Will Nords get immunity to frost back

Post » Wed Aug 18, 2010 8:47 pm

I don't think that he was actually referring to you in his comment on people being too accustomed on WoW and stuff. And honestly I don't get why do you keep on mentioning the Draugrs. Is there something specific about them that make these creatures a particular threat to the Nord in regards to their racial strengths/weaknesses especially? I'm sorry, but my memory is a bit hazy regarding the Bloodmoon stuffs.

Though I'd say that 75 resistance to frost is pretty reasonable for the Nords. Or even more, perhaps. But only if this coupled with
  • that this doesn't automatically translates to making them resistant/immune to the slowing effects of freezing attacks and
  • that the Nords still possessing their low base Agility points by default, which essentially means that: "Stupid Volkihars keep on flinging frost spells at me? Bleh, who cares. I'll remind them the reason their kin stay hidden beneath the frozen lakes!" and "This scrawny little goblin waving his frost enchanted dagger? Oh shoot think I gotta axe him down real fast with one mighty swoop or just get the freaking hell out of here a.s.a.p!"



Well, Draugrs are strong ennemies... Like Berserkers...but worse.

It should also be pointed out, that if you give Nords immunity to frost, frost spells used by the player would be severely gimped, as much of Skyrim is populated by Nords.


Well, it's not my problem, if I am making a murderous character...and there aren't only frost spells that we can use againts them, you know.

Well, should Breton's lose their resist magic 50% ability when/if we ever make it to Summerset Isle? Races shouldn't lose their unique abilities from game to game simply because they would now give a race an unfair advantage. Breton's may have a slight advantage, because they can resist the magic that is said to flow through the veins of Summerset's Altimer inhabitants. Nord are going to have it easyer in Skyrim, simply because they're body's can handle cold better. That said, it staying at 50% would be fine with me.


I would better like immunity,... but to satisfy every one, it should be at 75%... In Oblivion, there barely was snow (only in the mountains), in Morrowind, there was Solsteim.
And they should also get back their immunity to shock back...at 50%.


Nords are warriors (supposed to be), so why make them weaker, when they need tank, and get resistance to 2 types of magic.






And the Bretons, nobody complains about their high magica resistance.
And no complains about the Argonians having immunity to poison.
And no one complains about Altmer being UnderPowered, with magic types.


Why should Nords stay with a low frost resistance from Oblivion, while Skyrim is a snowy place? If Bethesda can't re-add their Shock resistance 50%, they could at least bring frost resistance up back.
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His Bella
 
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Post » Wed Aug 18, 2010 10:33 pm

Well, Draugrs are strong ennemies... Like Berserkers...but worse.

You're not really answering my question there. Why does it have to be specifically the Draugrs? Because they're strong? Heck then they're just as much a problem to the non-Nords. Not really a strong point.

Note that I somewhat agree that the Nords should have their high resistances to frost and lightning back. And you know what? I think it would be very cool as well if the game's races had different levels of alcohol tolerance, and the Nords to innately possessing a sky high level of it. Heck, they should even exclusively having their magicka and stamina restored just from getting drunk.

edit: I just noticed that I'm starting my sentence with "heck" twice right durr.
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asako
 
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Post » Wed Aug 18, 2010 3:42 pm

Don't forget the player's side of things, though. Let's say I want to make a mage, and he's got a few powerful frost spells he's proud of. If these do absolutely nothing against Nords, that's kind of weird, y'know? Especially considering that there will most likely be tons of Nords in every town.
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no_excuse
 
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Post » Wed Aug 18, 2010 8:32 pm

They should get their resistance to shock AND their immunity to frost... they should also get they special power ice attack...
The Dunmer AND the Bretons AND the ORCS (in Ob were agility won't help you with combat) AND the Highelves AND the Redguards AND the Argonians (its 75% resistance to disease and 100% resistance to poison...

So there are three UNDERPOWERED races Khajit, Imperial, and Bosmer...
I think the bretons should get their (its them that had this right) powerfull shield spell taken away... their magic powers are FAR overpowered already...

Also most creatures wouldn't have naturally evolved into only using frost spells, since nearly everything in a place like Skyrim can handle the cold... and most creatures would not use spells... but also have a 50-100% resistance to frost... and every desent destruction mage would know other spells than frost... every decent conjurer would Summon, every decent illusionist would command, paralyze, frenzy, charm, and calm...
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Euan
 
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Post » Wed Aug 18, 2010 3:42 pm

Well, should Breton's lose their resist magic 50% ability when/if we ever make it to Summerset Isle? Races shouldn't lose their unique abilities from game to game simply because they would now give a race an unfair advantage. Breton's may have a slight advantage, because they can resist the magic that is said to flow through the veins of Summerset's Altimer inhabitants. Nord are going to have it easyer in Skyrim, simply because they're body's can handle cold better. That said, it staying at 50% would be fine with me.


Nords wouldn't be losing their immunity because we're now located in Skyrim. They had already lost it in Oblivion. People are asking if they're going to get their immunity back again. People want it back, presumably because it is Skyrim. Anyway, I wouldn't be opposed to increasing it, I just think the idea of full immunity to an element for a non-magical being (atronach, etc) is a bit odd. I think 50%-75% is fine. IIRC dunmer had 50 or 75% resistance to fire in Morrowind, which wasn't so bad. It could be annoying at times, but wasn't really detrimental to gameplay. However, you have to also consider that in Morrowind the different types of elemental damage played little more role other than allowing for racial and elemental resistances and immunities. In Skyrim, element choice is not only a matter of immunities and resistance, but also a matter of strategy, especially for magic using characters, is choosing the right element to use. Thus full immunity could be quite overpowering.

I think frost damage slows the target? Nords are generally warriors and if you're casting frost you're probably a mage. If they have full immunity, then you can't slow them down and mages now run slower backwards. Which could result any mage to struggle fighting most Nords.
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Michael Korkia
 
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Post » Wed Aug 18, 2010 9:30 pm

Note that I somewhat agree that the Nords should have their high resistances to frost and lightning back. And you know what? I think it would be very cool as well if the game's races had different levels of alcohol tolerance, and the Nords to innately possessing a sky high level of it. Heck, they should even exclusively having their magicka and stamina restored just from getting drunk.


Alcohol effects would be great!... And I guess Nords would have much less negative effects from drinking Mead...In Morrowind, in Solsteim, every non-Nords say Mead is awfull...except Nords.

Nords wouldn't be losing their immunity because we're now located in Skyrim. They had already lost it in Oblivion. People are asking if they're going to get their immunity back again. People want it back, presumably because it is Skyrim. Anyway, I wouldn't be opposed to increasing it, I just think the idea of full immunity to an element for a non-magical being (atronach, etc) is a bit odd. I think 50%-75% is fine. IIRC dunmer had 50 or 75% resistance to fire in Morrowind, which wasn't so bad. It could be annoying at times, but wasn't really detrimental to gameplay. However, you have to also consider that in Morrowind the different types of elemental damage played little more role other than allowing for racial and elemental resistances and immunities. In Skyrim, element choice is not only a matter of immunities and resistance, but also a matter of strategy, especially for magic using characters, is choosing the right element to use. Thus full immunity could be quite overpowering.

I think frost damage slows the target? Nords are generally warriors and if you're casting frost you're probably a mage. If they have full immunity, then you can't slow them down and mages now run slower backwards. Which could result any mage to struggle fighting most Nords.



But slowing speed is "Drain attribute"...so it affects anyone.
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Elizabeth Davis
 
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Post » Wed Aug 18, 2010 4:36 pm

But slowing speed is "Drain attribute"...so it affects anyone.


Is it? I hadn't heard any specific information on it. Just using existing drain and damage affects seems a little obtuse as the affects wouldn't necessarily be connected to the element then. As in, magical resistance would then protect you from a lot of the affects of elemental spells, which is kind of weird.
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Yvonne
 
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Post » Wed Aug 18, 2010 9:18 pm

Is it? I hadn't heard any specific information on it. Just using existing drain and damage affects seems a little obtuse as the affects wouldn't necessarily be connected to the element then. As in, magical resistance would then protect you from a lot of the affects of elemental spells, which is kind of weird.


Well, I figured that only a Frost spell can't just drain speed...so there must a drain speed that goes with the spell.
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Stephanie Kemp
 
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Post » Wed Aug 18, 2010 2:15 pm

If Nords get their Frost Resist up to 75% and Shock Resist up to 50%, both of those types of magic will be useless. Most of Skyrim's inhabitants will be Nords, and therefore the player will mainly use Fire Damage, especially with all the Frost creatures I'm sure we'll see. In my opinion, the best thing to do would be to make 3 races each have 60% resist one element and 25% Weakness to another, and it should be like this:

Dunmer: Resist Fire 60%
Weakness to Shock 25%

Argonian: Resist Shock 60%
Weakness to Frost 25%

Nord: Resist Frost 60%
Weakness to Fire 25%

This both builds on previous games (Dunmer with fire and Nord with frost) without directly contradicting them, because Nords don't get weakness to shock, as well as improving a frankly fairly weak race, because Argonians were only resistant to Poison and Disease, two non-elements, and didn't get great skill boosts for their attributes in Oblivion.
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Chantel Hopkin
 
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Post » Wed Aug 18, 2010 3:46 pm

If Nords get their Frost Resist up to 75% and Shock Resist up to 50%, both of those types of magic will be useless. Most of Skyrim's inhabitants will be Nords, and therefore the player will mainly use Fire Damage, especially with all the Frost creatures I'm sure we'll see. In my opinion, the best thing to do would be to make 3 races each have 60% resist one element and 25% Weakness to another, and it should be like this:

Dunmer: Resist Fire 60%
Weakness to Shock 25%

Argonian: Resist Shock 60%
Weakness to Frost 25%

Nord: Resist Frost 60%
Weakness to Fire 25%

This both builds on previous games (Dunmer with fire and Nord with frost) without directly contradicting them, because Nords don't get weakness to shock, as well as improving a frankly fairly weak race, because Argonians were only resistant to Poison and Disease, two non-elements, and didn't get great skill boosts for their attributes in Oblivion.


In my opinion a system like that would be fairly boring, I rather like the way that they're different now, rather than all being made with the same mould. Maybe just enough fine tuning to make sure the resistances are not so extreme as to make certain magics useless, instead just enough to have it make some difference. I'd also like to see them expand on some of the abilities of the other races, like make something cooler out of the usable abilities of say Imperials etc.
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Donatus Uwasomba
 
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Post » Wed Aug 18, 2010 9:09 pm

In my opinion a system like that would be fairly boring, I rather like the way that they're different now, rather than all being made with the same mould. Maybe just enough fine tuning to make sure the resistances are not so extreme as to make certain magics useless, instead just enough to have it make some difference. I'd also like to see them expand on some of the abilities of the other races, like make something cooler out of the usable abilities of say Imperials etc.


I see where your coming from, but it's only those three races and obviously they would all have their own special abilities as well :tongue:
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matt oneil
 
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Post » Wed Aug 18, 2010 5:24 pm

I definetly would like races to have more gameplay differences this time so playing a nord warrior was a different gameplay experience from playing a breton warrior even if I pick all the same skills and perks.

It simply isnt fun to play a bosmer warrior because he winds up far too much just like all the others. Thats NOT what I want when I roll a bosmer warrior or a redguard mage or a nord rogue. I want something interesting something odd.
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TRIsha FEnnesse
 
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Post » Wed Aug 18, 2010 4:28 pm

And why not give argonians a certain percentage to how good they can water breath?

I try to use percentage of ability wherever possible. Would work in many cases where it is currently not. But not in the case of water breathing (water walking works as a skill percentage in the form of levitation using thrust, and night eye could be partial to dark areas, so nothing is impossible).

You should read race description...Argonians are immune to poison and resist common diseases because of the time race evolved in the Black Marsh...or some place like that...

Yeah I just think it's a bad description ;) We have species on earth that we call "immune to poison" too, but which really aren't. They may we extremely well adapted to certain poisons they face often, but they're not immune to all poisons. Which is why I think a resistance would be better than immunity.

And how about Dunmers?, they resist fire 75%...No one can resist fire fire!, So, should it be based on Altmers?

Not sure what you're asking here, sorry.

I live in Quebec (there is snow in winter there), and if we compare me with someonw that lives somewhere there aren't snow... he would have a million layers of clothing, and me, just 2 (a hat, depending if it's to cold, a sweater and a winter jacket)...even at -30 celsius (a couple of weeks ago, it was -30).

Well I'm norwegian and I still hate deicing the windshield ;) And yes I've experienced my share of -30°C in the army up north, including tent life. Fighting and managing cold was a big issue (and US personnel did worst, as they had huge coats making them sweat when they did something - big mistake :P). Big difference from running 200m in a t-shirt to get to the mess hall, to staying outside for the whole day (or week).

So considering that Nords svck at attributes that isn't related to fighting, and have a small skill bonuses, why not give them immunity to frost and resistance to shock 50% back?

Just because I think immunity is overkill, especially if hypothermia is an issue. Which feels like a pretty natural component to surviving the elements given the region if you ask me.

And when we go in the water...we should die immidiatly...unless we only stay about 13 minutes in the water, and after that, we change for warmer clothings?...And why not frost bites?; that would be a game over, if we get some.

Huh? Think FONV radiation poisoning. Being in a cold environment you pick up 1HTP/sec (hypothermia points). No biggie, right? Being in water makes it i.e. 3HTP/sec with a multiplication factor of 2 since you're in water. When you get up, it gets back to 1HTP/sec but the factor or 2 stays for a while until you dry up. Add in blowing winds (doesn't affect under water), which also adds a factor 2. Now you're taking 4HTP/sec. If that meter gets to 200, you get mild hypothermia, i.e. you move slower. Get it to 300, and you get moderate hypothermia, with added difficulties/penalties. 400 = severe hypothermia, 475 = critical hypothermia (last warning), and finally fatal hypothermia at 500. Naturally scaled to keep it playable, but a bit challenging in certain areas, and forces the player to think more of his actions even if he's not fighting. Immunity would kill all of this, and guess what, inuits also wear clothes - big ones. :P I don't get how it *shouldn't* have consequences to do stupid things you would never even consider in real life, especially since it drives for added gameplay rather than ultra realism.

And no complains about the Argonians having immunity to poison.

Guess you missed mine then ;)

Why should Nords stay with a low frost resistance from Oblivion, while Skyrim is a snowy place? If Bethesda can't re-add their Shock resistance 50%, they could at least bring frost resistance up back.


With frost resistance of 50%, that means you get *double* exposure dose before it becomes a problem, or you get to stay in same exposure area for twice as long. That seems pretty significant to me. Keep in mind there will be other means available as well to deal with it, from clothing to temporary effects from alcohol? Just as FONV had Rad-X and Rad-Away pills and some foods and doctors.
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A Dardzz
 
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Post » Wed Aug 18, 2010 10:01 pm

Not sure what you're asking here, sorry.


In reality, no one can resist fire... So I was comparing the Altmer's resist stats witg real life and putting them to other races...
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Heather Dawson
 
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