What flaws we can see in Oblivion Encumbrance and Fatigue system?
Over-encumbrance thats paralyze %PCname from single miserable berry
Total weight carried has no effect on your Speed only equipped items counts:
weight of inventory doesn't have any impact on Sneak but weight of boots have it, so thats barefoot Orc warrior in steel full-plate and with iron battle hammer and full inventory of loot can sneak at the same level as this barefoot Khajiit thief in leather armor and with glass dagger and with nothing in pockets, but I must say there is still one exception its speed of movement its taken in account for equipped items but changes aren't significant to make large difference,
http://www.uesp.net/wiki/Oblivion:Movement_Formulas thats mostly prevent from making system more contrast.
NPC doesn't affected much by Encumbrance and Fatigue penalties
Burden and feather spells become mostly useless
There is mostly no difference between light armor and heavy armor
Fatigue: Thats Green and Important parameter bar
Fatigue system need be more Important then before, its third parameter of player and must have same value as Health and Magicka or even more since its important for all classes.
http://cs.elderscrolls.com/constwiki/index.php/Fatigue_Game_Settings but for some reason many of them have to small value or even stetted to zero so have no impact at all or impact is miserable
Fatigue from casting spells too small, fatigue regeneration slowing during run miserable, Encumbrance didn't have any impact on fatigue expect of weapon weight (but 0.1 too small value for taking it into account)
OK what we already know for first Skyrim will have sprint thats will burn fatigue but allow run much faster, for second Skyrim will have cooking
maybe now restore fatigue effect in ingredients will be not so frequent as before so cooking will great improvement, another thing cooking need for eating maybe basic need will be also implemented, maybe settings will no more have zero value and be more contrast then before so will have greater impact.
Nice to see some improvement in vanila game like in this mods so console users can also feel more game experience then before
SM Encumbrance and Fatigue
http://www.tesnexus.com/downloads/file.php?id=12074
Realistic Fatigue
http://www.tesnexus.com/downloads/file.php?id=10925
Fatigue Effects
http://www.tesnexus.com/downloads/file.php?id=20850
Fatigue and Sleeping
http://www.tesnexus.com/downloads/file.php?id=19501
SM Combat Regen
http://www.tesnexus.com/downloads/file.php?id=29095
SM Hand Combat
http://www.tesnexus.com/downloads/file.php?id=18834
Audacious Magery
http://www.tesnexus.com/downloads/file.php?id=25844
Sorcerys Toll
http://www.tesnexus.com/downloads/file.php?id=20000
Fizzle
http://www.tesnexus.com/downloads/file.php?id=25616
Such features can be added to hardcoe mod I don't believe all console gamers casuals, they love conquer hard achievement why not add some nice features from PC mods for them, I believe they will be happy.
Encumbrance: Beast of Burden and Cursed Berry
Encumbrance must have different levels not just one over-encumbered state and not encumbered like before, there must be stages of Encumbrance like
Not encumbered and lightly encumbered
Encumbrance limit was reached from 0 to 50% of limit
Player can sprint (greatly use fatigue maybe double or triple of standard running, speed attribute receive %-age bonus thats depend on perks or level of athletics, player cannot use weapons or shields without additional training in thats state but can receive perks like Shield Charge allow more powerful shield bash thats receive bonus from momentum and allow bash more actors in one time, or Weapon Charge thats allow do more powerful weapon power attack with greater chance staggering enemy and do more damage to enemy equipment like shields or armors)
player can run (fatigue usage depend on athletics skill) on full of his speed attribute
player can swim with 70% of his speed attribute (swimming burn fatigue more then running, leveling of athletics will reduce penalty, Argonians can have racial perk thats nullify swim penalties from the beginning) player can swim faster if will use sprint button (without penalty but cannot use weapons)
Player can jump without any penalty to acrobatics
Player doesn't have any penalty to Stealth.
Average encumbered
Encumbrance limit was reached from 50-100% of limit
Player can sprint,
player can run (but running have 50% speed penalty leveling of armor skill will reduce such penalty)
player can swim with half of his speed attribute.
Jumping will burn twice more fatigue then lightly encumbered character burn, jump height reduced by one level (I believe acrobatics is a leveled perk in athletics now thats add features like jump height, falling damage reduction, dodging&rolling and have 5 levels for example)
Stealth have 50% penalty, leveling of sneak skill along with leveling of light armor will reduce such penalty, but heavy armor will still has thats penalty anyway.
Burdened
Encumbrance limit was overweight by 50%, in Oblivion thats will mean over-encumbered state without any possibility to move until you will drop thats cursed berry :teehee: but now thats will work in different way
Player cannot sprint, fatigue is drained by constant rate even if character do nothing expect of carry such large inventory and so much weighting equipment, still can run but fatigue usage more since burden draining also added to fatigue usage along with running there is still 50% penalty to speed, stealth greatly reduced, acrobatics have 3 level reduction, swimming speed have 75% penalty.
Over-encumbered
Encumbrance limit was overweight by two times and more,
Fatigue not regenerate at all and still drained, player are crushed by inventory weight and receive overtime random damage to HP, cannot run only walk with very slow speed (or be forced into sneaking state since animation already crouched) or cannot move at all and being fall like zeroed fatigue and still receive damage since fatigue is not regenerates to continue to move only if receive buff from magic/potion and great Fatigue pool can save from Death, cannot swim and drowning fast in water, cannot jump, stealth is zeroed.
Changes in Spells: Feather & Wings, Alternation and You
Alternation school must be equal option to mages as well as Destruction and Restoration which was to powerful because of assimilating of spell effects from other schools, alternation was to simplified in Oblivion school lost many spell effects, now when Mysticism gone some of it spell effects belong to Alternation I believe.
If such simplification will continue in TESVI we will lost more schools until only Destruction Summoning and Restoration will left.
Feather spell need to be improved, before Feather spell was inferior to Fortify Strength for increasing Encumberance. Though they both have the same base cost, each point in Strength increases your maximum Encumbrance by 5 points, thus making it 5x more effective than Feather. Additionally, this will increase your melee damage, another perk, Items enchanted with Fortify Strength at the Altar in the Arcane University offer more carrying capacity than items enchanted with Feather; at the highest level, the amount is the same.
Since new magic system is based on premade unique spells with different magic effects there can be such improvements
Feather effect become combined with slowfall, Feather have smaller cost then fortify strength difference between spells become better and Feather become useful,
and if it will combined with Water Walk or Levitation will become truly useful, enemy mages can continue pursuit and solve obstacles between them and %PCname like rocks and walls also they can maneuver without backward strafe penalty, during levitation like a lich in oblivion thats will make them more interesting enemies then before and solve problems of AI pathfinding.
When casted on-self and used in combination with telekinesis or charged with both hands its even will allow Jump (like Jump spell in Morrowind) and Fly in cost of large amounts of drained or used Magicka, change your second spell-hand and you will slowly fall or glide down, change your feather spell hand and you will fall down much faster.
Also if levitation need much powers from user its defiantly will be great for high level mages, without such powers and Magicka reserves it can work like jump and slowfall\feather spell combination, journeymans can levitate like lich in Oblivion and not suffer from backward strafe like archers, thats can be channeling spell so need concentration for it e.g have no weapon in hands or have free hand for channeled spell and enemy strike can distract mage concentration or it can drain Magicka constant.
For example such spells work in dynamic magic concept of new magic system: Alter Gravity spell
At Novice level its work like feather spell on self, as burden at enemy, as gravitation trap thats slowing enemy on ground and charge will allow Jump at two times higher then normal jump, when channeled spell allow Slowfall, as channeled spell can be interrupted by lucky strike of enemy or (battle mages can have special training for reducing such chances thats can be implemented with perk) or with spell like Burden or paralyze or can be cleansed with Dispel or when Magicka is not sufficient for work of spell, channeled spells use different amounts of Magicka when it not sufficient its downgrades to lower perk for example mage has 150 Magicka float use 50 for cast and 5 drain for each second when Magicka lowered under 50 float will be changed with slowfall, additional checks can be added like check of player Fatigue and level of Encumbrance when Over-encumbered for example can become Burdened but instead of levitation will only allow float.
At Apprentice level when Mage understood Alternation better, Magnitude of Feather will rise, Magnitude of Burden rise, gravitation trap thats maximum burden enemy he still can attack but cant move and sink in water, charge will allow Jump at three times higher then normal jump, Mage can walk on water and don't crumble ice during channeling, but receive damage from walking over magma or another dangerous substance.
At Journeyman level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats paralyze enemy, charge will allow jump four times higher then normal jump, channel will allow float like a Lich and strafe backward without penalty, floating not allow change altitude higher then one jump height or half of it, anything higher will slowly decrease with Slowfal to one jump height or half of it, but can float over dangerous environment like lava and pits don't trigger pressure plates or similar traps.
At Expert level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats thats additionally squash enemy at end of duration, charge will allow jump five times higher then normal jump, channel will allow Levitate with both hand if another hand was equipped with something else not with gravitation spell player lose ability to rise altitude and start slow fall if spell was removed from both hands player will fall fast as normally, levitation use much more Magicka then float or water walk for cast and can drain more for sustaining.
At Master level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats rise and fall enemy into air at end of duration, charge will allow jump six times higher then normal jump, channel will allow Levitate with one hand.
With skill levels in Alternations school power of Burden and Feather will rise automatically as base spell, while channeling, charge and traps can require additional perks and added by perks dynamically by scripts into base spell when spell casted, all previous spell effects staked in higher level spell so for example Apprentice can both slowfall and and waterwalk, such way will allow remove from casted spell effects in restricted areas or trigger zones so there can be places where such magic negated like Mournhold in Morrowind just with simple script or create enemies thats invulnerable for such effect but can be harmed by other effects from that spell.
I say again
Levitation need to be done it also mentioned in Lore, was in most of previous games, It need to be better implemented, limitations for altitude, levitation can be high-level spell or achieved via high level perk, can cost much magicka for sustain constantly draining, need to concentrate when levitate and be dragged down by enemies when loose concentration, and most useful make NPC actually use magic, enemy mage can be much more interesting in combat if he can levitate at last like lich in oblivion and strafe backward without limitation, NPC can reach player in high places by levitation not stay down and wait when player shoot them.
Levitation even can be implemented with new magic system combine it with feather slowfall waterwalking add nice spell effect like dragon or bird wings or wind tremble at clothes and awesome spell will be created.
Flying in sky is one of fantasy things thats people always want, ok oblivion was divided by cells speed tree looks horrible from high but Skyrim has new engine and new trees is there still problem in implementation of levitation? If some one say thats levitation will ruin dungeons but there can still trigger zones of limit of levitation like in Tribunal, levitation can be limited in dungeons with no ability to fly high, there can still limit altitude in levitation spell.
There different ways make levitation good, not cut it out fix it.
Skyrim trailer show us thats new engine powerful and capable to make Levitation be awesome spell and didn't have oblivion limitations, thats feeling of Sky from eyes of dragon is unforgettable.
Modders work on implementation of levitation in Oblivion since 2006 and animation and scripting one of most hard things to do, but the done it just looks at some of this awesome mods in action
http://www.youtube.com/watch?v=GgrUPA-TlhM thats one most interesting since apply flying both for player and NPC, and AI can handle levitation very well
http://www.youtube.com/watch?v=6Rh7ZzYRBzQ
http://www.youtube.com/watch?v=577NFVOHeCs
http://www.youtube.com/watch?v=EmjpCqiaOcE
They are work hard for Idea for dream about Flying in Sky
Some speculations says thats Midas Magic (most popular Oblivion mod) show developers how unique magic liked by players and more popular then "boring" spreadsheet magic system
Midas Magic have different spells for flying why not take some inspiration from them?
According an speculation in this thread
http://www.gamesas.com/index.php?/topic/1169937-dragon-wing-tweak/
Dragons use their language for levitation, logically to say Dragon Born also can do thats so if not an spell levitation still can be an Dragon Shout, also was mentioned an Dragon Shout that will allow teleport to enemy back for stabbing, but if enemy is flying what will be done?
I still see levitation as spell, new magic system can handle levitation in an awesome way.
Levitation need to be done it also mentioned in Lore, was in most of previous games, It need to be better implemented, limitations for altitude, levitation can be high-level spell or achieved via high level perk, can cost much magicka for sustain constantly draining, need to concentrate when levitate and be dragged down by enemies when loose concentration, and most useful make NPC actually use magic, enemy mage can be much more interesting in combat if he can levitate at last like lich in oblivion and strafe backward without limitation, NPC can reach player in high places by levitation not stay down and wait when player shoot them.
Levitation even can be implemented with new magic system combine it with feather slowfall waterwalking add nice spell effect like dragon or bird wings or wind tremble at clothes and awesome spell will be created.
Flying in sky is one of fantasy things thats people always want, ok oblivion was divided by cells speed tree looks horrible from high but Skyrim has new engine and new trees is there still problem in implementation of levitation? If some one say thats levitation will ruin dungeons but there can still trigger zones of limit of levitation like in Tribunal, levitation can be limited in dungeons with no ability to fly high, there can still limit altitude in levitation spell.
There different ways make levitation good, not cut it out fix it.
Skyrim trailer show us thats new engine powerful and capable to make Levitation be awesome spell and didn't have oblivion limitations, thats feeling of Sky from eyes of dragon is unforgettable.
Modders work on implementation of levitation in Oblivion since 2006 and animation and scripting one of most hard things to do, but the done it just looks at some of this awesome mods in action
http://www.youtube.com/watch?v=GgrUPA-TlhM thats one most interesting since apply flying both for player and NPC, and AI can handle levitation very well
http://www.youtube.com/watch?v=6Rh7ZzYRBzQ
http://www.youtube.com/watch?v=577NFVOHeCs
http://www.youtube.com/watch?v=EmjpCqiaOcE
They are work hard for Idea for dream about Flying in Sky
Some speculations says thats Midas Magic (most popular Oblivion mod) show developers how unique magic liked by players and more popular then "boring" spreadsheet magic system
Midas Magic have different spells for flying why not take some inspiration from them?
According an speculation in this thread
http://www.gamesas.com/index.php?/topic/1169937-dragon-wing-tweak/
Dragons fly by their language in TES. The wings are for stability.
So they are levitating?
How about Dovahkiin, can Dragon Born also use they skills for levitation?
How about Dovahkiin, can Dragon Born also use they skills for levitation?
Dragons use their language for levitation, logically to say Dragon Born also can do thats so if not an spell levitation still can be an Dragon Shout, also was mentioned an Dragon Shout that will allow teleport to enemy back for stabbing, but if enemy is flying what will be done?
I still see levitation as spell, new magic system can handle levitation in an awesome way.
Don't need fear of features, don't need to remove interesting but flawed features fix them or let others to do thats.