Weapon charges anyone?

Post » Mon Jul 04, 2011 10:34 pm

Maybe I was playing a different game to anyone else, but I never needed soul trap as there were filled gems everywhere.

I never needed soul gems because I never used enchanted weapons.
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elliot mudd
 
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Post » Mon Jul 04, 2011 9:35 am

I hate charges would rather see a new system, something like weapons repairs being much harder to do and expensive.
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Taylrea Teodor
 
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Post » Mon Jul 04, 2011 6:43 pm

well maybe the problem isn't the enchantement but that it was no actual difference of an aprentice in swords than a master when they use enchanted weapons...when i play as a mage i don't really need to enchant my waepons all the time( i have and 2 daggers)...i think the best solution will be that the waepons will be able to recharge themselves but if u feed them with souls they will become stronger(after 10 or 20 recharges or so) to a maximum limit...that way it feels like forging your own weapon which should be costly moneywise and timewise,,,
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brandon frier
 
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Post » Mon Jul 04, 2011 7:27 am

I never needed soul gems because I never used enchanted weapons.

I never used soul gems because I only used pre-enchanted weapons

I hope that they give enchantments less power rather than having a recharge time.
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Victor Oropeza
 
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Post » Mon Jul 04, 2011 8:38 pm

well, i can see a reason if your enchanting a sword. a sword/axe/mace is still good without the charges.

Staffs have fairly high charges usually, and it should be like that because its actually a magic weapon with no other means of use.

a bow should have quite a few charges because of the arrows;at least a hundred charges. unless of course its enchanted into a near superweapon.
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Darrell Fawcett
 
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Post » Mon Jul 04, 2011 2:23 pm

I'd prefer if enchantments left the weapon completely when charges were used up. Permanent enchantments would mean much weaker enchantments, which is ok for some weapons, but I thought the temporary powerful effects were nice like scrolls and poisons and some enchantments make sense to me when used like this.
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abi
 
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Post » Mon Jul 04, 2011 4:18 pm

30? I had weapons with less than that. And made sure they were created with a 1 or 2 second soul trap, carried Azura's Star, and never had a problem since any non-NPC I fought let me recharge. It ain't broke, I don't see any reason to fix it. :shrug:

Except any mechanic that requires:
1.) A high-powered Daedric Artifact you may or may not be able to acquire on any given playthrough
AND
2.) Requires you to fight a specific type of enemy that's prone to not appearing when fighting non-eligible targets.
AND
3a.) A need to cast a moderate level spell (Soul Trap required at least 25 points in the associated skill to cast)
OR
3b.) Custom weapons only, thus making the dozens of pre-existing magic items, including hand-placed artifacts, impractical to use.
IS
BROKEN!
AND
NEEDS TO BE FIXED
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Danel
 
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Post » Mon Jul 04, 2011 10:42 pm

I feel like certain, more legendary weapons should retain permanent charges.
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Eilidh Brian
 
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Post » Mon Jul 04, 2011 8:50 pm

I liked what the 'Enchantment Enhanced' mod did... being able to enchant multiple times, with each extra soul gem adding to the weapon's total reserve, and similar effects being combined. ^^ One full effect that consumed most of the first soul gems' energy, followed by one or two piddly similar effects that simply bulk up the reserve, for instance to allow more hits on a full charge.

With any luck, the enchantment in Skyrim will be something like that. ^^
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Dawn Porter
 
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Post » Mon Jul 04, 2011 8:30 am

I feel like certain, more legendary weapons should retain permanent charges.

At the very least, this. I love games that reward you for exploring, and finding some "legendary" sword with 20 charges that doesn't do anything you couldn't do with a spell isn't really a reward.
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Charlie Sarson
 
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Post » Mon Jul 04, 2011 9:17 pm

Except any mechanic that requires:
1.) A high-powered Daedric Artifact you may or may not be able to acquire on any given playthrough
AND
2.) Requires you to fight a specific type of enemy that's prone to not appearing when fighting non-eligible targets.
AND
3a.) A need to cast a moderate level spell (Soul Trap required at least 25 points in the associated skill to cast)
OR
3b.) Custom weapons only, thus making the dozens of pre-existing magic items, including hand-placed artifacts, impractical to use.
IS
BROKEN!
AND
NEEDS TO BE FIXED


lol umad?

The only thing broken and in need of repair is people's inability to think and figure out how to make use of the existing, perfectly-sufficient system rather than blaming their lack of ability to do so on the developers.
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Richard Dixon
 
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Post » Mon Jul 04, 2011 10:29 pm

Would be nice to see a hybrid of Morrowind's and Oblivion's systems, where your enchanted items slowly regain charge (slower than in Morrowind) and you can also refill them with energy from captured souls. The biggest problem with how they handled it in Oblivion was that it takes forever to navigate through the menus to select your Azura's Star, considering it's something you would inevitably be doing pretty frequently.
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Jordan Moreno
 
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Post » Mon Jul 04, 2011 6:57 am

Would be nice to see a hybrid of Morrowind's and Oblivion's systems, where your enchanted items slowly regain charge (slower than in Morrowind) and you can also refill them with energy from captured souls. The biggest problem with how they handled it in Oblivion was that it takes forever to navigate through the menus to select your Azura's Star, considering it's something you would inevitably be doing pretty frequently.


Hotketys ftw...I could recharge mid-fight in an instant and did so frequently.
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Sunnii Bebiieh
 
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Post » Mon Jul 04, 2011 8:08 pm

You could hotkey Azura's Star? I never actually tried, I figured it would only work for weapons, potions and spells :rolleyes: Thanks for the information, I guess Oblivion's system was just fine then haha
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Ana Torrecilla Cabeza
 
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Post » Mon Jul 04, 2011 7:04 pm

I feel like certain, more legendary weapons should retain permanent charges.


This is the only part of the current system I think needs to change.
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Dan Endacott
 
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Post » Mon Jul 04, 2011 1:36 pm

lol umad?

The only thing broken and in need of repair is people's inability to think and figure out how to make use of the existing, perfectly-sufficient system rather than blaming their lack of ability to do so on the developers.

How is a system that requires a character to have
a.) Completed a task and please a Daedric Prince (to get Azura's Star)
b.) Explored most of the world, visit every damn city on the map, and solve a sizable number of medium-to-long quests (On top of any other local quests, unless you like fast travel)
c.) Avoid quests that have you kill large numbers of an un-soultrappable creature, or stock up on soulgems and farming the strongest critters you can find prior to undertaking such quests.
be "perfectly sufficient", considering you start getting your first mildly enchanted weapons within an hour or two of play.
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Kayleigh Mcneil
 
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Post » Mon Jul 04, 2011 2:57 pm

lol umad?

The only thing broken and in need of repair is people's inability to think and figure out how to make use of the existing, perfectly-sufficient system rather than blaming their lack of ability to do so on the developers.

Why should we have to play Sim Parking Meter 2011 because the developers seem to be the only ones on Earth who can't figure out how to balance weapons without some awful recharging system without prompting us to "PLEASE INSERT SOUL TO CONTINUE" every 2 minutes. Figuring out how to keep your weapon charged doesn't require thought at all, but that doesn't stop it from being about tedious, boring and bland mechanic.
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phil walsh
 
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Post » Mon Jul 04, 2011 7:39 pm

I think that we should be able recharge our enchanted items with our own magicka, using our enchanting skill. At level 10 enchant, 10% of magicka goes to charge, so on until 100. That way soul gems still are useful for when your enchant skill is low and to create enchanted items, while making the enchant skill actually...useful. All through Morrowind, enchant was one of my major skills, it only got to 40 something, and I tried to get it high.
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Michelle Serenity Boss
 
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Post » Mon Jul 04, 2011 1:59 pm

I say get rid of charges althogether, just have the enchantment stay on at all times. Same with weapon condition, both these feature while somewhat realistic added nothing good or fun to the game. Take them out.
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Miss K
 
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Post » Mon Jul 04, 2011 12:22 pm

I hope they make the weapons glows look really nice, I never like the way they glow/shine.
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Leilene Nessel
 
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Post » Mon Jul 04, 2011 8:28 am

I hope they make the weapons glows look really nice, I never like the way they glow/shine.


I hope they don't have any visual que that a weapon is enchanted, it should have some effect when striking an enemy but not when it justs strapped to your back. I asked this in the Q&A, hopefully it will get answered.
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Devils Cheek
 
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Post » Mon Jul 04, 2011 9:06 pm

I say get rid of charges althogether, just have the enchantment stay on at all times. Same with weapon condition, both these feature while somewhat realistic added nothing good or fun to the game. Take them out.

I've come to disagree on the weapon-quality issue, though I don't quite like its previous implementations. But, it has become an acceptable part of the RPG genre, since Rogue and Nethack.

Limited charges on swords, bows, and similar weapons, though, are an irritation unique to TES.

I hope they don't have any visual que that a weapon is enchanted, it should have some effect when striking an enemy but not when it justs strapped to your back. I asked this in the Q&A, hopefully it will get answered.

I do like the effects of magic weapons, as long as they stick to the business end instead of being universally-applied Plastic Wrap. I love LAME's weapon-enchantment effects.
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KIng James
 
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Post » Mon Jul 04, 2011 12:15 pm

Don't make enchantments that do 60 damage on each strike and you won't have this problem.
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Micah Judaeah
 
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Post » Mon Jul 04, 2011 3:13 pm

Don't make enchantments that do 60 damage on each strike and you won't have this problem.

... I have this problem with weapons that do five points of damage per strike, with Grand Soul Gems.

It's also a problem with every single Sigil Stone enchanted item in Oblivion, and every artifact except Umbra.
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Leah
 
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