Repair Skill Thread #2

Post » Sat Oct 01, 2011 6:54 am

Link to the orginal thread here: http://www.gamesas.com/index.php?/topic/1235142-repair-skill/


I mean things like using the ores or hides and ingredients along with a forge and tools to repair. You know. A little modified to fit Skyrim's world.

It doesn't have to be a SKILL I mean as long as repairing is required. It could be covered by the Smithing Skill. Read Colonel's Post at the bottom...

What I have been reading so far is that weapon degrading and repairing items and equipment is not going to be in Skyrim. This in my opinion is just...crazy,...but understandable I guess. I mean it makes sense in that you just going to be repairing your items to perfect condition all the time anyway so. But I've been repaing my Tamrielian equipment for years. Since my extended adventures in Morrowind.

Anyway, I loved the way they handled it in Fallout 3. Where siimiliar items and materiels were needed to repair equipment. I loved it and it made alot of sense. In Skyrims world I believe repairing equipment would just add a whole layer of reality, harshness, and most of all balance to the game. Am I the only one? Maybe I'll just be needing "another" mod, even if self made, to fix the few things they've left behind...

I'm just waiting for someone to say "Hey search dude!!!" My god... I did and found one topic but wanted to bring up the issue seriously with a poll to see how many truly care.

Too bad most topics started on this forum are 12 year old discussions about playing their Argonians and about how they aren't in blackmarsh and about picking their Claw Damage Skills.... and not enough serious topics about game changers and the few there are, are not seen by the developers because they have either stoped looking or can't see them because of all the Argonian and Are they going to put dog bowls in the game? Threads...

Colonel Tenanbaum put it geniusly... all of it...

""Good enough" is never good enough for me! Look, I get that the repair system was simple... especially when compared to Fallout 3... but it was far from tedious or useless. It was a SMALL bit of realism in a game that otherwise lacked it almost methodically. Keeping weapons and armor in a state of repair meant that no longer were 'multiple pieces' of the same gear a complete redundancy. The need to maintain one's gear became an asset in the field, where the danger always existed that if you never went to ground long enough to repair, you ran the risk of having a serious problem.

"Walk softly and carry a big stick... and then a second one, just in case that one breaks" became a motto of mine.

With smithing, the ability to make that mechanic even MORE important is readily available... and they neglected it. Remember those 'repair tongs' you found scattered around? What do you think they were for? They were for when you held your weapon in a FORGE to repair it. Wait, does my memory deceive me? Isn't there a FORGE in the game, currently used for SMELTING?

So imagine this. Instead of repair being this mindless process of always carrying a hammer with you... you just take it to the same forge where you'd otherwise be smithing NEW gear? GENIUS! I know!


But wait, there's more! Since it's no longer a skill you can perform on the move... increase the life of weapons and armor dramatically from the other games. Make it a long-term situation. Make it cost resources (like it really would) to have to re-forge a broken blade. Make it so weapons can actually be -destroyed-. Make it so maintenance isn't just something you do with a hammer. It's a process.


Or, you know... you can cut it out. Like spears. And throwing weapons. And a bunch of other content. Because that's really worked -so- well for you in the past."
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Beast Attire
 
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Post » Sat Oct 01, 2011 1:14 pm

+ 5 for still saying Tragdity.
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Ashley Tamen
 
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Post » Sat Oct 01, 2011 3:31 pm

You're mad. Sorry. The other thread was 11 pages full of people sniping eachother and I don't know what new points will be addressed here that weren't brought up in the other thread?

BTW, you've insulted people in the OP, complained about other threads, and said you made another because you wanted to add a poll when the other thread did have a poll? Not off to a good start. Why the insults?

Regarding repair, I much prefer the new method of sharpening items at the forge for a stat boost.
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Lizbeth Ruiz
 
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Post » Sat Oct 01, 2011 7:46 am

Sharpening weapons; sure! Having to sharpen them; maybe.

Armorer/Repair; quite lame and not necessary.
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Bones47
 
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Post » Sat Oct 01, 2011 4:59 am

It kind of hurts your credibility when you try to say that your thread is more important or Skyrim-related than others. If people want to talk about why they play Argonians, they can, but please don't act like you're more important than them.
And if they want to cut content, I'm sorry but it's really unlikely that something here will change it, especially since the game is probably going to go gold within the next couple weeks.
Edit: Oh, and add an "I don't care" option to the poll.
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Nadia Nad
 
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Post » Sat Oct 01, 2011 7:28 am

There are two directions that Repair could've went with Skyrim.

1. Armor Degration is dramatically lowered and Repair Hammers fully repairs an item and then break on contact after one use. Forges where you can craft armor can also repair them for a small fee, Repair Hammer's rate of appearance is lowered from what it was in Oblivion. That system could've worked for Skyrim although it will still have the same problems as the last game.

2. Armor Degration is cut, you can go to a forge and reinforce the weapon, that should last you a while until you lose that edge.

Number two which some may consider the easy option is the better choice for Skyrim. Repair Hammers were tedious in Oblivion, you always had to worry about having enough and you couldn't even repair enchanted equipment until 50 rank in Armor and getting to that point will require 7 levels unless you pick it as a minor, have combat as a specialization and just repair every single piece of item you encounter. Certainly they could've went with something similar to number 1 but then again it to be tedious where you always have to worry about having Repair Hammers instead of playing the game. It's the same argument you can make against efficient leveling another reason why Attributes were reduced from 8 to 3.

Now with there being no armor degation you can play the game and not have to worry about your equipment decaying. It's definitely a double edge sword that may make the game easier but it's certainly better then what we previously had.
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BrEezy Baby
 
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Post » Sat Oct 01, 2011 6:52 am

Why in the hell do we need a thread #2 for Repair :facepalm: Wasn't it beat around enough? Just a few people liked repair and the rest didn't give a crap. :meh:
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adam holden
 
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Post » Sat Oct 01, 2011 12:59 pm

i liked repairing gear, it added something to the "planing stage" of an adventure

btw: think something through, insulting others is uncalled for
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Emily Jeffs
 
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Post » Sat Oct 01, 2011 8:22 am

The "grammar/spelling nazi" in me is having a fit right now.
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Amber Hubbard
 
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Post » Sat Oct 01, 2011 1:59 pm

Tragdity! When the feeling's gone and you can't go on,
It's tragdity. When the morning cries and you don't know why,
It's hard to bear. With no one to love you, you're goin' nowhere.
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Cagla Cali
 
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Post » Sat Oct 01, 2011 3:37 pm

Repairing is a must for me. I don't want to be using a sword for 200+ hours and have it retain nirvana condition. I want my weapons to degrade, to make the game CHALLENGING. The Elder Scrolls has always been a ROLEPLAYING game, so why not make it at least close to as hard as it would be in real life, because it's a ROLEPLAY GAME. Games aren't meant to be role-playing games that have real consequences, but lack weapon degrading. It needs to be in the game for me to enjoy it thoroughly. :tes:
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Logan Greenwood
 
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Post » Sat Oct 01, 2011 8:38 am

Now with there being no armor degation you can play the game and not have to worry about your equipment decaying. It's definitely a double edge sword that may make the game easier but it's certainly better then what we previously had.


So being badly implemented warrants taking it out? Personally I would like to see "in the field" versions of all the three crafting skills.
Herbalism for alchemy (with very limited options, carrying only mortar & pestle for the job).
Repairs for smithing (everlasting but slightly heavier tools, but require spare parts from similar equipment).
Soul refills for enchants (not much tools except gems themselves, but maybe slightly less powerful).

Would also like to see metal ores used not only for smithing, but also for station based alchemy.
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Brad Johnson
 
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