freedom vs exploits

Post » Wed Sep 01, 2010 5:57 pm

The AI ideas arent horrible, I think improving the AI is a great idea. Im simply referring to the people who are saying that all exploits or over powering aspects need to be removed. If you arent saying that, I wasnt talking to you.

Even though improving the AI helps with SOME exploits in a game, I think its kind of a unrelated topic. I always want better AI. I thought the discussion was about removing exploits from TES.
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lauren cleaves
 
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Post » Wed Sep 01, 2010 11:30 pm

they should never be removed, just tweaked.

a 100% reflect spell? Sure, but dont let it last forever, thats bad game design. Some enchants should simply have a hard-cap. You can't fix AI against reflect/absorb/levitate. (whats a wolf or troll gonna do vs levitate?)

Spells on the other hand should not have a cap. 100% reflect/chameleon spell that lasts a little while and takes a ton of magicka, sounds great and tactical.

Combat seems pretty important in Skyrim, they don't want to make combat trivial, I'll bet anything that enchanting permanent 100% effects will not be in.
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Ian White
 
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Post » Wed Sep 01, 2010 12:14 pm

Freedom. Honestly, I did use a few exploits in OB(in moderation). Many of them I stayed away from just because it ruins the game. It won't effect anything except that the person that used it would ruin their game-play experience. That's not Bethesda's problem, so I don't think they should go crazy limiting stuff- just maybe the really obvious exploits
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Steven Nicholson
 
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Post » Wed Sep 01, 2010 11:12 pm

Now explain why in heavens name a theif who could use full chameleon would choose not to?


Because you, the player, don't like it and think it's overpowered?

(Which then leads to me saying that, yes, I think someone "RPing" to the extent that they play a game in a way they won't enjoy because their character would play that way... is bordering on nuts. Seriously.)
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Dagan Wilkin
 
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Post » Wed Sep 01, 2010 8:27 pm

Things like the infinite spell casting exploits could be fixed by not increasing the player's current mana when a fortifying effect is placed on themselves. The fortifying effects would just increase your maximum capacity and as such they provide a means of preparing for a situation instead of being effects that one would use at any given moment (which is how I think fortifying effects are supposed to function).

Chameleon as a spell is fine because it has a high cost and extremely limited duration and can be quite useful if applied correctly in certain situations, but chameleon on gear is pure BS as a design when there already is a function of reducing NPC detection by using SNEAK for non-spell casting players. I think that is just a design oversight.

Stacking fortify spells, potions, and negative effects from poisons seems to be the result of BGS failing to create a way for the game to manage the magnitude of similar effects when applied by different means and intensities. All the game does is just add everything up. I think the gameplay would be more satisfying if similar effects would overwrite less powerful ones, but the spell creation and alchemy allows for so much minute variation that it was probably too complicated to create a way of managing everything before the game could be released. That is just a design failure.

Permanent immunity to all spells and physical damage is quite tacky. They should have limited the magnitude of such effects on gear. Like only 1-3% instead of 10%+ on each item. That is just a design flaw as well.

Honestly, BGS should implement cheat codes for people who want game breaking abilities and effects. That way they are not part of the 'official' game and do not detract from my enjoyment while still alloying those who desire 'freedom' to do so.
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kat no x
 
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Post » Thu Sep 02, 2010 2:24 am

I Vouch for more freedom, this isnt a multiplayer game, I could care less what other people are exlpoiting in their games thats their descision.

this
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Laura
 
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Post » Wed Sep 01, 2010 9:46 pm

Time to close this one.
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MARLON JOHNSON
 
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