The Crafting Skills of Archetypes

Post » Wed May 18, 2011 7:21 pm

Wuz going on fellow fans, how are you guys holding up in the wait? Suffering I know, me too I'm seriously considering dressing up as dovakiin this halloween complete with sword, shield and voice lol. Anyway, I was just thinking of the crafting skills that belongs to each archetype and I couldn't help but wonder about the possibilities of each, what perks will they have, how will they effect gameplay, what missions will we recieve if that skill is high enough. Stuff like that, I have my own ideas but I'd love to hear yours. Penny for your thoughts.
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pinar
 
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Post » Thu May 19, 2011 1:45 am

I hope the redesigned alchemy now requires having a bottle and a base liquid (water, beer, wine, liquor, maybe tea, etc) to make potions with. You could fill empty bottles with water from a stream/well or alcohol from a barrel, and they would be reusable after drinking the potion. Also I hope the system is a bit more interactive with the alchemy equipment, instead of just appearing in the menu slot and having an effect on the potion. Some animations of your character using the equipment in the background as you choose ingredients would be nice (e.g. your character grinding ingredients with a mortar/pestle, heating ingredients with a calcinator, and distilling water/alcohol with their alembic/retort).

Also, I'm hoping for inebriation effects when you consume alcohol, skooma/moon sugar, or other drugs. Maybe stronger alcohol in a potion could give more powerful effects but also cause you to get drunk. These effects with obviously be dependent on your alchemy level, perks, and equipment.
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Sarah Bishop
 
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Post » Thu May 19, 2011 6:48 am

First off for Smithery, I will list everything I know about it and then build from there with my own ideas and guesswork.

1.) Can be done as a job in town, which means refreshing pay that doesnt come from constant bartering of loot accumalated by scavenging dungeons and such or finite guild missions.

2.) I've heard it said that armor is a lot more diverse.

3.) If we raise any skill to high enough level, we will be given unique quest and such regarding that skill.

4.) Perks are intended to build upon skills.

Now I will build with ideas and guesswork.

1.) Will we be able to own our own shop? It would be a really nice touch especially if we have to actually run it by like investing our money by hiring NPC as workers to attend the shop and gather materialls such as iron, steel and such from mines. If our noteriety and income was based upon our skill in smithery.

2.) Will we be able to customize our arms and armor, like give it different colors and designs? Will different colors and designs give that armor bonuses like dark colors increase stealth ability? Or will a design provoke fear in enemies? Could certain types of armor intimidate enemies? Are there multiple types of armor pieces that can be made from different materials, for example can you take an elvish designed guantlet but make its material iron or amber? Will we be able to design sets of armor that are made specific purposes, like battlemage armor that is designed to give protection but not hinder a mages magic, maybe actually augment magic if a certain ore is used to make it. Could a certain ore be naturally resistant to magic like iron or something. Will we be able to intergrate clothing with armor such as hoods, cloaks, loincloths and color and add designs to those too? What about arms? Can we make a blade out of an ore that produces an allergic reaction to a race or dragons? Could we make weapons that drain the magic out of enemies because it naturally absorbs magic? Can we designed a weapon a certain way, like give it teeth to really cause foes to bleed? Can guantlets be used as weapons when they are equiped and you are unarmed, for example a pair of guantlets with spikes or blades set in them so when fighting unarmed you fight slightly different? These ideas I am having are somewhat rooted in the thought that smithery can be treated just like alchemy with different ingredients (ore, designs, colors) to produce different effects in the product.

3.) If we own a shop will there be competetion? Dirty competition? Hiring robers and mercenaries to cripple other arms dealers so more income comes your way at the risk city gaurds and such retaliating against you and damage to your reputation. Hiring guards to protect your shop and miners? What if famed adventurers or people in general came to you with specific orders for arms and armor, custom work and you get paid highly for it? What if there are beautiful, exotic ore that have powerful effects (ex. do not need to be repaired at all) in rare places that you can go search for or have mercenaries from the fighters guild search for it or even better higher fighters guild mercenaries to accompany you to find this stuff and fight with you and you have to pay extra if they die on the job? What if a merc decideds that he wants to kill everyone and take the valuable ore for himself and you have to provide proof that he did so (maybe a journal or something)? Can we hire assassins to take out another shop owner thats searching for this material without getting our hands dirty? What if we get so good at what we do that guilds and groups, nobles and counts try to offer us contracts to make armor for them exclusivly like Necromancer armor or Dark Brotherhood design armor, city guard armor and stuff like that and we become filthy rich off of that. Will lots of people try to talk to us because were famous at what we do, will women make offers because our fame? Can we collaborate with other archetype crafts to make extremlly powerful items like working with a master enchanter to make a beautiful sword that can be set ablaze with ethereal fire if you hold the button its assigned to while standing still? Or if we work together to create magic gloves or guantlets that are empowered with electricity so when the final blow comes an animation occurs where the guantlet crackles with electricty and is shoved through an opponents chest. The way radiant story is being described this stuff seems very possible to me.

4.) Perks, perks, perks. Where do I start. A perk that requires a high skill and/or fame to make the weapons and armor you make extremly valueable. A perk to give special weapons we make special finishing moves or animations. A perk to allow us to choos what animations our weapons have. There are so many.

Tell me what you think.
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Luna Lovegood
 
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Post » Wed May 18, 2011 9:31 pm

Crafting weapons and armor from dragon parts would be sweet icing on an already rather tasty cake.

And yes, I can't wait to see what they do with alchemy... I'd love to see potion/poison grenades!
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Carlos Vazquez
 
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Post » Thu May 19, 2011 2:30 am

Crafting weapons and armor from dragon parts would be sweet icing on an already rather tasty cake.

And yes, I can't wait to see what they do with alchemy... I'd love to see potion/poison grenades!


Grenades in Skyrim? :ahhh: This is :ahhh: outrageous :ahhh:! I will not :ahhh: stand for this! :ahhh:
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Phillip Hamilton
 
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Post » Thu May 19, 2011 8:46 am

Grenades in Skyrim? :ahhh: This is :ahhh: outrageous :ahhh:! I will not :ahhh: stand for this! :ahhh:



They have runes, which are pretty much grenades.
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Maria Garcia
 
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Post » Wed May 18, 2011 6:57 pm

They have runes, which are pretty much grenades.


No they aren't.
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Natalie Taylor
 
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Post » Wed May 18, 2011 10:02 pm

No they aren't.



How are they not? They don't use gunpowder but there pretty much the same. There both small hand held anti-personal explosives.
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Austin Suggs
 
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Post » Wed May 18, 2011 8:38 pm

I don't see anything wrong with being able to make and throw bottles of acid or combustible liquid. It seems like any time anyone mentions a feature on this forum that would remotely resemble something from any FPS or any RPG that isn't TES people freak out.
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CArlos BArrera
 
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Post » Thu May 19, 2011 11:06 am

Maybe grenades was the wrong word. The last thing I want to see is Bethesda implementing certain mechanics as a direct market to the COD crowd.

I just think it would be a cool addition for the alchemist who doesn't want to invest in a destruction skill to use his poison as a weapon. Rather than applying it to an arrow, he could use it more directly hmmm..?
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Jeffrey Lawson
 
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Post » Thu May 19, 2011 3:24 am

I don't see anything wrong with being able to make and throw bottles of acid or combustible liquid. It seems like any time anyone mentions a feature on this forum that would remotely resemble something from any FPS or any RPG that isn't TES people freak out.


Poison and fire bombs wouldn't be out of context imo. An actual explosive grenade, would be sadly. But that could be easily worked around, for example the items the Elemental Atranochs drop could be used to form some sort of grenade, but that would be magical in nature rather than scientifical (gunpowder).
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Inol Wakhid
 
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Post » Thu May 19, 2011 10:31 am

Well I am really digging the added on job/work feature reminds me of those good time blacksmithying in Fable 2 can't wait to get started in Skyrim.
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Sun of Sammy
 
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Post » Thu May 19, 2011 11:05 am

Maybe grenades was the wrong word. The last thing I want to see is Bethesda implementing certain mechanics as a direct market to the COD crowd.

I just think it would be a cool addition for the alchemist who doesn't want to invest in a destruction skill to use his poison as a weapon. Rather than applying it to an arrow, he could use it more directly hmmm..?

Grenades =! CoD, that's is quite an absurd assumption. http://en.wikipedia.org/wiki/Grenades#History are not just a modern invention, and have been around for over a millennium. I would not be opposed to incendiary, poisonous, or any other kind of hand held grenade type device in Skyrim. It isn't even that outrageous considering that Cannons are confirmed in lore (I think? Or is it just the Dwemer that have those?), so simple exploding vials is nothing.
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ladyflames
 
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Post » Thu May 19, 2011 8:45 am

Poison and fire bombs wouldn't be out of context imo. An actual explosive grenade, would be sadly. But that could be easily worked around, for example the items the Elemental Atranochs drop could be used to form some sort of grenade, but that would be magical in nature rather than scientifical (gunpowder).



You mean like the magical runes there going to add that are thrown at the ground and then explode?
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Kelvin Diaz
 
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Post » Wed May 18, 2011 10:50 pm

Grenades =! CoD, that's is quite an absurd assumption. http://en.wikipedia.org/wiki/Grenades#History are not just a modern invention, and have been around for over a millennium. I would not be opposed to incendiary, poisonous, or any other kind of hand held grenade type device in Skyrim. It isn't even that outrageous considering that Cannons are confirmed in lore (I think? Or is it just the Dwemer that have those?), so simple exploding vials is nothing.

Read the thread. Potion grenade was first mentioned by yours truly as something I would like to see implemented. I was just saying that as soon as I say 'grenade' people immediately jump to the modern fps, CoD esc.
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Arrogant SId
 
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