The Elder Scrolls: Series Changes #2

Post » Sat Mar 02, 2013 1:37 pm

As others have pointed out in rebuttal, and as I said in a post in the first thread, enchantment slots have very little to do with it, at least for many or most players. Even my "Enchanter" character only enchanted about half of the things he wore. Since MW also had limits on how many enchantment points you could fit on any particular item (some of them extremely limited), it wasn't as exploitable as some people with an "agenda" are leading you to believe. Thank you for telling me my reasons and opinions, and I'm sure you won't mind me assigning some sort of dark alterior motives for yours in return.

If I remember correctly, a glass and ebony pauldron in Morrowind had an enchantment capacity of one and a half and four respectively, barely nothing.
Meaning, it could most certainly not house any constant effect and was maybe useful to house a short term waterbreathing or night eye spell in, two of the spells with the cheapest enchanting value.
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Christine
 
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Post » Sat Mar 02, 2013 1:54 pm

If I remember correctly, a glass and ebony pauldron in Morrowind had an enchantment capacity of one and a half and four respectively, barely nothing.
Meaning, it could most certainly not house any constant effect and was maybe useful to house a short term waterbreathing or night eye spell in, two of the spells with the cheapest enchanting value.

I recall one character putting a couple of Restore Attribute spells on a pair of pauldrons, in case of running into Greater Bonewalkers or other stat-damaging critters. Not much else of real value would fit, and I believe even the most trivial CE enchantment required 5 points. Still, you could enchant them if you wanted.

One character used a standard Bonemold Pauldron on one shoulder, and one of the funky up-turned House variants on the other (not the "spikey" one that looked like it was adorned with Kaghouti tusks). They sort-of matched, but gave a funky "more-specialized" vibe together.
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Horror- Puppe
 
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Post » Sat Mar 02, 2013 9:49 am

What I always did was enchant an exquisite pair of trousers with a +3 restore fatigue and a +1 restore health, both constant effect.
I liked that a whole lot better than in Oblivion or Skyrim where regaining stats was never much of a problem.
In Morrowind, I had to work for that, its not something you can do directly out of Seyda Neen either so by the time you achieve it you feel like you earned it.
I like earning things better than them just being handed to me.
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evelina c
 
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Post » Sat Mar 02, 2013 8:20 am

What I always did was enchant an exquisite pair of trousers with a +3 restore fatigue and a +1 restore health, both constant effect.
I liked that a whole lot better than in Oblivion or Skyrim where regaining stats was never much of a problem.
In Morrowind, I had to work for that, its not something you can do directly out of Seyda Neen either so by the time you achieve it you feel like you earned it.
I like earning things better than them just being handed to me.
I remember when I first beat Morrowind's main quest, I was sitting on a pretty hefty stash of gold, and finally decided to enchant some gear. I think it was a ring that I enchanted a restore health and restore fatigue effect on (I was honestly amazed that those were even available effects), and enchanted other gear with constant effect levitate and fortify speed. Finally I enchanted a Daedric shield with some ridiculously powerful elemental spell, and proceeded to fly around firing veritable nukes on the hapless citizens of Vvardenfell.

Enchanting was still a lot of fun in Oblivion (along with spellmaking), but even though Enchanting was added as a skill in Skyrim, I feel that a lot of the more interesting effects were missing, and the effects that were added were very bland. Honestly the combat and stealth have always been very weak in TES, but the magic system has always been very fun to experiment with. I don't understand why Bethesda insists on neutering one of the best aspects of their games.

Edit: And before anyone tries to argue that Morrowind's enchanting made it too easy to break the game... enchanting makes it easy to break the game in both Oblivion and Skyrim, at least Morrowind let you break the game in interesting ways.
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NAtIVe GOddess
 
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Post » Sat Mar 02, 2013 2:04 pm

Though i like that in Skyrim, you have to break down an item to learn its enchantment. That seems reasonable to me.
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Liv Staff
 
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Post » Sat Mar 02, 2013 8:45 am

I recall one character putting a couple of Restore Attribute spells on a pair of pauldrons, in case of running into Greater Bonewalkers or other stat-damaging critters. Not much else of real value would fit, and I believe even the most trivial CE enchantment required 5 points. Still, you could enchant them if you wanted.

One character used a standard Bonemold Pauldron on one shoulder, and one of the funky up-turned House variants on the other (not the "spikey" one that looked like it was adorned with Kaghouti tusks). They sort-of matched, but gave a funky "more-specialized" vibe together.

Nighteye and Light both had a CE cost of 1 but it would've been a waste of a filled Grand Soul Gem. Much more satisfying struggling to find the gem and fill it than buying 1 from a store like in Oblivion and Skyrim.
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Shiarra Curtis
 
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Post » Sat Mar 02, 2013 3:17 am

Most of which were largely useless, highly redundant, and provided little to no real benefit to the game's RPG mechanics.
No real benifit other than the fact that I liked the way I looked. It added value to how I indentified with my character. It gave my charatcter his own persona. It enhances the role factor of the RPG.
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Luis Longoria
 
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Post » Sat Mar 02, 2013 3:46 pm

I'm starting to think that Altadoon either hates RPGs or is an agent for a devloper who will not be named, that is purposely trying to sabotage TES.
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remi lasisi
 
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Post » Sat Mar 02, 2013 1:27 pm

No real benifit other than the fact that I liked the way I looked. It added value to how I indentified with my character. It gave my charatcter his own persona. It enhances the role factor of the RPG.
What we are arguing here is largely quantity and quality.

You seem to prefer an armor system where you can wear 20 pieces of clothing, at the cost of making each individual armor piece largely worthless, having to nerf most armor pieces to where pretty much all enchantments are very minor, and where we cannot have perks augment the depth of the armor system, because the sheer number of pieces required would be highly unreasonable to expect someone to have.

Whereas I prefer an armor system with less armor pieces, where each piece of armor actually matters significantly to your overall armor rating, where the power of enchantments we can put on them varies wildly, especially considering the dual enchanting system, and where we can augment the depth of the armor via perks.

Quantity Vs Quality
Dress up Vs Mechanics
How many numbers Vs What those numbers can do

Or in short, you prefer having more total things, where as I prefer having those things do more.
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kat no x
 
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Post » Sat Mar 02, 2013 9:11 am

You seem to prefer an armor system where you can wear 20 pieces of clothing, at the cost of making each individual armor piece largely worthless, having to nerf most armor pieces to where pretty much all enchantments are very minor, and where we cannot have perks augment the depth of the armor system, because the sheer number of pieces required would be highly unreasonable to expect someone to have.
Did we even play the same game? In what way did any of the armor perks in Skyrim somehow make it more in depth? Hell, in what way did any of the perks add to the depth of the game? The perk system seemed promising at first but in practice it is a very weak system, and it offers nothing to the game that couldn't be accomplished with the class system and incremental perks from Oblivion. Also a good number of the perks that actually seem interesting are completely broken and don't work as intended.
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GLOW...
 
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Post » Sat Mar 02, 2013 3:48 pm

Did we even play the same game? In what way did any of the armor perks in Skyrim somehow make it more in depth? Hell, in what way did any of the perks add to the depth of the game? The perk system seemed promising at first but in practice it is a very weak system, and it offers nothing to the game that couldn't be accomplished with the class system and incremental perks from Oblivion. Also a good number of the perks that actually seem interesting are completely broken and don't work as intended.
How does giving armors abilities like
-10% chance to dodge attacks
-Stamina regens faster when wearing all of a set
-Having gauntlets add onto your unarmed damage
-Halving falling damage when wearing all heavy armor
not add depth to the armor? Especially when all past games did was just heap pure +armor rating bonuses on you for getting your skill higher. It's far from perfect, but it's a step to improvement.


And Skyrim's perk system offers something significant that a class system, and incremental perks from Oblivion, can't, which is choice.

The problem with Oblivion's "perk" system is that is forces you to take every perk, thus forcing everyone who achieves 100 in a skill to be the exact same, In Skyrim however, being 100 in a skill can mean tons of different things, based on what perks you have, because all the perks are optional, and up to the player's choice to take.

Unless you are really trying to say that forcing everyone who gets 100 in a skill to be the exact same is equal to, or somehow better then, letting people pick and choose what powers they get, your point really doesn't make any sense.

Furthermore, Oblivion's system does nothing to prevent everyone from becoming master of everything by getting 100 in every skill, thus automatically gaining every perk. Skyrim at least attempts to keep the game balanced, and prevent meta-gaming "you can do everything" by making 250 perks, and only giving you, at max, 80 perk points.



And for the perks being broken, that's a fault with Bethesda's bug testing, which needs to be improved, and not a problem with the perk system itself.
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Your Mum
 
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Post » Sat Mar 02, 2013 8:57 am

How does giving armors abilities like
-10% chance to dodge attacks
-Stamina regens faster when wearing all of a set
-Having gauntlets add onto your unarmed damage
-Halving falling damage when wearing all heavy armor
not add depth to the armor? Especially when all past games did was just heap pure +armor rating bonuses on you for getting your skill higher. It's far from perfect, but it's a step to improvement.


And Skyrim's perk system offers something significant that a class system, and incremental perks from Oblivion, can't, which is choice.

The problem with Oblivion's "perk" system is that is forces you to take every perk, thus forcing everyone who achieves 100 in a skill to be the exact same, In Skyrim however, being 100 in a skill can mean tons of different things, based on what perks you have, because all the perks are optional, and up to the player's choice to take.

Unless you are really trying to say that forcing everyone who gets 100 in a skill to be the exact same is equal to, or somehow better then, letting people pick and choose what powers they get, your point really doesn't make any sense.

Furthermore, Oblivion's system does nothing to prevent everyone from becoming master of everything by getting 100 in every skill, thus automatically gaining every perk. Skyrim at least attempts to keep the game balanced, and prevent meta-gaming "you can do everything" by making 250 perks, and only giving you, at max, 80 perk points.



And for the perks being broken, that's a fault with Bethesda's bug testing, which needs to be improved, and not a problem with the perk system itself.
Skyrim's perk system was 100% linear, even if my character had no need for improved unarmed damage I was forced to pick that perk if I wanted to use an actually useful perk further up the tree. Also skill levels had very little to do with the actual usefulness of your skills, you could have 100 skill level but the skill would be entirely useless unless you picked the damage increasing perks or the perks that reduced cost charge. It completely went against the whole "level up by doing" concept that is integral to the TES series.

Also what is the point of implementing the perk tree if Bethesda isn't willing to actually make sure the perks work?
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Steve Bates
 
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Post » Sat Mar 02, 2013 3:43 pm

Skyrim's perk system was 100% linear, even if my character had no need for improved unarmed damage I was forced to pick that perk if I wanted to use an actually useful perk further up the tree. Also skill levels had very little to do with the actual usefulness of your skills, you could have 100 skill level but the skill would be entirely useless unless you picked the damage increasing perks or the perks that reduced cost charge. It completely went against the whole "level up by doing" concept that is integral to the TES series.

Also what is the point of implementing the perk tree if Bethesda isn't willing to actually make sure the perks work?
Firstly, it isn't linear
-The tree itself is 100% optional
-Each tree has various branches that you can chose to, or not to, take.
To say that a game mechanic that not only offers multiple branches, but also lets you ignore it entirely, is 100% linear, is to use to word linear in as many incorrect ways as you possibly could. Oblivion's perk system, now THAT was linear, because it offered no choice to ignore the perks, and no varying paths of perks to pick from.

Secondly, I use two handed weapons, and heavy armor, and magic from various school, quite effectively, even though I have zero perks in two handed, heavy armor, or any magic tree. To say you NEED the perks is a falsehood, especially when we bring enchantments, smithing, and alchemy, into the mix.

Thirdly, that perks are what you use to make yourself better, and that perks are only obtainable by raising yur skills, you cannot become better without using your skills, so, to say that skyrim goes against the "level by doing" concept is, again, a provable falsehood.

Fourthly, what part of
And for the perks being broken, that's a fault with Bethesda's bug testing, which needs to be improved, and not a problem with the perk system itself.
did you not understand?
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Yonah
 
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Post » Sat Mar 02, 2013 2:13 am

did you not understand?
Clearly there is no sense in arguing with you because in my opinion it is you who doesn't understand, I would personally have no problem with a perk system like Fallout 3, but Skyrim's perk system is so insanely stupid and redundant, it railroads players into certain playstyles and completely goes against the spirit of TES.
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Neliel Kudoh
 
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Post » Sat Mar 02, 2013 7:27 am

Clearly there is no sense in arguing with you because in my opinion it is you who doesn't understand, I would personally have no problem with a perk system like Fallout 3, but Skyrim's perk system is so insanely stupid and redundant, it railroad's players into certain playstyles and completely goes against the spirit of TES.
I actually agree that Skyrim's perk system needs an overhaul, and that many of the branches force people into playstyles they don't want.

The one/two handed perk trees did it best IMO, having a separate branch for each weapon, with one handed having its own branch for dual weilding, and two branches for power attacks.

Smithing and Alchemy probably have the worst trees.
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Nikki Hype
 
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Post » Sat Mar 02, 2013 2:36 pm

Though i like that in Skyrim, you have to break down an item to learn its enchantment. That seems reasonable to me.

It's a reasonable trade off, but an exploitable one.

Why would I keep the Shield of Solitude that gives me Magic Resist when I can just break it down and enchant all my gear with Magic Resist for a better overall effect? Even for characters that lack even a perk in the Enchanting tree, the value ceases to be the item, and more its effect.

I did like the fact you couldn't break down the Daedric Artifacts and acquire their effects, but that makes them the only unique gear in the game, really.
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jaideep singh
 
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Post » Sat Mar 02, 2013 11:44 am

Why would I keep the Shield of Solitude that gives me Magic Resist when I can just break it down and enchant all my gear with Magic Resist for a better overall effect?
Because you currently use your other items for other enchantments?

I would rather have 1 item that gives me +30 magicka resistance, and then have 5 other items that give me 5 other enchantments, then have 40 magicka resist, because I enchanted ALL my items with a low level resist magic effect, and are thus unable to get any other magical effects.

Breaking down the shield for its effect, and then getting a slightly higher effect by enchanting all your armor with it, but at the same time denying yourself any and all other possible enchantments, is the trade off.
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Jonathan Braz
 
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Post » Sat Mar 02, 2013 1:18 pm

Clearly there is no sense in arguing with you because in my opinion it is you who doesn't understand, I would personally have no problem with a perk system like Fallout 3, but Skyrim's perk system is so insanely stupid and redundant, it railroads players into certain playstyles and completely goes against the spirit of TES.

Debating with ALTADOON yourself is the most frustrating thing ever and can lead to pulling one's own hair out as you make every attempt to provide logical, objective arguments only to have them completely overlooked or ignored.

Watching someone debate with ALTADOON however? That's a special kind of Schadenfreude where you get to watch a naive young forum-goer doing his best to articulate his words and provide ALTADOON with logical, concise, reasonable points, occassionally making claims like "blue" while pointing at the sky or "linear" while pointing at a line, only to have those completely valid points be smashed to tiny bits as he claims your logical argument is the most illogical thing ever. :D

In short, everyone agrees with you dude; don't sweat it. We just know better than to bother. :P
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ZANEY82
 
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Post » Sat Mar 02, 2013 6:32 am

Closing for review. If I do decide to re-open it, since I do not have time to review it at present.
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