit something.

I'm personally hoping it will be more like giving your weapon a deadly coat, which can last for a set amount of time rather than JUST a single use. Like, when you poison your blade, it would be good for say, 15-30 seconds or X # of hits, then the poison would loose its toxicity, dry up, or just wear off the blade. Like in real life, some poisons coat an entire blade, and will last until the mixture breaks down. Others are good until they dry up and basically cant enter the body. Some are so volitile/hard to make, you only dip the very tip, and will get used up on the first strike - which is how all of oblivions felt and was lame - no variety.

So any word on this at all? I'm curious to know.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Mon Sep 05, 2011 3:52 am

id like them to be more than 1 use, while lessining over time
but id guess its the same as obliv
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Mon Sep 05, 2011 9:20 am

pun aside, i'm curious. I've read something a while back mentioning it but i cant recall. Are poisons going to be the same deal as they were in oblivion? The shoddy scheme of "1 time, 1 use"? I always found that a real ball buster having to re apply my poison every single time i hit something.

I'm personally hoping it will be more like giving your weapon a deadly coat, which can last for a set amount of time rather than JUST a single use. Like, when you poison your blade, it would be good for say, 15-30 seconds or X # of hits, then the poison would loose its toxicity, dry up, or just wear off the blade. Like in real life, some poisons coat an entire blade, and will last until the mixture breaks down. Others are good until they dry up and basically cant enter the body. Some are so volitile/hard to make, you only dip the very tip, and will get used up on the first strike - which is how all of oblivions felt and was lame - no variety.

So any word on this at all? I'm curious to know.


I've not heard anything.. :shrug:
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Sun Sep 04, 2011 11:31 pm

Maybe we'll have poisons that automatically reapply from the stack, or a poison queue of some sort.
User avatar
Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Mon Sep 05, 2011 4:29 am

I'd like to see some sort of grading system. i.e. something that has the ability to kill an opponent, but requires 3 samples, will simply damage them considerably if you only use 2. Or, make them sick and stagger around with just 1.

Whilst you're adventuring you get to learn the different effects of each ingredient. Ingredients that have the potential to be critically damaging should be harder to find.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Mon Sep 05, 2011 9:03 am

I'm fine with them being one use only, as long as they find a more elegant way of applying poisons, pop up menus just break the immersion and the flow of gameplay. They should make it a simple animation or just apply them immediately once you press the hotkey. That way it won't be a hassle to apply them every time you need to poison someone.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Sun Sep 04, 2011 9:47 pm

The more imporant question is magnets.

What kind of wizardry is that?
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Mon Sep 05, 2011 6:24 am

The more imporant question is magnets.

What kind of wizardry is that?


illusion
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Mon Sep 05, 2011 8:10 am

One thing which got confirmed recently - if you are a stealthy person, you can put poisons into peoples pockets..
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun Sep 04, 2011 11:02 pm

Magnets!? How do they work?! Poison application/delivery hasn't been fully explained yet. As others have posted, you're able to reverse-pickpocket poison (idk if its a vial, or a foodstuff) onto NPCs and rofl@ them from the shadow as they go into convulsions and wet themselves before choking to death on frothy vomitus.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Mon Sep 05, 2011 5:51 am

Probably the same as before, one shot. Doesn't worry me though, the fact you can dip your blade in giant spider venom is good news enough for me.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Mon Sep 05, 2011 10:35 am

I might get punched over the internet for saying this...

Like in World of Warcraft. The poisons there are applied to a weapon: They have a certain chance to get into the enemies blood, and last for a set amount of time, like 5 minutes. The chance of succesful poisoning and how long the poison lasts varies, depending on which poison you use.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Mon Sep 05, 2011 10:03 am

I was going to ask in in the other thread that was closed due to post limits, but it applies here too since it is the delivery mechanism.

But before I could poison a knife with Damage Intelligence, but since there are No Attributes anymore, what actually would I be damaging with a poison like that?

Or would it even be called a Damage Intelligence poison?
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Mon Sep 05, 2011 11:10 am

Magnets!? How do they work?! Poison application/delivery hasn't been fully explained yet. As others have posted, you're able to reverse-pickpocket poison (idk if its a vial, or a foodstuff) onto NPCs and rofl@ them from the shadow as they go into convulsions and wet themselves before choking to death on frothy vomitus.

Well said sir. :bonk:
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Sun Sep 04, 2011 9:18 pm

well i always used poisons but im not even sure if they stacked so i would genrally start the fight with poison then just fight normal.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Mon Sep 05, 2011 6:22 am

I might get punched over the internet for saying this...

Like in World of Warcraft. The poisons there are applied to a weapon: They have a certain chance to get into the enemies blood, and last for a set amount of time, like 5 minutes. The chance of succesful poisoning and how long the poison lasts varies, depending on which poison you use.


thats the first good thing ive heard about this game :cheat:
but like i said, its good
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Mon Sep 05, 2011 4:30 am

I have a feeling it will be along the lines of, after you put the poison on your weapon, each time you use it, the potency of the poison goes down in strength. So when you first use it the poison potency is 100%, then the second time its 75%, and so on and so forth.
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sun Sep 04, 2011 10:16 pm

There could be a "thicken poison" effect with ingredients. If a poison is completely unthickened, it dispels with a single strike. The more you thicken the poison, the more strikes it stays on your blade for.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Sun Sep 04, 2011 11:33 pm

Probably the same as Oblivion: put them in your "favorites" menu, use to apply to current weapon (not sure how it would work with dual wielding).
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Mon Sep 05, 2011 7:06 am

Ask a Mormon, they'll know!

Really though, I expect an improvement in the administration of poison, so far we know that we can reverse pickpocket poison onto people, and that suggests that poisons don't always take the form of the green bottles we saw in Oblivion (who'd drink something that comes from a strange green bottle they don't remember picking up?). It's also reasonable to believe that alchemy will have been improved in SOME form (possibly poisons to temporarily blind or intoxicte), what with the time and attention being given to crafting in Skyrim.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Mon Sep 05, 2011 6:35 am



who'd drink something that comes from a strange green bottle they don't remember picking up?


You mean i shouldnt have... uh... :sadvaultboy:


I might get punched over the internet for saying this...

Like in World of Warcraft. The poisons there are applied to a weapon: They have a certain chance to get into the enemies blood, and last for a set amount of time, like 5 minutes. The chance of succesful poisoning and how long the poison lasts varies, depending on which poison you use.


I'll melee you later, but for right now, this is actually a pretty good idea. How does the perk "improved poisons" sound, thats one of their tiered perks increasing a poisons application chance? Perhaps a nother called "vile poisons" which increases their negative effects, be it damage, debuff, or the duration of things like paralysis, and silence.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm


Return to V - Skyrim