The Way it Is vs The way it Should be.

Post » Thu Dec 15, 2011 5:12 pm

The Way it Is vs The Way it Should Be.

The Way it Is: Vampirism
Spoiler
Entering a town? Okay, drink blood, and you're fine! Oh, doing a dungeon? Wait for 72 hours, oop, we're at full power now? Goody!

There is no "Challenge" involved, unless you consider having to press the T button 3 times a "Challenge".

The Way it Should Be

The way it was done in Oblivion Mods was pretty much Ideal: In the beginning, you were stronger, but not TOO much stronger; in addition, you could never go too far from cities, because if you dont drink blood every 12 hours you start losing your abilities and eventually getting actual debuffs! After about a week of ingame time, however, you progress to the next level, and suddenly you can actually explore the wilderness; you have the strength to do a few dungeons on the way between towns, or wait out the day without having to feed beforehand. Plus, you got a little bit more powerful and possibly got a new ability through your experience with your dark gift.

So you had a week of frantic feeding, followed by a month of more regulated bonuses to disadvantages, and by the end you got some truly amazing powers, you had to feed about once every 3.5 days- a week, and some mods gave you some truly amazing powers, like translocation(shortrange teleport, anyone?).

You really felt like a master vampire. Someone meets you during the night, they're doomed; someone comes after you during the day, you're OMG I'M SO SCREWED, BACK TO THE CAVE, RUUUUN!




The Way it Is: Werewolves

Spoiler
Hmm, here are some enemies, I can kill them normally or I can use my Beast Form. Kill them normally and I can use different tactics and different weapons and Loot them. Kill them in Beast form, I have 2 different attacks, cannot loot them, and have no tactical abilities. On top of this, it becomes useless after roughly 20 levels.

The Way it Should Be:

Levels with you, dramatically different gameplay(greatly increased speed and jumping height, greatly increased damage) Involuntary transformations, Ring of Hiricine allows you to transform at will once per day rather than whenever you want; Limitations in exchange for greater benefits. Some customization allowed; quest to sharpen your claws, like in Bloodmoon, for example. Regen of health increased, feeding changed to something that must be done each transformation or face downsides when in human form.


The Way it Is: Smithing

Spoiler
Go to store, buy ingots, go to smith, make stuff, get next perk, go to store, buy ingots, make better stuff.

The way it Should be:

Go to mine, fight through bandits/forsworn/chaurus/falmer/dwarven machines, get ingots, carry back to smith, make ingots. Travel to alternate place, find plans, learn plans(like spell tomes), return to smith, make armor.



The Way it Is: Enchanting
Spoiler
Soul Trap wolf at level one, destroy 10% fortify novice level enchantment, attempt to make item...get 1% fortify enchantment. Pay 500 gold to buy grand soul gem, get group together, go kill giant after much effort, get grand soul(worth 1000 gold), return, use potion, make ring with 10% boost. Build Cost: 1200 gold. Buy cost: 500 gold.


The way it Should Be:

Soul Trap wolf at level 1, destroy 10% fortify novice level enchantment, make item, get 10% fortify novice level enchantment. Use fortify potion, get 13% enchantment, whoo, Better balanced item through effort! IE, higher level=higher power, Better Soul Gem=More Charges.




The Way it Is: Alchemy
Spoiler
Novice level potion: 20% boost to conjuration. Home-made novice level Potion: 6% boost to conjuration.

The way it should be: Novice level random loot potion: 20% boost to conjuration.
Home-made novice level potion: 18% boost to conjuration. With Fortify Alchemy Enchantment, 20-22% boost to conjuration.



The Way it is: Block

Spoiler
Draugr hits you while blocking at level 1: Take 10 damage

Draugr hits you while blocking at level 50: Take 5 damage


The way it should be:

Draugr hits you while blocking at level 1: Take 10 damage

Draugr hits you while blocking at level 50: Take 0 damage.


IE, The better your block, the more damage is removed entirely. If someone throws a rock at you and you block it with a garbage can lid, you don't get hurt. If they throw a cinderblock at you, you do get hurt, but less than if you had not blocked it. If you had not blocked the rock, it would have hurt you.


Would be interesting to get peoples opinions on whether other people feel this way too, or if i'm just crazy :tongue:
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Thu Dec 15, 2011 9:51 pm

Agreed. Especially on Lycanthropy and Vampirism.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Thu Dec 15, 2011 3:22 pm

Glad to know I'm not COMPLETELY crazy.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Thu Dec 15, 2011 10:15 am

Blocking is worst than you think. Shields absorb 85%, two handers around 50% and one handers and torches around 33%. Your blocking skills, shield wall perks or different magical effects claiming to increase the damage you blocked only increase the damage you do while power bashing.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Thu Dec 15, 2011 5:17 pm

That is...odd. Seems more like a bug than an intentional design choice, honestly.
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Thu Dec 15, 2011 4:58 pm

The way it is: FPS
The way it should be: RPG
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Thu Dec 15, 2011 1:22 pm

That is...odd. Seems more like a bug than an intentional design choice, honestly.

Maybe. But to me it looks more like an last momment change.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Thu Dec 15, 2011 2:42 pm

Agreed with block.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Thu Dec 15, 2011 9:35 am

Disagree. I think it's fine the way it is.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Thu Dec 15, 2011 8:29 pm

Alot of things in skyrim look like a last moments change, no not in the insulting matter, more like. they were different..but then changed and the change was incomplete and not well debugged, I brushed off Todds statements at how everything was governed by RS but was Boring so they went back to having a storied questline for guilds etc etc, but its showing. their can't be any other explanation. same for perks, so much was missing they split skills into further uselss trees and called it a choice :/
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Thu Dec 15, 2011 4:58 pm

I dont agree with your idea of blocking. If the force of a hit is too great, no amount of protection will save you from taking damage or breaking a few ribs.
Once you've become more skilled with shield you might be able to completely block damage done by wolfs or weak bandits, but if a giant clobbers you, that should be ouchi.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Thu Dec 15, 2011 4:39 pm

Very well said! I actually agree with everything you said more or less!
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Thu Dec 15, 2011 2:30 pm

I dont agree with your idea of blocking. If the force of a hit is too great, no amount of protection will save you from taking damage or breaking a few ribs.
Once you've become more skilled with shield you might be able to completely block damage done by wolfs or weak bandits, but if a giant clobbers you, that should be ouchi.


Yeah, that's pretty much what I feel. It wouldn't make that much gameplay difference, but it would make sense and increase immersion.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Thu Dec 15, 2011 8:04 pm

The way it Should be:

Go to mine, fight through bandits/forsworn/chaurus/falmer/dwarven machines, get ingots, carry back to smith, make ingots. Travel to alternate place, find plans, learn plans(like spell tomes), return to smith, make armor.



Huh..... except for the "find plans" thing, that's how Smithing was for me. :shrug:
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Thu Dec 15, 2011 9:48 pm

The way it is: FPS
The way it should be: RPG



This x2
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm


Return to V - Skyrim