Unique gear

Post » Sat Dec 17, 2011 6:25 am

I've figured out what would make this game infinitely more exciting to me: loads and loads of unique gear. Some of it hand placed in interesting settings: a chest or display case in a jarl's house, on a table in front of the throne of some drauer mini-boss, at the bottom of a random lake, etc. Some of it on loot tables and having a reasonable chance to drop from treasure chests in treasure rooms of harder dungeons, with different items having a chance of appearing depending on your level (not just the same enchantments on a different armor quality). Some of it mentioned by townspeople, who start quests for you to investigate the last known location of the item.

As it stands, the itemization in this game is just plain boring to me. Your damage/defense is primarily based on your skill/perks/enchants, giving minimal motivation to upgrade armor quality other than for looks.

I would like to see hundreds of such unique items implemented, so that for virtually any of the major playstyles (think morrowind/oblivion classes as a reasonable list) one would be wearing 1-2 different pieces every 10-15 levels or so. Top level glass/daedric/dragonbone uniques should compliment daedric artifacts, and should be rare and difficult to earn.

Any modders up to the challenge? Anybody have any thoughts on this?
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Anne marie
 
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Post » Sat Dec 17, 2011 3:35 am

Good ideas. I think the game puts too much emphasis on crafting.

Finding magical unique loot is about 30% of what made rpg's so cool from way back when. Standing by a forge crafting 2 ingots and a leather strip bought from the merchant next to the forge is....meh?


If I had my way, I'd get rid of enchanting and smithing in their current roles, and make them as suplimentary to improving vlauable loot and magical items. ALchemy is good as is, but making some more complex and interesting recipes and effects is also needed I think.
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Siidney
 
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Post » Sat Dec 17, 2011 5:37 am

All they need to do is make crafting have a efficiency cap. And make all unique weapons either much stronger or equally upgradable as their normal counterparts.
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Jynx Anthropic
 
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Post » Sat Dec 17, 2011 1:49 am

Unique's cease to be unique then Albino. They just become another type of sword/whatever.


I remember games where an item would have a really strong stat that would makie it unique, or a certain type of staff would have a unique magical power, and it would be a really difficult decision for the player as to what items he/she used and took with them. That was epic.

This, this is just 'meh' tbh. Ok I can craft my sword, give it a power and a snazzy name, it's still just a sword of flame at the end of the day.
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Danielle Brown
 
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