After getting my Morrowind to reach nirvana visually, it was gameplay to change for my satisfaction. Here I compile my ideas which can add to Morrowind experience without taking anything away.
I played Morrowind years ago and I don't even think I really played it. It was a blind man trying to find his way. I learned half my English there. But 8 years later here I am. Being around for some time and seeing gameplay changes and all, I am somewhat more close to the subject. I still don't think I have the right to talk about RPG game mechanics because I stayed away from them like plague whole my life. Openly disgusting dice-roll mechanisms, isometric views, bad graphics, lack of realism... In theory I should be an RPG lover, as this is the genre it is supposed to be. I am glad I found it in Morrowind, again. Just took some time to realize...
I'm watching Gix17 and anolyzing it overly. For a closer viewing, I take my friend Victor as test subject. Victor, never played or heard TES before but has some online RPG background including WOW and HMM(I never played both though.).
He tried to exploit the game in ways. I also insidiously put my plan to encourage him for more exploitism. (Yes, he doesn't know. I'm insidious.) I noted stuff that's going wrong. What is going wrong? He maxed everything in two weeks.
I must warn you, I can only generate simple suggestions hard to implement. I'm not going to details on anything as my knowledge is not very high, it is also only 3 parts. (and 4 additional IDEAS covering, inventory, magicka, speed/fatigue and sleep necessities, scroll down to IDEAS)
Now,
3. Economy.
Player finds a merchant who likes him.
Finds a highly expensive item:
Sells for very low price.
Buys back for slightly lower.
Sells back for slightly higher.
Rinse and repeat.
450000 gold in 1 week.
If it was 20 weeks, I would say OK. But this is unacceptable. Now I think the disposition resets is a bug being covered in MCP, hopefully will help. But it is not enough.
Every merchant must have a varying capped disposition. It is in their character to be a robber, just like the player can have this character. (Maxing out will be history in this game. I will come to that in part 3)
Where a merchant in Vivec is a friendly merchant having max 90 disposition available.
A merchant in Balmora could be a robber, having max 50 disposition available.
(Also we can bind a merchant's disposition increase to his/her personal interests, where one likes Dwemer artifacts, the other simply can be a scrolls collector. Discovering this would have high role-playing value.)
We will bind their disposition to their total value of their items and their gold. When player sells a 30000 gold item for 7000 gold, this increase in total richness of the merchant will make her/him greedy and hence results in low disposition. So player needs to use bartering, literally. If there is another hardening value. It can be adjusted too.
Phew, we fixed the economy or did we? Any thoughts?
2. Spells/Potions
Consecutive spell/potion effects are being added together causing unbelievable stats. Consecutive spells/potions should have halved effects, so it won't double up.
I never played a magician character so I don't know much. Magic is like mathematics, so if one discovers a good algorithm, it is their right to benefit it. It is a very involved school so I think it is balanced in itself.
See bonus 3 at the bottom for magicka regeneration.
1. GOD-ISM
In time, you became a god. And the game breaks. This is the leveling and stat skill system.
1.a We should use caps.
An orc character has a 30 strength bonus. But then again, it maxed at 100. ??? It should work like a fortify effect. Also for MAX an orc can have 150 strength only. Numbers are imaginary, but we can find this caps properly for each race.
(We can argue if these caps should apply to intelligence, since magic is unlimited power. We can discuss this separately. We can also exclude magical effects.)
Skills are the same. Skill bonuses also must have a fortify effect. But I don't wanna put a cap. Because:
1.b LEVELING AND SKILL PROGRESSION
Everyone is maxing their skills eventually. People invest time to do this. (Sometimes, putting their character in front of a rat and checking next day!) This is their right to have have these skills, and this is nothing we can solve by putting caps or slowing down. Because skills are for everyone to develop, it can come from a birth mark or it can be having a gift for the skill but working hard must also count too. So the problem when I think like this, is like a neon light on a Christmas tree.
Now this gameplay mechanic does actually exist in the game.
When you got arrested and serve prison time a magical thing occurs. Some of your skills decrease and some increase. WHY? Because it appears the skills you didn't/couldn't care simply decrease. Now why on earth this doesn't apply to all game?!
Yes, you can max skills, only those you continuously practice. While others decrease to their default values. No one can practice all skills to max, off course maybe some, if they can.
So no, your skills won't decrease, only the ones you work out and abandon later. It is possible to only focus on some so you won't notice any skills decreasing. I suspect that will be major skills. Minors will see the decreasing effects if they increased and abandoned. Miscs will stay that way. Now, you can fully practice your skills as much as you want, trying to get higher misc skills while trading of some of the practice time for your major skills. You won't become an omnigod(you can but it will need some work) anymore but now you can become anyone, a mage, a warrior, a priest...
Leveling will see the decreasing effects. Now you have 3 points, 8 attributes, 5 major, 5 minor skills and miscs.
I will add more multipliers:
Normal classic x5 multipliers. They work as before. Nothing interesting.
No increase or simply canceling effect because skills only decreased. x0
Minus multipliers. So the abandoned skills will effect the governing attribute the same way normals do. Minus 5 speed attribute. Your speed will decrease from 50 to 45.(I highly doubt something like that would happen but who knows, chaos!!!) Now the player can use the point as +1 on that. I imagine the matter will look like this:
Strength + 5 x point
Intelligence - 3 + point
Endurance + 0 x point. (
Agility + 0 x point
Speed + 4 x point
Luck + point
I would try strength, speed and luck. A reason to use luck finally. Or it could be that I can try to save my intelligence from dropping at least 1 point.
Strength + 0 x point
Intelligence + 0 x point
Endurance + 0 x point
Agility + 0 x point
Speed + 0 x point
Luck + point
This is also possible. But it means nothing. No need to wait for leveling. It will be a surprise every time.
Edit:I think I should give a meaning to this one. Let's say, giving a point to a 0xp will prevent that attribute from decreasing next level.
It appears to me as chaos value, it will be really random. It is possible that one wouldn't experience any side effects from this system for long at least and go on their gameplay as before. But eventually they will face this down to earth system but hopefully not in disastrous scales but in increasing game play length. One can cycle every quest out there with the same character this way.
Edit2:
Perks
When you increase your skill to a 50<, 75<, 90<(or only maxing); you gain *gameplay* perks, as in Oblivion's skill abilities and Fallout's perk system. When you forget the skill, you won't lose these perks. So a veteran character might become low in his/her skill, but since he/she won't lose gained perks, basically a "STILL GOT THE MOVES" situation.
A large variety of perks(Really large) to compensate the need to work these skills. So you simply work out a misc skill for its perk. Very simple encouraging and add to gameplay value, merging 3 games without going far from Morrowind philosophy.
PS. You can even transport your character to Oblivion or Tes V given if they have similar system. Transportation can be imprisonment base, losing your gear, forgetting spells or you can simply leave your house and gear behind and start over.
IDEAS
Bonus 1: SPEED/Fatigue
I am not happy with how this works and the mods I tried didn't solve the issue for me. My suggestion on the matter:
Real Fatigue = Speed + Fatigue
Depletion of fatigue starts depletion of speed seamlessly the same way.
So your character will deplete his/her fatigue and speed will start to fall down, he/she will start to slow down to eventual stop. Much like real life. This also means varying speed, in a way.
Bonus 2: Inventory/Stacking/Encumbrance
This is another game mechanic that doesn't really likable. Although, I understand the need to have lots of objects. My suggestion while seem unrealistic might work and give a sense of carrying.
A simple bag in inventory.
Rest is all virtual:
Having this bag will sort items weight less than 5.(it can be also item type based)
Bag's potential will be based on Number of Items in it rather than weight.(Grid in disguise)
Bag's max weight will be a standard 20w scaling with number of items in it.
The trick is having the number limit higher than actual weight potential, giving space for stacking more.
100 items less then 5w in a max 20w bag, maybe.
50 items between 5-15 in a max 70w bag, maybe.
Balancing is, bags will not affect Speed, they will hurt Strength and/or Agility.
Encumbrance will be normalized to represent more about actual carriage: sheathed and drew weapons, wore apparels and some more room for personal belongings, plus bags.
So Encumbrance can be adjusted to down to earth numbers. It is possible to use more than one bags. 1-5, 5-15, 15-35... Limit is bag weights. Maxed 20, 70, 150, respectively. (Numbers are suggestions).
Visual:
This can be hard, I heard inventory is hard to deal with.
If bag items can be stacked too, that way one can empty a bag by dragging it on avatar, and emptying them.
This will trigger previous bag to be stacked, if opened.
If it can't be visually achieved, at least moving the bag to a container must take all binded. For easy inventory operations.
A thief bag simply:
any object worth of more than 200 gold and weight less than 5 can be defined as a bag. The limit can be define in max weight or value.
The quest giver actually might ask to fill it, literally. It can be a bonus attached to normal quests as in Thief.
Thief char must equipped it to fill it.
Another bag example.
Alchemy bag:
Only ingredients, limit is number.
Bonus 3: Magicka: Spirit System by Perilisk
Regeneration of magicka was always a problem. Some finds Oblivion's way to easy where some finds Morrowind's way way tedious. It is impractical for Mages.
As for limiting uses, I think magicka should be divided into two types (say, Spirit and Magicka). Spirit would only recharge with rest, Magicka would recharge quickly as in Oblivion. In fact, Spirit could be used to set the maximum for Magicka. For the most part, Spirit would be used for semi-permanent effects -- for example, summons, wards, or certain buffs could have an indefinite duration (and the Spirit expended on the effect would not regenerate until the effect was canceled/dispelled/destroyed). It could, however, also be used for spells that would disruptive if overused. Magicka would be for spells that are going to be used repeatedly.
Spirit can be bind to time(real slow, full day maybe?) or number of spells(intelligence or intelligence/4). So resting can be meaningful in this system as much as magicka regeneration.
Summons can stop regenerating with extended duration or better, summons will stop regeneration and use remaining magicka for duration extension.
60 second ancestor ghost50/100 magicka/spirit(max magicka)60 + 50 seconds = 110 seconds.We must assign half of it or it will deplete. 60 + (50/2) = 85For giving it a meaning multipliers60 + (50/2) x 4 = 160 sec4 is for ancestor ghost.For Golden Saint multiplier is 1.60 + (50/2) x 1 = 85 sec
Here is an example of 3 color UI:
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/new%20UI/?action=view¤t=Move45.jpg
I should definitely animate the lower part. I'm not an artist couldn't find a nice way to do it. Suggestions are welcome.
Bonus 4: Sleep necessities: Powered by Spirit System
This type of dealing can be added to health and fatigue too. For NOM like necessities:
Without sleeping:
Starting after 1 day for fatigue, 3 days for full depletion.
Starting after 5 days for health, 2 days for full health depletion.
Health will regenerate but for minor wounds. All hits over 30%(or some other cause) will hit max health while minor hit will fall to regeneration area.
It is possible that sleeping won't restore original health if there are major wounds. Making health potions, healers and magic real necessities.
Bleeding. A warning when you try to sleep, "Major wounds bleeding" message. It can also activate the max health fall.
Bonus 5: Pop-ups messages
I don't like pop-ups and I don't think they're a necessity. This is a philosophy thing I guess. A visual and sound cue must be enough to pass what's going on. Here some simple suggestions that can work better than the "you can't sleep--" messages.
When you try to sleep in wilderness, instead of a pop-up message:
character crouches,
a wild animal noise, human noise(howls, whistles any sound cue.)
character stands up.
on water:
character crouches,
splash noise,
character stands up.
On air,
nothing happens. I mean really...
Here we satisfied all visual and sound cues.
let's do it for bleeding:
character crouches,
a weak injury voice showing blood in some way(not fading hit fader, also my UI will always be active in a bleeding case, normally it fades),
character stands up.
character crouches,
press t again,
character sleeps and dies.
If there is any other messages I skipped or you have a suggestion, please report it.
Bonus 6: How to be a GOD and armorer skill
Since the game involves gods, and becoming one is a possibility. I have to find a way to add it to this system. As the lore suggests, the power is coming from artifacts. So you can get powerful weapons that gives you godly powers. I'm thinking giving these weapons very high conditions like 50000/50000 but no armorer can repair them. So you have to use them wisely. When condition reaches zero the weapon becomes a one level down version of the same weapon which can still be good compared to other weapons in game but not godly anymore.
A magic version can be still the same but an unchargeable version of an enchant.
While going into armorer skill, I understand the armorer must have some powers. Like increasing the stats of a weapon or decreasing them. If an armorer is low on his/her skill, he/she can repair(condition) the weapon but decrease its efficiency(stats). But with high armorer skill, in addition of repairing, he/she can also increase the weapons stats. The weapons can have potentials about their higher efficiency. Much like enchanting. :wink_smile:
All stuff here depends on Morrowind's flexible, open ended, freedom oriented design adding another level to it without breaking it.
Discussions, expansions and formulating input is welcome/needed.
Thanks for listening my boring boring boring English.