Recharging Items?

Post » Sun Oct 17, 2010 8:35 am

Anyway Enchantment is supposed to be back and YES it was really broken how you had to recharge things in OB. I thought recharging wands in BG was bad, but it was no where near as bad as OB's system for all magical items. At least they had everything enchanted with Constant Effect (unlike MW where you had to hunt down Golden Saints for everything ... no wonder they hated us in OB-SI).

I think the easiest solution would be to just let things recharge with time. Simple, clean, done.

Thoughts?
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Ebony Lawson
 
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Post » Sun Oct 17, 2010 8:45 am

There's room for improvement over how Oblivion handled it, but recharging over time is a bad idea I think.
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Peter lopez
 
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Post » Sun Oct 17, 2010 4:36 am

I hope that Bethesda at least won't completely remove the charge-recharging feature.
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Katy Hogben
 
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Post » Sun Oct 17, 2010 1:51 am

There's room for improvement over how Oblivion handled it, but recharging over time is a bad idea I think.


This ^

I would be happy with re-useable, and higher capacity, Soul Gems.
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Tamara Dost
 
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Post » Sat Oct 16, 2010 9:53 pm

I had no problem with OB's system myself, filled lower level soul gems were everywhere, and it's not like they weighed a lot, either.
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Ludivine Poussineau
 
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Post » Sat Oct 16, 2010 10:27 pm

Oblivion's system was really bad I think. So bad that it made me not to even use enchanted weapons. So tedious with all the recharging.
Morrowind's was better, since you could just wait for it to recharge, which you usually needed anyway to restore health. Less tedious. It wasn't perfect though.

I'm hoping for... either a mix of the two systems from OB and MW... or a completely new system. I'm guessing that the enchanting skill (and its perks) will play a bigger role in this now.
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Katharine Newton
 
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Post » Sun Oct 17, 2010 12:56 am

I′m with items slowly recharging over time because I hate having to always play evil characters if I want to use enchanted items. Honestly having to svcks every creatures and every mans soul out to sustain my own power just make me feel like some sort of a vampire who isn′t a vampire.

Of course looking at it this way enchanted items are evil by nature since you need a soul to make them but I think of using an enchanted item as being more of an "oh the damage is done so I may as well use it" while svcking out souls and paying people to svck out souls for me is more of a "*evil cackle* I shall feed your souls to my clothing and weapons!" kind of thing.

Also it′s no fun having to level up a certain skill only to recharge items by yourself, you′re forced to master a skill you never wanted to level in the first place.
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Ymani Hood
 
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Post » Sun Oct 17, 2010 11:04 am

Charging over time would take some of the challenge out of it. Just find a place to wait for an hour and everything recharges. Move further into the dungeon until your charges run out. Backtrack and wait for an hour. Repeat.

What about a system that uses a spell linked to your enchant skill to recharge items? So you could recharge an item at a cost of magicka if you didn't have any soul gems to use. The amount of charge you would get from the spell would be linked to your enchant skill.
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Chloe :)
 
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Post » Sun Oct 17, 2010 9:35 am

This ^

I would be happy with re-useable, and higher capacity, Soul Gems.


I'm already happy. Azura's Star. If a soul gem is rechargeable, how many do you need? That's right- one! :thumbsup:
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Joie Perez
 
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Post » Sun Oct 17, 2010 2:13 am

I liked recharging over time so i can use soulstones for itemenchantings or sell them, the value of recharging was based on enchantment skill if in MW if i remember correct and i hope thats the reason why enchantment skill is back in skyrim. :smile:
Trap souls only to maintain the weapon is charged was only anoying to me in oblivion.
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Rachel Tyson
 
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Post » Sun Oct 17, 2010 3:00 am

I don't care for, "Recharging over time."

Something as powerfull as an enchantment shouldn't be recharged by something as easy as waiting imo.
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Jaylene Brower
 
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Post » Sun Oct 17, 2010 1:01 am

I don't care for, "Recharging over time."

Something as powerfull as an enchantment shouldn't be recharged by something as easy as waiting imo.


I don't recall recharge over time being so bad in Morrowind...it wasn't like Oblivion's "Level 48 character rests an hour and restores 600+ health" schtick, anything beyond a tiny enchantment took days or even weeks to recharge if you didn't dump a charged soul gem into it.
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herrade
 
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Post » Sun Oct 17, 2010 10:20 am

Oh no! This thread has come up so many times, I forgot part of my stock answer. Would you play a first-person shooter with a cheat that meant you didn't have to pick up ammo, because obviously recharging reloading is such a massive pain?
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Ella Loapaga
 
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Post » Sun Oct 17, 2010 3:22 am

Rechraging was poorly done in Oblivion. It wasn't a whole lot better in Morrowind though - the rate of recharging was too fast for it to be much of an issue. Something in between the two would be good.

In Morrowind, I aimed to enchant weapons so that they had at least 50 or so strikes on them, and preferably closer to about 75. If I could get 100 out of one, I was pretty much guaranteed to never have to recharge it myself. Even at 50, it was only very rarely - after a particularly hard and long series of fights - that I'd have to recharge it. But with Oblivion, with no automatic recharging at all, all that meant was that every single character who used an enchanted weapon had to get Azura's Star as soon as possible and hotkey it, and every single enchantment had to include soul trap. And then it was just a tedious (though relatively effortless) kill -> Azura's Star -> recharge -> kill routine.

I use a mod on Oblivion that adds recharging over time back in, but the default speed is terribly slow. It's really only good for seldom-used items (it can be adjusted, but I like it like that). What it does is makes it so that I don't have to concern myself with lesser items. For instance, if I have a primarily melee fighter who uses an enchanted bow every once in a while, I can just make sure that he has the bow equipped whenever he's just traveling and it'll slowly recharge. In the time it might take to get from, say, the IC to Skingrad, it will have recharged maybe 25 points, which is about as much as a single shot uses up. But if it's a primary weapon, there's no way that that recharging over time can keep up. But the other thing the mod does is makes it so that Ayleid Wells recharge your equipped weapon, so then that becomes the best method (other than Azura's Star) for keeping them recharged. Between the two - slow recharging over time and Ayleid Well recharging (which can only be used once per day per well) it's just possible to keep weapons charged. It's not easy, but it is possible, and not easy but possible is, to me, just right.

Note that I'm not saying I'd like to see that particular system - I'd just like to see one that's well-balanced, so that it's neither too easy nor too difficult to keep enchanted weapons charged, and that has multiple ways of accomplishing it - maybe some relatively easy but not particularly effective and others relatively difficult but more effective. And I do think there should be recharging over time, but that it should be slow enough that it can't serve as the primary method.

Of course, we'll see.......
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Peter P Canning
 
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Post » Sun Oct 17, 2010 10:47 am

Charging over time would take some of the challenge out of it. Just find a place to wait for an hour and everything recharges. Move further into the dungeon until your charges run out. Backtrack and wait for an hour. Repeat.

What about a system that uses a spell linked to your enchant skill to recharge items? So you could recharge an item at a cost of magicka if you didn't have any soul gems to use. The amount of charge you would get from the spell would be linked to your enchant skill.

Depend on the balance, if the recharge is slow and constant as in magic / seconds not % of charge / seconds you had to wait a lot with powerful items but hardly had to refill low effect items, even less if they was enchant with a large soul.

I liked the recharge with spell idea, easy to implement and should work well. Just have to balance it so you had to cast many times to recharge a powerful item.
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Lily Something
 
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Post » Sun Oct 17, 2010 5:03 am

Enchantments in Oblivion were an absolute pain. Possibly the most annoying feature of the game for me. If they are not going back to the Morrowind recharge style, then they need to make the charge on all weapons/items last way, way longer, or make it so that even the weakest soul gems can recover a large amount of charge.
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Life long Observer
 
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Post » Sun Oct 17, 2010 12:11 am

I′m with items slowly recharging over time because I hate having to always play evil characters if I want to use enchanted items. Honestly having to svcks every creatures and every mans soul out to sustain my own power just make me feel like some sort of a vampire who isn′t a vampire.

Of course looking at it this way enchanted items are evil by nature since you need a soul to make them but I think of using an enchanted item as being more of an "oh the damage is done so I may as well use it" while svcking out souls and paying people to svck out souls for me is more of a "*evil cackle* I shall feed your souls to my clothing and weapons!" kind of thing.

Also it′s no fun having to level up a certain skill only to recharge items by yourself, you′re forced to master a skill you never wanted to level in the first place.


I try to justify the soul trap enchantment as like a power generating dam. The soul trap prevents the soul from being released, and then when I let the soul go the energies released as the soul departs is used for whatever recharging or enchanting I want to do. That said, something tells me the official lore is a heck of a lot more sinister than that, but that's my own little story to allow my characters to actually use enchanting without being total monsters.
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Gill Mackin
 
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Post » Sun Oct 17, 2010 1:55 am

I try to justify the soul trap enchantment as like a power generating dam. The soul trap prevents the soul from being released, and then when I let the soul go the energies released as the soul departs is used for whatever recharging or enchanting I want to do. That said, something tells me the official lore is a heck of a lot more sinister than that, but that's my own little story to allow my characters to actually use enchanting without being total monsters.


How do you think they make Daedric stuff? Its souls locked in specially made armour... they say sometimes, when it's quiet, you can hear them screaming inside...

But to add to the topic: with the re-addition of enchantment, I hope that means we get cast on use equipment again so I would certainly like a Morrowind style recharge over time system but at an incredibly slow rate depending on your enchant skill.
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sara OMAR
 
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Post » Sun Oct 17, 2010 7:40 am

I don't know if Oblivion's problem was a lack of recarge or the fact that due to the implimentation of the leveling system you would need to recharge most items after every Goblin that you fought. Personally I would prefer a spell that would allow the recharging of items over a automatic recharge. Now certain rare items/artifacts should recharge on their own over time, and perhaps a master of Enchantment with the right perks could accomplish the same thing on items that he/she made.
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Monika
 
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Post » Sun Oct 17, 2010 6:28 am

^That's an interesting idea, kind of like storing your magical power into the item? That would make sense for staffs for magicians.
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ONLY ME!!!!
 
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Post » Sun Oct 17, 2010 12:33 pm

There's room for improvement over how Oblivion handled it, but recharging over time is a bad idea I think.


I would love to have Morrowind`s recharge over time back.
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stevie trent
 
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Post » Sat Oct 16, 2010 10:07 pm

I personally liked recharging in TES4
In TES5 they should also add recharging spell (high-end one), that transfers your magicka into item in second hand (maybe with some penalty)
Anyway I don't see much problem in current recharging system (maybe only nameless souls in those gems- developers should add both, what is trapped and what level its soul is)

P.S. In TES3 we could recharge items too (when time was short)
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Milad Hajipour
 
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Post » Sun Oct 17, 2010 10:38 am

Personally, I hope there is a "permanent enchantment" option. Some way to create a magic weapon that doesn't use up charges. Of course it would have to be nerfed in power compared to charge-based weapons, but I am quite prepared to get that penalty to get something reliable.

You can keep your weapon-of-doom that kill anything in one hit, I just want something that gives me a little bit of extra damage without worrying about recharging all the time.
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Stephani Silva
 
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Post » Sun Oct 17, 2010 5:49 am

Oh no! This thread has come up so many times, I forgot part of my stock answer. Would you play a first-person shooter with a cheat that meant you didn't have to pick up ammo, because obviously recharging reloading is such a massive pain?


Buying ammo or getting ammo is not some evil act by default. I look at trapping someone soul with a mad grin on my face with plans of stuffing it into my weapon and clothing as being something my good characters don′t roll too well with, and then what ? Buying recharges is very much the same, just someone else is doing it and getting paid to do it.

Ammo and souls aren′t alike at all.
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Captian Caveman
 
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Post » Sun Oct 17, 2010 2:21 pm

Hmm, I never really noticed any problems with recharging.

But, then, as mentioned, I had Azura's Star by the time I was using enchanted weapons. Also, I didn't use enchanted weapons for a good while - it took me quite a few levels to get my Armorer up to 50 so that I could repair enchanted gear, and I never used enchanted gear (even permanent-ench armors) until I could repair them in the field.

(Even without the Star, by the time I started using enchanted weapons, I had a large supply of filled and empty soul gems to use. Another side effect of waiting awhile before using magic gear.)
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Bird
 
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