Solar Powered/Night person perk

Post » Sun Jan 16, 2011 7:11 pm

Being a fan of Vampires in TES and having to choose whether to go out in the day or night, I really enjoyed these perks alot in Fallout 3, they added some needed abilites and boosts and they were just kinda of kool how they worked, i hope skyrim will see the return of perks like these and also different variations of this idea.
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Sun Jan 16, 2011 5:51 pm

Yes, the only thing I hated about night vision perks/magic was that it turned the environment blue. I'd rather they'd have magic cause the iris to open or close to let more light in. In fact, if you're a Khajiit I'd rather you didn't need magic at all personally. They could do this just by having their eyes adjust gradually when entering a dark area in the same way they do when entering a bright sunlit area. It would make more sense to me.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Sun Jan 16, 2011 11:30 pm

unfortunately, no general perks will be added to the game. Only skill related ones will be available.

In New Vegas, at least, eyes would acclimate to the dark. They could modify that for khajiit so they acclimate better and would be tons more believable than giving them a spell that has to be recast continuously.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sun Jan 16, 2011 11:09 pm

Well, surelly you will be able to become a vampire, so the 'night person' perk is somehow granted.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Sun Jan 16, 2011 12:06 pm

Only way I see it happening (or would want it) is if it were connected to, and conditional upon, things like being a vampire, werewolf, and so on. I can't really see adding ways to get vampire powers other than by being a vampire, and likewise with whatever other conditionals. (Eye of Night for Khajiit, water breathing for Argonians, werewolf abilities only if a werewolf, and so on.)
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sun Jan 16, 2011 10:38 am

Well, surelly you will be able to become a vampire, so the 'night person' perk is somehow granted.


As a racial perk that is attributed to vampires as well maybe? Hopefully it works as I described above as well if that's the case, and as a racial perk, wouldn't be a spell that needs to be cast.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sun Jan 16, 2011 2:05 pm

Yes, the only thing I hated about night vision perks/magic was that it turned the environment blue. I'd rather they'd have magic cause the iris to open or close to let more light in. In fact, if you're a Khajiit I'd rather you didn't need magic at all personally. It would make more sense to me.

I've always thought that khajiit should just be able to see in the dark when night fall sets in, you shouldn't have to cast a spell to make it happen, im glad im not alone in this regard. And also you should be able to change the night vision intensity some how, sometimes you don't need it all that bright.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Sun Jan 16, 2011 9:25 am

^^^Anything that is easily explained by the biology of the race should be like that I think in the form of a perk, like water breathing for Argonians for example, just to take it a step further. No magic necessary. I suspect it will be that way though with the way they seem to be doing perks in general, but that's just speculation of course.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sun Jan 16, 2011 8:38 am

^^^Anything that is easily explained by the biology of the race should be like that I think, like water breathing for Argonians for example, just to take it a step further.

Yeah well i think they should take it a "leap" further as oblivion in that regard was a step behind, I mean it was on a next gen console, we needed next gen ideas,
everyone can cast a spell of water breathing or night vision but what do the races get for having these abilities natually? just a reduced magic cost of the spell? Thats not how thoughs kinds of things should work.
Even adrenaline rush for the red guard in my mind should of been something less like a spell and more like your bodies reaction to being close to death and in the middle of a battle.
Spells are just that, "spells" just about every spell can be learned by every race(except daedric spells), so shouldn't the up's of being a certain races have nothing to do with casting a spell?
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Sun Jan 16, 2011 3:22 pm

Yeah well i think they should take it a "leap" further as oblivion in that regard was a step behind, I mean it was on a next gen console, we needed next gen ideas,
everyone can cast a spell of water breathing or night vision but what do the races get for having these abilities natually? just a reduced magic cost of the spell? Thats not how thoughs kinds of things should work.
Even adrenaline rush for the red guard in my mind should of been something less like a spell and more like your bodies reaction to being close to death and in the middle of a battle.
Spells are just that, "spells" just about every spell can be learned by every race(except daedric spells), so shouldn't the up's of being a certain races have nothing to do with casting a spell?


Exactly. I wonder if this is a common opinion?
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sun Jan 16, 2011 8:17 am

Exactly. I wonder if this is a common opinion?

Idk, start a thread on it (of course after searching for something similar on the forums), and lets see how many ppl have similar opinions...
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Mon Jan 17, 2011 12:19 am

There was this one. Seemed like what we're talking about and I saw other posts mention it at least. Seemed like there was a lot of agreement as well which is good.

http://www.gamesas.com/index.php?/topic/1187091-races-bonuses/page__p__17638034__hl__racial+perks+__fromsearch__1#entry17638034
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Sun Jan 16, 2011 8:52 am

I've always thought that khajiit should just be able to see in the dark when night fall sets in, you shouldn't have to cast a spell to make it happen, im glad im not alone in this regard. And also you should be able to change the night vision intensity some how, sometimes you don't need it all that bright.


I don't feel annoyed that my Khajiit had to cast Night Vision, what annoyed me was having to constantly refresh it. I always felt it should have been a toggle cast for Khajiit that you can just turn on or off at will.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Sun Jan 16, 2011 3:28 pm

Yeah well i think they should take it a "leap" further as oblivion in that regard was a step behind, I mean it was on a next gen console, we needed next gen ideas,
everyone can cast a spell of water breathing or night vision but what do the races get for having these abilities natually? just a reduced magic cost of the spell? Thats not how thoughs kinds of things should work.
Even adrenaline rush for the red guard in my mind should of been something less like a spell and more like your bodies reaction to being close to death and in the middle of a battle.
Spells are just that, "spells" just about every spell can be learned by every race(except daedric spells), so shouldn't the up's of being a certain races have nothing to do with casting a spell?

Interesting, is that how Oblivion handled it? I believe Morrowind Argonians had water breathing as a constant effect ability (though don't quote me, as I never played an Argonian).
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Sun Jan 16, 2011 10:49 pm

Yeah well i think they should take it a "leap" further as oblivion in that regard was a step behind, I mean it was on a next gen console, we needed next gen ideas,
everyone can cast a spell of water breathing or night vision but what do the races get for having these abilities natually? just a reduced magic cost of the spell? Thats not how thoughs kinds of things should work.
Even adrenaline rush for the red guard in my mind should of been something less like a spell and more like your bodies reaction to being close to death and in the middle of a battle.
Spells are just that, "spells" just about every spell can be learned by every race(except daedric spells), so shouldn't the up's of being a certain races have nothing to do with casting a spell?

Well having traits system will really help with this, many natural and acquired abilities can be done with traits while perks is depend on skills only so with scripted trait we can create adrenaline rush trait thats start working if certain conditions are met like receive large health damage, have increased stamina usage, be in combat an so on as well at certain level of trait what can level for race or character with character level, or be chosen already on higher level as class specialization trait so for example Redguard mage and redguard warrior will have different starting traits while both are Redguards, but redguard mage start with adrenaline rush as uncontrollable automatic ability thats start automatically if redguard mage in danger, while redguard warrior will have such trait from the beginning with ability to toggle it at will due his combat training not only automatically also he can have increased effect from such trait, but when mage become older (more experienced as character and/or have some level increase in warrior skills) he will develop also such trait at basic level of warrior.
In such cases many traits can be done fro example Khajiits can have damage reduction from falling from start as their racial feline trait, skilled acrobat will also have such trait if level enough acrobatics, Khajiits can have starting trait thats use Night Eye spell effect but other characters can also start with such trait to model unusual changes in characters physiology from birth, mystical or alchemical influence, not need create strict full backgrounds but having traits chose from beginning can really help roleplay different characters even if we all start as Jack commoner and master of none.

Interesting, is that how Oblivion handled it? I believe Morrowind Argonians had water breathing as a constant effect ability (though don't quote me, as I never played an Argonian).

Well
While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water.

But Water Breathing was limited to 120sec for very low cost, thats was changed in Oblivion where they receive constant Water Breathing as trait.
As well as in numerous mods for morrowind, unlike of Oblivion in modded Morrowind argonians also receive Swift Swim spell effect as traits such spell effect was removed from Oblivion Alteration so such feature have only one way to be modeled via script effect what check for swimming condition and alter speed attribute accordingly, well interesting how we can change movement mechanic for Argonians in Skyrim?
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sun Jan 16, 2011 5:54 pm

uhh... all the perks will be skill based but the elder scrolsl games have long had unnamed perks or perks that are named but not called perks. like argonians water breathing. and race specific spells. things u earn by becoming the madgod etc u get the point. unfortunately that perk is not going to be in the game at least not how u want it. maybe if ur a vampire it will come with advantages at night.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sun Jan 16, 2011 12:43 pm

uhh... all the perks will be skill based but the elder scrolsl games have long had unnamed perks or perks that are named but not called perks. like argonians water breathing. and race specific spells. things u earn by becoming the madgod etc u get the point. unfortunately that perk is not going to be in the game at least not how u want it. maybe if ur a vampire it will come with advantages at night.

You mean traits I assume. ;)
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sun Jan 16, 2011 10:59 am

I would expect this idea to be met with hesitance, but...

The thing that most TES gamers probably don't know is that there actually is precedent for this in TES. Daggerfall's custom class generator allowed you to select bonuses/penalties such as this for your class. I think one of them was "Light/Dark Powered Magicka", where your magic would only regenerate when in the appropriate darkness.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Mon Jan 17, 2011 12:35 am

Yeah well i think they should take it a "leap" further as oblivion in that regard was a step behind, I mean it was on a next gen console, we needed next gen ideas,
everyone can cast a spell of water breathing or night vision but what do the races get for having these abilities natually? just a reduced magic cost of the spell? Thats not how thoughs kinds of things should work.
Even adrenaline rush for the red guard in my mind should of been something less like a spell and more like your bodies reaction to being close to death and in the middle of a battle.
Spells are just that, "spells" just about every spell can be learned by every race(except daedric spells), so shouldn't the up's of being a certain races have nothing to do with casting a spell?

Has never been much differences on races in Elder scrolls, just some resistances and attribute differences in addition to the magic pool. The powers are basically spells with very long cool down and useless except at very low levels.
Adding something radical like no boots for beast races as a trade-off for higher speed would also anger a lot of people and is best left for mods.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Sun Jan 16, 2011 11:50 pm

Well having a traits system will really help with this. Many natural and acquired abilities can be done with traits while perks are dependent on skills only. So with scripted traits we can create an adrenaline rush trait that starts working if certain conditions are met like receiving large health damage, have increased stamina usage, be in combat and so on as well as at certain levels of a trait that can level for a race or a character with character level. Or it can be chosen already on higher level as a class specialization trait. So for example a Redguard mage and a Redguard warrior will have different starting traits even though both are Redguards, but a redguard mage would start with adrenaline rush as an uncontrollable automatic ability that starts automatically if a redguard mage is in danger, while a redguard warrior will have such traits from the beginning with the ability to toggle it at will due to his combat training, not only automatically, but also he can have increased effect from such a trait. But when a mage becomes older (more experienced as a character and/or has some level increase in warrior skills) he will develop such a trait at a basic level of a warrior.

In such cases many traits can be done. for example Khajiits can have damage reduction from falling from the start as their racial feline trait. Skilled acrobats will also have such a trait if leveled enough in acrobatics. Khajiits can have starting traits that use Night Eye spell effect, but not as a spell. Other characters can also start with such traits to model unusual changes in the character's physiology from birth. Mystical or alchemical influences are not needed to create strict full backgrounds, but having traits chosen from the beginning can really help roleplay different characters even if we all start as jack of all trades and master of none.

Zaarin, on 22 May 2011 - 07:45 PM, said:
Interesting, is that how Oblivion handled it? I believe Morrowind Argonians had water breathing as a constant effect ability (though don't quote me, as I never played an Argonian).


Well

"While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water."

But Water Breathing was limited to 120sec for very low cost. that was changed in Oblivion where they receive constant Water Breathing as a trait as well as in numerous mods for morrowind. Unlike Oblivion, in modded Morrowind argonians also receive a swift swim spell effect as traits. such a spell effect was removed from Oblivion. The alteration feature has only one way to be modeled via script effect which checks for swimming conditions and alters speed attribute accordingly. I wonder if we can change the movement mechanic for Argonians in Skyrim.


I suppose no one really knows for sure, but do we think Skyrim will use traits at all like this? Anyone?... :hubbahubba:

Having goofy spells like night eye and things like that seemed strange when certain things would just work better as being merely a trait the character has naturally.
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm


Return to V - Skyrim