[WiP] Weapon Balance mod

Post » Fri May 27, 2011 4:14 pm

I'm glad to here it was great.

And yes, great minds DO think alike.
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Stu Clarke
 
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Post » Fri May 27, 2011 5:09 pm

Idea: enchanted items.

Generic = add +50 gp to the price.

Special = add +200 to the price

Unique = add +500 to the price

Artifact = add + 950 to the price

in other words, Pricen = 150 * n, where n0 = 1 (I think I've described it right. I haven't done this sort of stuff in a reeeeeally long time).

Then add the magnitude*duration to the price. If the duration is variable, use the average time (i.e. if 1 to 10, use 5). If constant effect, multiply the enchantment price (magnitude) by 100 and add to the magnitude price.

Does that sound good? :unsure:
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quinnnn
 
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Post » Fri May 27, 2011 1:56 pm

My suggestion is, make all items be able to sell at shops, I mean no more than max merchant gold seen :) so all would be worth whole value:) artifacts should have 0 price in my opinion to avoid cash abusing :)
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Auguste Bartholdi
 
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Post » Fri May 27, 2011 4:21 am

My suggestion is, make all items be able to sell at shops, I mean no more than max merchant gold seen :) so all would be worth whole value:) artifacts should have 0 price in my opinion to avoid cash abusing :)

Something like that is beyond the scope of this mod. As it is, making sure each and every armor/weapon pre-placed in the game world has the correct stats is going to be enough of a pain in the butt.
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liz barnes
 
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Post » Fri May 27, 2011 11:16 am

About that max merchant gold, just make sure you wont set up any weapon beyond 5k gold value and it should be ok :) what about artifacts idea?
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Chloe Botham
 
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Post » Fri May 27, 2011 4:55 pm

About that max merchant gold, just make sure you wont set up any weapon beyond 5k gold value and it should be ok :) what about artifacts idea?

I don't think I'll do that. Expensive items mean it will be expensive to purchase. The merchant gold cap already set in place means that even if your item is 12,300,000 septims, you'll only get 1000 for it. :shrug:
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 11:10 am

Have you thought about that unneeded ( for example artifact dagger, me use hammers ) milion septims item could be exchanged for very much others at shop? :)
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katie TWAVA
 
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Post » Fri May 27, 2011 6:29 pm

Have you thought about that unneeded ( for example artifact dagger, me use hammers ) milion septims item could be exchanged for very much others at shop? :)

This mod is not intended to be a merchant/economy adjuster/modifier. If a player wants to sell their amazing artifact for 5,000 ash yams, then I'm sure the local merchant would be tickled pink and rush out to scour all of Vvardenfell for said ash yams. Heck, I'd save up 5k ash yams for something like Goldbrand. :P
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Alan Cutler
 
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Post » Fri May 27, 2011 9:47 am

How about taking prices from PTE? Or making a compability patch for yours mod and him?

All in all, prices are part of balance ^^
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Lizzie
 
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Post » Fri May 27, 2011 1:47 pm

How about taking prices from PTE? Or making a compability patch for yours mod and him?

All in all, prices are part of balance ^^

I don't mean to sound like a jerk, but if I'm not using the mod, I'm not going to make a patch for it with my mod. :shrug: I have limited time and energy, which I'm directing toward my own projects and things that are relevant to my interests.

I don't intend to change my stance on this. It isn't my responsibility to worry about whether or not someone's willpower is too weak to resist attempting to exploit prices - which they will do with vanilla prices, never mind my own changes.
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Da Missz
 
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Post » Fri May 27, 2011 5:21 pm

Hmmm...

You could use the base cost of the spell..

Like so:

Price=(BaseofItem) + (SpellBaseCost*Magnitude*Duration)

I'm not sure just how much of a problem that might be... Hmmm

Your idea works too.
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El Goose
 
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Post » Fri May 27, 2011 2:54 am

Hmmm...

You could use the base cost of the spell..

Like so:

Price=(BaseofItem) + (SpellBaseCost*Magnitude*Duration)

I'm not sure just how much of a problem that might be... Hmmm

Your idea works too.

Is there any place I can find the SpellBaseCost? Is that the magicka cost, or the gold cost? :unsure:
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CArla HOlbert
 
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Post » Fri May 27, 2011 12:19 pm

Is there any place I can find the SpellBaseCost? Is that the magicka cost, or the gold cost? :unsure:



http://www.uesp.net/wiki/Morrowind:Spell_Effects

Think this is it!
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Nana Samboy
 
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Post » Fri May 27, 2011 6:42 pm

http://www.uesp.net/wiki/Morrowind:Spell_Effects

Think this is it!

YES! :rock:

At last, progress can be made! Mwahahahaha...
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Nicholas C
 
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Post » Fri May 27, 2011 12:11 pm

YES! :rock:

At last, progress can be made! Mwahahahaha...


Happy to be of help. Can't wait to see the release!
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Katey Meyer
 
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Post » Fri May 27, 2011 2:22 pm

Happy to be of help. Can't wait to see the release!

Yeah, Autocthon and I are developing the formula we'll need to use for calculating the enchantment costs. We plan on making it as close to the spellmaking system as possible, with price adjustments for CE, strike, self, touch, use, et cetera. Does anyone recall off the top of their heads the price multiplier for self vs use?
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Antonio Gigliotta
 
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Post » Fri May 27, 2011 11:02 am

This may or may not help, but if you look at Taddeus' balancing mod, there is a weapons balance. According to the readme, he uses a mathematical process to change a lot of things about weapons. he also has an enchantment balancing esp as well. I'm not sure if either of these will help, but you could take a look at them to see. Hopefully it will be useful..

here is a link to the http://www.mediafire.com/?fvymbflcycswith the weapon and enchanting mods in them.
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NeverStopThe
 
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Post » Fri May 27, 2011 5:35 pm

This may or may not help, but if you look at Taddeus' balancing mod, there is a weapons balance. According to the readme, he uses a mathematical process to change a lot of things about weapons. he also has an enchantment balancing esp as well. I'm not sure if either of these will help, but you could take a look at them to see. Hopefully it will be useful..

Well, all the calculations are actually done. Autocthon and I have made progress synthesizing a formula to calculate the enchantment price, based on an input of the spell effect's properties (duration, magnitude, area); in other words, a formula to calculate the gold cost of a spell. I just have to sit down and start plugging in spells. But thanks for keeping an eye out for that, Spiffyman! :thumbsup:

And thanks, everyone, for your patience with the mod. It is definitely NOT vaporware, of that I can assure you. ;)
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Beth Belcher
 
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Post » Fri May 27, 2011 5:00 pm


And thanks, everyone, for your patience with the mod. It is definitely NOT vaporware, of that I can assure you. ;)
Weapon Balance Forever! (cheap gag) :thumbsup:
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Farrah Lee
 
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Post » Fri May 27, 2011 6:00 pm

This is still alive? good to know ;P
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Latino HeaT
 
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Post » Fri May 27, 2011 6:28 am

This is still alive? good to know ;P

I"m not dead yet, and neither is the mod!
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Sasha Brown
 
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Post » Fri May 27, 2011 4:43 am

how has this been going?
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Crystal Birch
 
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Post » Fri May 27, 2011 11:30 am

how has this been going?

Glacial: inexorable, but slow. :P

In other words: I'm waiting on Dragon32 to help me set up all the fancy scripts for the enchantment cost maker section of the spreadsheet. Once I get that, then I have to calculate enchantments. That should be the last thing in the spreadsheet phase of the operation. Next comes the CS part of all this; I have to manually make some new enchantments and everything (for balancing), and that take a bit of time, as does making changes to certain base items' default textures and meshes.
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 3:53 am

Glacial: inexorable, but slow. :P

In other words: I'm waiting on Dragon32 to help me set up all the fancy scripts for the enchantment cost maker section of the spreadsheet. Once I get that, then I have to calculate enchantments. That should be the last thing in the spreadsheet phase of the operation. Next comes the CS part of all this; I have to manually make some new enchantments and everything (for balancing), and that take a bit of time, as does making changes to certain base items' default textures and meshes.



Soooo... still going slowly, I mean the glacier hasn't melted away in the warming climate?
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Stephanie Kemp
 
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Post » Fri May 27, 2011 7:27 am

Soooo... still going slowly, I mean the glacier hasn't melted away in the warming climate?

:lol: I'm still progressing slowly. The spreadsheets are up and working (thank you, Dragon32! :hugs: ), and I'm currently calculating the price of all the generic enchantments on weapons, and slapping the prices onto those weapons' base prices.

A few tid-bits that might be fun:
There are those "cruel" and "dire" swords, - well, I'm changing them entirely to enchanted bows and crossbows to liven up the marksman selection. I also changed a few of those redundant steel longswords into sabers, and a few into battle axes to fill in some of the generic enchantments in the steel series. I've standardized fire/frost/poison/shock damage for generic weapons. There are a few grades, one for Iron (1-4 pts), things ending in "-bite" (3-5pts), steel up to glass is 3-7pts, and glass and above is 5-11pts. I've retained the "wild" enchantments for glass daggers and dwemer shortswords. I've changed the three staffs that normally deal 'damage attribute' to something a bit more useful: absorb attribute. Not a major change, just something to be a tad more useful.

The enchantments on bows and crossbows are Cast when Used. I've got three set up: paralyze, silence, and dispel - mimics the shaft of Holding, Nonsense, and Unraveling (enchanted steel arrows), and will bear the same enchantment names ( of Unraveling, of Holding, of Nonsense).

Minimum base damage of weapons of higher quality can now be up to 10pts minimum damage. That's the way the calculations turned out, and I agree with it, as it doesn't make sense that my Daedric Dai-Katana could possible do one point of damage. :P

So, yeah, I'm working on it bit by bit. I've also been playing a lot of games instead of looking at spreadsheets... :hehe:
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Steeeph
 
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