Elder scrolls- two steps forward, two steps back?

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Joccaren

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Mar 29, 2011
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SajuukKhar said:
-If the difference between a 100 one-handed warrior, and a 100 one-handed mage, is three flavor power attacks, there isn't much real difference at all. That's like saying a warrior and mage are different because the warrior does 6 bleed damage over 3 seconds, while a mage does 4 bleed damage over 6 seconds, its a trivialistic increase.
And ATM its that same trivialistic increase. Lets not also forget the Warrior deals double damage thanks to the 5 20% increase perks, swings a lot faster when dual wielding and does a lot more damage on duel wielding power attacks. None of this is tied to the weapon perks. Also, what is with you and complaining about how things like stats only give minimalistic increases, and then suggest minimalistic increases yourself. Warrior does 6 bleed damage and mage does 4? Why not Mage does 5 over 5 seconds and warrior does 20 over 5 seconds. Large jump. Problem solved. Don't just substitute an easily solved problem that hasn't even been discussed into someone else's solution. Instead think that maybe it could be done well, rather than being a worst case scenario, and comment that "Maybe that could work, provided the difference between the warrior and mage was great enough in aspect x", rather than assuming it won't be.

Also, if a mage tried to raise his one handed after spending all of his perks in his magic skills, as a mage would, then he wont be able to match a warrior, because he has spent all of his perks. This is a system tat makes REAL effective character differences, and not some flavor only BS.
Uh, no, not really. A mage could still max out the perks in the warrior tree. I've done it before. Of course, it all depends on what sort of mage you're playing - are you playing the mage that learns every spell in the book, and masters every perk in every magic tree, or are you a mage that specialises in one or two trees of magic, and only gets the useful perks. The former couldn't max out the useful one handed tree perks. The later could easily.

-Stagger actually determines how much of the stagger animation plays, not your chances of staggering an opponent. So it affects how long they stay staggered.
Minutely between weapons, excepting the one handed to two handed jump.
Sword has 0.75, axe has 0.85, and mace has 1.
Two handed sword has 1.1, a considerably larger jump overall for just the lowest stagger 2 handed weapon.
Note: Each of these values is pulled directly from the Creation Kit for the Daedric weapon set, though stagger remains the same value for all weapons of that type from Iron to Daedric thanks to Bethesda's balancing. Thankfully there are mods that fix that.

-Yes, the tradeoff is worthwhile, that is kinda the point.
To be honest I'm not even sure what we're talking about here anymore seeing as we're agreeing with each other on everything, and I'm not going to bother going back to check, so I'm just going to leave it at this.

-Because you are using a obviously broken system, and one they admittedly need to fix, and using that broken system to make the game far easier then it should be. That is exploiting defined.
So so much as getting a companion is exploiting the game?
Wow. I'll tell you what else is exploiting the game?
Filling in the Perks for any tree in the game as the balance is obviously broken so that even maxing one of them turns you into a god of death that nothing can stand against. One-Handed, Two-Handed, Destruction, Archery, Sneak, Smithing, Alchemy, Enchanting - all make the game far easier than it should be. Apparently that is exploiting defined.
I'm not going out of my way to to use my companions as a meatshield. They're my carry sack if anything, but you can't stop them charging in. If I've got to miss out on one of the game's systems because apparently its "exploiting" to even touch that system, there is something seriously wrong with the way the game is made.

-Magic isn't viable with perks if you only use the most basic spell, but why would you? Magic, except destruction magic, is so OP with perks its crazy.
Same goes with non-perked magic. You can learn all these spells without perks. Perks give them a bit of extra oomph, but its hardly necessary for them to be viable.

-Where did you get the level 10 mage from? I was talking about a level 81 mage with 100 destruction skill, and no perks.
I got level 10 mage from the fact you had 200 magic. What, did you have 700 health on that mage, or 700 stamina?
You get 10 points to spend on Health, Magic or Stamina each level. At level 81 you should be far closer to 800 magic than a mere 200. If you're not, you're really not playing a mage.

-Dragon Age: original still suffers from the problem that most mages will play like each other, because the way the spell and stats system is made, if forces mages as a whole down a samey path, same with warriors, and rouges. Comparatively, Skyrim offers far more variation in what you can do with mages, warriors, and thieves, then DAO did, and it does so without stats.
Agreed, though this is a different problem from your problem with stats. It comes down to how people play the game mostly.
The difference between warriors and mages, however, is quite large. Rogues suffer from the Dragon Age team trying to make them combat viable rather than the general D&D utility rogue, who existed to scout ahead, unlock chests and disarm traps, and get a few backstabs in a fight.

Funny how games with stats always seem to impose conformity amongst character types, and when removed, the conformity vanishes, in large part.
It doesn't so much impose conformity as the players prefer to conform. There are optimal mage builds in DA:O, certain spells and such that are better to get than others. Thanks to the way the fanbase thinks, they'll try to build all their mages towards this optimal build in order to max out the usefulness of their characters, rather than building something for 'fun' - though maxing characters can be fun too for some people.
Such builds exist in Skyrim as well. There will be a build that is far more OP than any other in the game. Why doesn't everyone go for it?
They don't care about min/maxing their stats, and instead just head out to have fun and do whatever they want.

-How is a fireball, and a fireball with an added fear effect the same spell? Is a fireball, and a fireball that has a 15 foot aoe effect the same spell also?
Unless it comes as a different spell named "Fireball - AoE", yes. Is it really that hard to understand?
The way you're talking is as if there are over 10 types of attack per animation for one handed weapons:
Attack with no perks
Attack with the +20% damage perk
Attack with the +40% damage perk
Attack with the +60% damage perk
Attack with the +80% damage perk
Attack with the +100% damage perk
Attack with the lvl 1 Critical Damage perk
Attack with the lvl 2 Critical Damage perk
Attack with the 20% damage and lvl 1 Critical Damage perk
ect.

Simply adding a special effect on the side of an already existing spell does not make it a new one. It just adds an extra effect to the side.

Once again, perk change the spell into something It wasn't before, be it by added damage, or extra effects. Trying to say that a fireball spell, and a fireball spell with an AoE effect, and a fireball spell with an added fear effect, are all the same spell, is disingenuous.
In case you haven't noticed the main thing that I'm picking on here is the "Added damage" thing.
Why is +20 magnitude on Fireball a new spell if its added through a perk, but not when its added through the spell making system?
 

beastro

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Eddie the head said:
beastro said:
SajuukKhar said:
Gear should not be a progression system IMO, gear should be something you pick because you like it, which is what Skyrim moved to.
Sorry, but chain mail is inferior to plate armour and no amount of modification will change that fact.
Not true. Chain mail distributes kinetic energy much better then plate mail, meaning it blocks projectiles better. Any arrow, or magic attack with kinetic force, would have it's energy "absorbed" and thus not be as effective. So you can't say one is binarily better then the other. It would depend on what is being used.
You're only adding to my point about how games sound have armour types with benefits and trade offs.

Anyway, the benefit of plate has always been cost in labour and material and easier production and maintenance.
 

beastro

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SajuukKhar said:
Player choice > forced limitations.
Without certain limitations games how no proportion.

If you don't want those limitations, mod the game yourself to remove them.

I dont see why people need developers to sit there and babysit them with artificial lockout mechanisms when people can choose to stop power-gaming whenever they want. It's like gamers have no self-control, or self-responsibility, anymore, and so they need developers to run their games for them. It's actually kinda sad.
I would like a return to the removal of the essential tag to npcs in TES games.
 

SajuukKhar

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beastro said:
Without certain limitations games how no proportion.

If you don't want those limitations, mod the game yourself to remove them.
I shouldn't have to mod to remove something, when the same thing can be achived by not needing to mod, and just having people show self-restraint. You can make limitations for yourself, giving the game proportion, and while not preventing those who want to do everything from needing to mod to do everything, problem solved. On top of that, that is totally unfair to the Xbox, and Ps3, players who want to do it, but cant mod.
beastro said:
I would like a return to the removal of the essential tag to npcs in TES games.
Too many people complain as is with Vampires in Dawnguard being able to kill off the half of towns that aren't essential, I can only imagine the mass waves of complaints about how "THIS NPC DIED RANDOMLY AND NOW I HAVE TO RELOAD A SAVE GAME FROM 6 HOURS AGO TO DO THIS QUEST, WAAAA". The lack of essential tags on characters was only possible in Morrowind because essential NPCs were never put in situations where they could be killed by anyone but you since they never moved.
Joccaren said:
-Umm no, ATM its a very large increase because 5 perks of 20% each is quite a substantial increase. How are the perks not tied to the weapons perks? It's part of the fing one-handed skill tree, the skill tree for one handed weapons. Seriously, start making some sense.

Also, such a large jump in bleed damage is totally uunbalancing... way to break the game even more.

-If you maxed out the perks in the warrior tree, then you werent playing a mage, as even at level 81, there isn't enough total perks to max out both.

-OFC the stagger remains the same for all weapons of the same type, stagger is done by weapon type, and why would a Daedric mace stagger more then an iron one? they are both maces. You dont need mods to fix something that isn't broken.

I think you need to redo the math on that
-The difference between .75, and 1, is .25
-The difference between .85 and 1 is .15
-The difference between 1 and 1.1 is .1
The difference between the lowest stagger two handed weapon, and the base 1, is the smallest difference in the game, not the largest.

-One-handed, two handed, destruction, archery, alchemy, and enchanting are not OP. Without doing ungodly smithing/aclehmy exploits, even with all one-handed or two handed, or archery perks, those skills are still fairly balanced as high level enemies have 900-1000+ hp, and the most you can get the best one-handed sword to, even with all the one handed perks, and smithed to legendary minus exploits, is 75 damage.

Sneak is broken like hell though, I will give you that one.

-False in entirety, without the perks to reduce the cost of spells, you will not have enough magicka, or magicka regen, to be ale to kill anything any time soon, the magicka spell reduction perks are 100% necessary, unless you exploit enchanting/alchemy and give yourself 100% cost reduction.

-I was talking in hypothetical, and at level 81, your magic should not be over 400-450, because then you would have several nerfed yourself in hp, and carry weight, and even with that high of magic, it still takes nearly just as long.

-Nope, I am sorry, but this is 100% the result of the way the stats system in DAO is handled, it makes any attempt to do anything different non-vialbe.

-No, it imposes conformity by making the so called "increases" give tirvialistic bonuses, people min/max in games like DAO because it is the only way to get real change in your characters. Skyrim may have uber-builds achived through min/maxing, but the non uber builds are far more diverse then DAOs becuase of the lack of stats, and shifting everything onto perks.

-Its hard to understand because it simply isn't true. I could have a car, add a whole bunch of custom parts to it, and the car's name doesn't change, but it's still a different car then what I started off with.

-Because perks are vanilla parts of the game, and are made to represent the increase in damage of spells that Oblivion had, but instead of giving you like 6 copies of the same spell, they just merge it into one.

Oblivion had like
-fireball - effect:fireball that does 10 damage: rank novice
-fireblast - effect:fireball that does 15 damage: rank adept

Skyrim merged that into
-fireball
-fireball + damage perk

I am only talking about Bethesda pre-made vanilla spells, not crap people make up in spell making, that are not vanilla spells.
 

Spiritofpower

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SajuukKhar said:
*snip* (NOTE FOR CLARIFICATION: THIS IS ONE OF HIS POSTS FROM THE FIRST PAGE, DO NOT BE CONFUSED.)
I, personally, enjoy the heck out of old-school turn-based RPGs. I also enjoy the heck out of newer action games, and action-RPGs. Is it somehow wrong for me to like that style of game? Maybe something about planning out stats and skills and battle strategies that don't rely on my reflexes appeals to me?

Look, I'm not saying you're wrong, but I'm disagreeing with you on your (apparent, I may be misinterpreting things) opinion that old-school turn-based games like Final Fantasy and Dragon Quest (and newer ones like Radiant Historia and Dragon Quest IX) exist only due to nostalgia and the limitations of old consoles like the NES, and should be replaced with action games.

If this is not, in fact, what you were saying, I apologize for misunderstanding you.
 

Danceofmasks

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SajuukKhar said:
If you are going to exploit, then there should at least be some consequence for it. Being the "smith anything to X" god exploit requires you spend many perk points, if they could create a similar system for spell making, requiring you to spend many perk points in order to be able to exploit it, I would gladly accept it.
What are you talking about?
All you need are a couple of enchant effects, and a bunch of fortify restoration potions.
 

Schtoobs

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Arena was brutal hard and probably had more to it than I could comprehend at the time.

Daggerfall was great, but so broken... not falling through the world took a special knack. Think I didn't understand the way the gameplay was delivered or how to get quests or what most of the stats meant. The dungeons were the best in Daggerfall imo, silly big sometimes and seemingly broken but awesome. Layouts felt totally random aswell (think they might have been made using a generating algorithm thingy).

Morrowind was great, almost certainly the biggest leap of all the series, but I don't think it the best, like many seem to.

Oblivion story felt really generic, the lack of a coherent story arc in the previous games added to the mystery and atmosphere for me. Being force fed the story and never getting to feel totally lost takes something away from the last two entries in the series.

Skyrim is my favourite because it's the best mix, the dungeons and caves, although a huge improvement on Oblivions, were abit linear. Maybe I just want to see more crappy auto-generated dungeons. Shit story again, nice enough premise but too much "you are the one of legend", seriously I don't think there are any prophecies left to fulfil in Skyrim. Selfish Dragonborn hogging all the glory.

I think they need to let you get good at everything by using a skill to boost a stat... becoming head honcho at the school of magic whilst not even being able to produce a decent fireball is absurd.

Brilliant series overall.
 

Dethenger

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Verzin said:
Take the archmage quest chain in Skyrim. That was just so disappointing for me. No magic needed to progress, no arcane secrets to discover, mediocre lore, and WAY TOO RUSHED. They're trying too hard to tell EPIC STORIES OF WORLD SHAKING AWESOMENESS and instead telling over-grandiose stories with no substance.
I must concur. I went through the College of Winterhold questline and became the Archmage in an hour or two. I was playing a fucking Thief build.

There's something to be said of exclusivity in content. It makes absolutely no sense that I, being the character that I was, would be able to progress through the College of Winterhold, and that's to say nothing that I somehow became the Archmage at the end of it. Do you know how I even got in? I mean, they make you prove your adeptness at magic, and I hadn't leveled it at all. So, I conjured a Flame Atronach with a scroll. A fucking. Scroll. After that, I just played as normal. Everyone around me was casting spells and shit, meanwhile I was firing arrows from hiding. I mean I guess you could say fine, I gamed them with the scroll and went through without magic, okay, whatever. But to make me the Archmage at the end of it, when I could barely cast a fireball?
And that's to say nothing of the Companions. The Companions are the polar opposite of me. They all talk about how much they hate backstabbers and cowards who cling to the shadows. They all rushed valiantly into battle, and you know what I did? I clung to the shadows and scored backstabs, and by the end of it all I was their leader and they all respected me.

In Skyrim, you can lead the College of Winterhold, the Companions, the Thieves' Guild, and the Dark Brotherhood. This may sound cool, but it really screams of shallow content. The only two that really make any sense together are the Thieves' Guild and the Dark Brotherhood, kind of. I mean, even then, the Thieves' Guild is pretty solidly against killing.
To be sure, I enjoyed playing Skyrim, but for the scale of everything that happened, nothing ever seemed to change. I assassinated the fucking Emperor of Tamriel, and fuck-all happened. I remember one of the thieves in the Ratway mentioned that he heard I was connected to the Dark Brotherhood, and he told me that even though my business was mine, they were bad news, and you know what? I was really impressed. I thought, "Wow, someone is acknowledging things that they are not directly involved with." But that was it.
Even the guards, who have apparently heard that I run with the Thieves' Guild, will call me valiant for leading the Companions; even the guards, who have apparently heard that I lead the Companions, will tell me they're unimpressed with my magic fluff; even the guards, who have apparently heard I'm some nerd with the College of Winterhold, will nervously call me "sir" because they've heard dark tidings of me in Dawnstar; even the guards, who are scared of me because of my connections to the Dark Brotherhood, will try to intimidate me by letting me know he knows I'm a member of the Thieves' Guild. He may even try to arrest me; you know, after he thanks me for saving all of Skyrim and her people.
 

ninjaRiv

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I agree with you, Original Poster!!! Morrowind is one of my favourite games and the following games seemed to get a little more... Distant, if that makes any sense. Morrowind felt more personal and more in depth.
 

SajuukKhar

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Danceofmasks said:
What are you talking about?
All you need are a couple of enchant effects, and a bunch of fortify restoration potions.
Vanilla enchanting artifact, and vanilla fority potions aren't that OP.

The level of exploiting people do requires a high level alchemy skills + perks, to make super OP fortify restoration potions, and a high enchanting to make several high level fortify enchanting times.
Spiritofpower said:
Is it somehow wrong for me to like that style of game? Maybe something about planning out stats and skills and battle strategies that don't rely on my reflexes appeals to me?
I dont find it wrong that you like it, I just find the entirety of that type of game's systems to be unnecessary because the technological limitations that were the sole reason for it existing in the first place are gone.

It's like old phones, people like their old phones from 5 years ago that can't do crap, and while they like those old phones, I see no reason to continue making those old phones when we can make new phones that aren't subject to the same limitations.

Why would we continue making cell phones that have all the same limitations as phones from 2001, when we can make 2012 phones that dont have those same limitations?
 

SajuukKhar

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Joccaren said:
-Then you get complaints that NPCs are too safe, which is exactly why they put in Dragon, and vampire, attacks on cities in Skyrim, because people complained in Oblivion that NPCs were never in any real danger, and thus they couldn't really care about them.

-But that still doesn't change the fact that by removing the weapon perks, such as bleed damage for axes, armor ignoring damage from maces, and critical damage from swords, you are
1. Making characters more homogenous by giving more classes the same powers
2. Making the upgrades to those weapons unbalancing by giving them some massive increase to bleed damage
3. OR making the upgrades to those weapon effects very very trivial by making them stay balanced by keeping them low.
Your system is homogenizing, unbalancing, and/or reducing character progression to nothing but minimalistic flavor upgrades.

-Actually, if they keep the weapon perk system they have now, and just alter the bleed/critical damage to scale with your weapon, they would be both large upgrades, but not unbalancing.

-Well, technically, since the game has a soft cap of level 50, meaning, if you stick to your "class" that you made for yourself, you will only get to level 50, putting all 21 perk points into one-handed leaves you with only 29 perk points for magic, making you a very poor mage. Now, if you want to power game, break your RP, and get to level 81 by maxing all your stats that's fine, but the game really wasn't made for that.

-Iron, and Ebony, swords have a vastly smaller difference in weight them foam, and uranium. the difference in stagger would be negligible. like a change from 1 to 1.05.

-Well you didn't make it clear that you were comparing the two lowest, just that you comparing the one handed weapons, and the lowest two-handed stagger weapon, and claiming that it had a higher jump from a unspecified other weapon. Had you said, it has the highest jump from the lowest one-handed, and the lowest two-handed, that would have been fine, but the way you worded it made it seem like you were comparing it to the base.

-
--One-handed duel wielding also makes you far more vulnerable to attacks, and given that they dont actually have to hit you to do damage to you, it does make dieing easier
--Two handed, stagger doesn't last very long, and the lower swinging weapons make you easier to block then with fast one-handed weapons
--the slow time perk lasts for all of maybe two seconds, unless it glitches, not much time to do anything
--unfortunately, because the paralyzing effect flies in front of the arrow, most enemies get paralyzed, fall down, and take zero damage from your arrow.
--Permanent stagger is not possible without 100% cost reduction, which is impossible to get using vanilla items, and requires using enchanting with exploits.
--Alchemy is admittedly op, if you potion spam, which is in itself an exploit.
--Enchanting without exploits can only give you +40% weapon damage, and the highest you can get the best sword in the game smithed to, without using smithing exploits is 75 damage. with the +40% damage your sword only gets up to 100 damage, congratzz, most high level monsters have 900+ hp. Also you cant apply a +damage enchant to a weapon.

-Even with the +50% cost reduction from perks/items, most high level spells still cost upwards of 100 magicka, so unless you spam potions like crazy, your gonna get like 4-5 spells off before you are completely drained. Which isnt enough to do much of anything.

-Skyrim is a loot driven game, not picking up most thing goes against the point of the game. Also, as I pointed out before, the game has a sot cap of level 50, if you stay in your RP you wont get past level 50, and if you have put 200 points into health, that leaves you with only 300 points to put into magicka, which also means you are super gimped when it comes to carry weight, as you will have zero points left to upgrade that, and you will be able to pick up little, if anything, at all, with your 100 carry weight.

-but the thing is, is that even if DAO removed the class restriction, and the linear spell progression, it would still have less character customization because of its stats.

When you take parts of things, like weapon damage, outside of the skill, and put into attributes like STR, you are left with a system were each gives lesser increases to your damage to balance out that there are now two systems increasing your damage. Raising your one-handed skill, or your STR attribute, becomes half of what it would be if both were merged into one. Thus, raising your skills/attributes provides a dramatically less noticeably character progression then the way Skyrim handles it, which is mostly all through one system, AKA perks.

The more systems you have controlling the same thing, such as weapon damage, the less each of those systems can provide in terms of increases because of the need to balance out the two systems, and thus there is less difference between characters by raising skills. Its better, and offer far more noticeable character progression, to remove attributes entirely, and merge everything into a singular perk system.

-Now that is a flawed comparison, slapping a snorkel onto a car doesn't make it better. Adding +damage perks does. When you add perks to a spell in Skyrim, such as a plus damage perk, you are taking away the 8 damage the spell did, and replacing it with 16 damage, you are taking you a blank secondary effect, and replacing it with a more fear damage effect, you are taking out a blank third effect, and replacing it with a impact effect. The skyrim perk system is a system of replacement, it is exactly like taking something out of a car, and putting something newer, and better, in its place.

-
1. I dont have to include spell making because the spells made in spell making are not in the game by default, there is no (20 sec paralyze + 40 fire damage a second + 15foot aoe) spell in the game itself, those individual spell EFFECTS exist in the game, but as for the spell itself, it does not. spells made via spellmaking have nothing to do with comparisons of vanilla spells, because they are not vanilla spells, they are vanilla spell effects, that you can use to make non-vanilla spells, but they not vanilla spells.

2. Oblivion has, Flare, Flash Bolt, Blazing Spear, Heat Blast, Immolating Blast all of them are just ever upgraded versions of the "Fire Damage Xpts on Target". Skyrim on the other hand, with all perk combinations included, has 15 variations of the fireball spell. Skyrim has more fireball spells then Oblivion, and when you do the same for all destruction spells Skyrim has, Skyrim has overall, more spells then Oblivion, they are just merged into one spell, that is upgradeable. That is what I have been trying to say, Oblivion has 10 copies of the same spell, while Skyrim only have one copy of the spell, but you can upgrade it in more ways then there were vanilla spells in Oblivion.

3. Yes, and when you combine all the different combination those perks have, you get more variations then Oblivion had, which was the point I was making at the very beginning, Skyrim has less total spells in your spell list, but with the perk system, you can do MORE/have more different variances of them, then Oblivion had.
 

Loonyyy

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WoW Killer said:
Innocent Flower said:
Anyways. Most of you haven't even heard of daggerfall.
I had to lol. I think that's the most hipster thing I've heard for a while.

Jokes aside. I can only describe how I felt about the changes.

My biggest gripe with the series was always the power levelling. Morrowind and Oblivion can give subtle differences on level up depending on what order you level the skills, how many minor skills you've raised in between a number of major skills etc. And the thing is, you don't have control over when the skills level. Not if you're playing the game organically by exploring, questing and fighting. The only way to have control over when a skill levels is by specifically power levelling it. I could be part way through a ruins, see my next level approaching, and have to stop everything, head back to town, and start the whole spamming cantrips or falling from buildings routine so that I wouldn't lose a few stat points. This was not immersive.

Now of course there is still power levelling in Skyrim. You can take Alteration from 40 to 100 in moments as soon as you've got a full set of spellcost reduction gear just by mousing Telekinesis over an ingot for a few minutes. I'm not on about that. What matters to me is that I don't have to power level. I'm not at a significant disadvantage by not doing so. I can have a rough* plan of what I want my character to be, and then simply play the game. I can fight bandits, explore dungeons, find misplaced valuables for peasants, or whatever else. I can let the skills increase as I use them. That's the whole point of a skill based progression system, or so I think.

*I say rough, but I have every character planned out down to the finest detail before I start. I guess that's one of my things.

So that was a big deal for me, and that's something that's been improved on a lot for me. I'm sure other people have other things they find to be a bigger deal, and they have their own opinions to match. I can't speak for anybody else. Can we please, and I mean please, stop this notion that the series has been dumbed down. This is nonsense. Some things were taken out, other things were put in. So spell crafting was removed, alright, but a proper smithing system was put in. The progression system is in many ways much deeper now (not all characters end up the same, for instance). This is not a casual series, and I hope it never will be. You prefer an older and less popular game; that's fine. Your opinion does not make you a better or more refined gamer than other people. Other people are not worse gamers or less sophisticated for disagreeing with you. That's what's being implied, and it's tiresome.
Most of these points explain my opinion. The combat has steadily gotten better, the storytelling (Though not necessarily the story, Morrowind still has me for that one) has improved, and the levelling is just better. I never bothered with the power levelling in Morrowind, I just winged it, and barely got by, by the skin of my teeth, by making sure I always had the most overpowered sword I could find. Now, the combat has more skill input, and the auto-levelling of enemies is cut right down. Now, the only enemies who level like that are Dragons, which you can run away from. No more "Kill this homeless guy", only to find out that he's your level and covered in heavy armour.

I am slightly annoyed at the merging of item choices-I actually liked having a full set of armour made up of multiple parts, and I'm not a fan of the refining of these. I also liked the distinction between short and long blade, and the inclusion of more varied weapons. Spellmaking was kind of stupid.

I didn't like that the world now had loading screen hidden cities, which prevented the inclusion of Levitation, which was one of my favourite parts of previous games (Remember that town in Morrowind you had to levitate to get to? That was awesome).

But none of that constitutes steps backwards. They take away some stuff, some stuff that I like, but they improve the game much more than they damage it.
 

Joccaren

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SajuukKhar said:
-Then you get complaints that NPCs are too safe, which is exactly why they put in Dragon, and vampire, attacks on cities in Skyrim, because people complained in Oblivion that NPCs were never in any real danger, and thus they couldn't really care about them.
And now we see the problem with listening to the complaints of the fanbase - you can never win. If NPCs are safe, they complain that they don't die. If NPCs aren't safe, they complain that they can die.
Honestly, the best method around this IMO is to make it a PC only game [Only thanks to the limitations of the fix: It will require a lot of RAM, CPU and rendering power to pull off well, which consoles don't have] and have each town have an actually large population, as opposed to 20 people or so. When someone dies, there is always someone else to replace them in their job. When the Markarth blacksmith died thanks to the Foresworn escaping, I didn't see too many people complaining as there was a substitute in her apprentice to fill the hole she left.
Now, you could go halfway there on a console and when someone dies another person conveniently "Moves in" from Cyrodil or somewhere to replace them, but that gets old pretty quickly with new people conveniently moving in every few weeks.

-But that still doesn't change the fact that by removing the weapon perks, such as bleed damage for axes, armor ignoring damage from maces, and critical damage from swords, you are
1. Making characters more homogenous by giving more classes the same powers
More to the point removing powers from 1 class and adding them to weapons instead. Only classes that use those weapons will actually get the effect. It removes early game homogenisation and fixes weapon homogenisation at the same time. With replacement perks, warriors maintain their bonuses from using Swords/Axes/Maces, or have new bonuses added as a substitute, maintaining diversity for classes and giving diversity to weapons.
2. Making the upgrades to those weapons unbalancing by giving them some massive increase to bleed damage
3. OR making the upgrades to those weapon effects very very trivial by making them stay balanced by keeping them low.
Will discuss in other point.

-Actually, if they keep the weapon perk system they have now, and just alter the bleed/critical damage to scale with your weapon, they would be both large upgrades, but not unbalancing.
Right...
How about having the lvl 1 perk be on weapons by default, and the lvl 3 be available through perk progression?
Not overpowered.
Difference is not negligible, unless there's no point in lvling up from lvl 1 of that perk to lvl 3 in vanilla.
Its not too hard to come up with things like this. You are just unwilling to even contemplate the idea.

-Well, technically, since the game has a soft cap of level 50, meaning, if you stick to your "class" that you made for yourself, you will only get to level 50, putting all 21 perk points into one-handed leaves you with only 29 perk points for magic, making you a very poor mage. Now, if you want to power game, break your RP, and get to level 81 by maxing all your stats that's fine, but the game really wasn't made for that.
Define class. You don't need to power game to break 50, you just need to have a class that isn't focused around the x number of skills that gets you a soft cap of 50. That soft cap of 50 is based off the number of Skills Bethesda thinks a class should have. That is the same as the arbitrary limitations you praise Skyrim for not having. If your character has a reason to have a skill, they can have and level it. Hell, even going through Skyrim its possible to change your character's specialisation through Role Playing and what you are asked to do. From memory its 6 skills or so that you need to hit lvl 50. You can easily level more than that, even if slowly, through role playing. For example, your warrior is poor when he reaches Riften, and decides to help the thieves guild to earn some money. In doing so he increases his skill repertoire to include lock picking, sneaking and pickpocketing. This is entirely seemly within roleplay, as just because you're a warrior doesn't mean you have to be lawful good and unwilling to steal from people.

-Iron, and Ebony, swords have a vastly smaller difference in weight them foam, and uranium. the difference in stagger would be negligible. like a change from 1 to 1.05.
How about Iron and Dragon Bone, or Iron and Dwarven Steel. Hell, going by the weights of the items, a Daedric Sword should 1.28 stagger [An inverse relation can be found such that Stagger/Weight approximately equals 0.08. Hence 0.08*weight=stagger. Daedric Sword's weight is 16. 0.08*16=1.28. You may increase/decrease this by 0.8 thanks to variations in Stagger/Weight], and a Dragonbone one should have 1.51.
Of course the weight difference between foam and uranium would still be much larger, but that would be to the order of 0.01 stagger compared to 3 or 4 stagger - a rediculously large difference made to emphasise the point.

--One-handed duel wielding also makes you far more vulnerable to attacks, and given that they dont actually have to hit you to do damage to you, it does make dieing easier
If you're not careful. Arrows are VERY easily dodged, and spells that would kill you are slow moving and easy to dodge too. Other spells are cast for a short time by their caster and do minor damage, and can be avoided by taking cover as well.
--Two handed, stagger doesn't last very long, and the lower swinging weapons make you easier to block then with fast one-handed weapons
Charge Power Attack. Sure the stagger doesn't last long, it doesn't need to. Charge power attack in, walk out other side, turn, charge power attack back as they come at you, staggering them again. Its largely a matter of timing, but once you get how that timing works, its not hard to execute against a single opponent. Grouped opponents generally require sideways power attacks or backwards power attacks - one of which hits all enemies, the other paralyses enemies.
--the slow time perk lasts for all of maybe two seconds, unless it glitches, not much time to do anything
It lasts for the duration of the power attack. For the quick power attacks, you shield bash. For the slower ones, you stop blocking and step to the side, then attack them as they finish their attack and time resumes at a normal rate. Its hilariously exploitable against dual wielding opponents, but to be fair you just shield bash them instead.
--unfortunately, because the paralyzing effect flies in front of the arrow, most enemies get paralyzed, fall down, and take zero damage from your arrow.
And whilst they're on the ground, you shoot them again. Its hilarious how long it takes things to stand back up from paralyses, they might as well be stuck where they are once the Paralysis hits, 'cause it'll take them ages to get moving again and when they do another paralysis awaits.
--Permanent stagger is not possible without 100% cost reduction, which is impossible to get using vanilla items, and requires using enchanting with exploits.
Fine, permanent stagger isn't possible. Close enough to permanent stagger is, however. You can stop anything coming in its tracks and uber-kite it until its dead. You are practically invulnerable thanks to nothing being able to get close to you, or even attack you from a range - they're just staggered whenever they try.
--Alchemy is admittedly op, if you potion spam, which is in itself an exploit.
Playing the way its meant to be played is not exploiting. The intention of the way potions work was for you to be able to chug down as many as you need in the middle of combat. The intention of enchanting was for you to be able to make as many of you need of more powerful versions of potions. Simply because something is OP does not mean its an exploit. It just means the game isn't balanced well.
--Enchanting without exploits can only give you +40% weapon damage, and the highest you can get the best sword in the game smithed to, without using smithing exploits is 75 damage. with the +40% damage your sword only gets up to 100 damage, congratzz, most high level monsters have 900+ hp. Also you cant apply a +damage enchant to a weapon.
There actually is a few +damage enchants:
+Fire Damage
+Frost Damage
+Shock Damage
There are also enchantments like the Silent Moon one that apply +damage for certain criteria - I.E, at night, or only against animals.
Also, by enchanting 4 articles of clothing with + one handed skill you can get +160% damage, and if you drink a +32% "Fortify Enchanting" potion before hand you get +188%. This is without exploiting the enchanting/alchemy/restoration loop, just what you can achieve with lvl 100 enchanting.

-Even with the +50% cost reduction from perks/items, most high level spells still cost upwards of 100 magicka, so unless you spam potions like crazy, your gonna get like 4-5 spells off before you are completely drained. Which isnt enough to do much of anything.
Getting off 3-4 frost storms is still pretty good. Your enemy won't be able to move, and will have taken some major damage {IMO these spells are the most OP in the game as they seem to apply their damage every 0.1 seconds their target is in them or something. Being targeted with 50% damage reduction thanks to the blocking perk and blocking, +20% reduction from Ice Wraith venom, and a 308 armour class reduction for whatever that's worth I was insta-gibbed from 400Hp to none by 1 of these spells. It didn't even take a second. Kinda crazy, and the same does from time to time happen to enemies, though I haven't determined the exact cause yet}

-Skyrim is a loot driven game, not picking up most thing goes against the point of the game. Also, as I pointed out before, the game has a sot cap of level 50, if you stay in your RP you wont get past level 50, and if you have put 200 points into health, that leaves you with only 300 points to put into magicka, which also means you are super gimped when it comes to carry weight, as you will have zero points left to upgrade that, and you will be able to pick up little, if anything, at all, with your 100 carry weight.
1. Base carry weight is 300. Your mage with no carry weight bonuses will have 300 carry weight - more than enough to loot half of Tamriel.
2. I'm not saying don't loot, I'm saying don't pick up every last object in a dungeon. Going into a nordic crypt I don't pick up every last scalpel, rags, bowl, basket, ancient Nord Sword, ect. I just pick up the loot that is actually worth something: The money {'cause its weightless}, the potions, the poisons, the enchanted items, and the gems/jewellery. This is enough to send the entirety of Solitude broke for 3 days generally, and earn me a small fortune. Its an efficient and effective style of looting that you'll be lucky to exceed the 300 carry capacity with unless you go 4-5 dungeons without visiting town to sell your loot, or run into some dragons and get saddled down with masses of dragon bones.

-but the thing is, is that even if DAO removed the class restriction, and the linear spell progression, it would still have less character customization because of its stats.

When you take parts of things, like weapon damage, outside of the skill, and put into attributes like STR, you are left with a system were each gives lesser increases to your damage to balance out that there are now two systems increasing your damage. Raising your one-handed skill, or your STR attribute, becomes half of what it would be if both were merged into one. Thus, raising your skills/attributes provides a dramatically less noticeably character progression then the way Skyrim handles it, which is mostly all through one system, AKA perks.

The more systems you have controlling the same thing, such as weapon damage, the less each of those systems can provide in terms of increases because of the need to balance out the two systems, and thus there is less difference between characters by raising skills. Its better, and offer far more noticeable character progression, to remove attributes entirely, and merge everything into a singular perk system.
Skyrim still manages things through 3 systems for melee weapon damage:
Your skill level
Your Perks
Your Weapon

DA:O has two: Your strength, and your weapon. You don't have skills and perks, you have an ability tree that unlocks different abilities, and by activating some of these you can gain an increase to either attack/defence, just like how drinking a potion in Skyrim can provide you with extra weapon damage.
For the hypothesis of the system with more factors effecting weapon damage being the one that has more homogenisation, it turns out the opposite [Arguably. I don't see 2-handed builds in Skyrim playing very differently to each other].

-Now that is a flawed comparison, slapping a snorkel onto a car doesn't make it better. Adding +damage perks does. When you add perks to a spell in Skyrim, such as a plus damage perk, you are taking away the 8 damage the spell did, and replacing it with 16 damage, you are taking you a blank secondary effect, and replacing it with a more fear damage effect, you are taking out a blank third effect, and replacing it with a impact effect. The skyrim perk system is a system of replacement, it is exactly like taking something out of a car, and putting something newer, and better, in its place.
Ok, I'm sorry, I'm going to have to laugh.
A blank effect?
Well sorry, I'm just replacing a blank area around my car with a snorkel!
Also, adding a snorkel does make a car better: It allows it to traverse submerged areas like swamps. Without one, the engine fails to get any air and stalls, and your car is stuck in the middle of water.
You don't replace 8 damage with 16. You get 8 damage and apply a *2 modifier to it from the side.
You don't replace a "Blank effect" with a working effect. You add a working effect onto the side.
When you have to resort to these kinds of excuses, your better off not trying. You can try to make up as much stuff as you want regarding 'blank slots', but don't expect to be taken seriously.

1. I dont have to include spell making because the spells made in spell making are not in the game by default, there is no (20 sec paralyze + 40 fire damage a second + 15foot aoe) spell in the game itself, those individual spell EFFECTS exist in the game, but as for the spell itself, it does not. spells made via spellmaking have nothing to do with comparisons of vanilla spells, because they are not vanilla spells, they are vanilla spell effects, that you can use to make non-vanilla spells, but they not vanilla spells.
In terms of spell variety, however, those spells must be counted as they are still a part of the vanilla [Read: Unmodded] game. They are still potential spells that can be created using the game's systems and cast. In terms of overall spell variety, Skyrim has fewer spells than Oblivion thanks to the removal of this feature. You can argue that fewer spells means greater balance, which is true, however when comparing the variety of spells excluding spell making system spells is disingenuous. You are purposefully tipping the scales in your favour.
Spell making in Oblivion is the same as perk adding in Skyrim in this case, except for Skyrim's version is balanced with fixed values rather than player input values. Both are simply combining spell effects, but one you count as making a new spell, the other as illegitimate.

2. Oblivion has, Flare, Flash Bolt, Blazing Spear, Heat Blast, Immolating Blast all of them are just ever upgraded versions of the "Fire Damage Xpts on Target". Skyrim on the other hand, with all perk combinations included, has 15 variations of the fireball spell. Skyrim has more fireball spells then Oblivion, and when you do the same for all destruction spells Skyrim has, Skyrim has overall, more spells then Oblivion, they are just merged into one spell, that is upgradeable. That is what I have been trying to say, Oblivion has 10 copies of the same spell, while Skyrim only have one copy of the spell, but you can upgrade it in more ways then there were vanilla spells in Oblivion.
TBH I'm against the inclusion of Flash Bolt, Blazing Spear, ect. as individual spells as they are simply Flare with +damage. In terms of the sheer number of spells, Oblivion wins thanks to the number of individual spells named in the spell book. In terms of variety of spells, that drops down thanks to the majority of Oblivion's individual spells being clones of a single variety of spell.

3. Yes, and when you combine all the different combination those perks have, you get more variations then Oblivion had, which was the point I was making at the very beginning, Skyrim has less total spells in your spell list, but with the perk system, you can do MORE/have more different variances of them, then Oblivion had.
You get more variations than Oblivion had excluding the spell making system, which was Oblivion's equivalent of the perks that add effects to spells. Include both, exclude both - I don't care, but be consistent about spell effects when talking about variety in spells. Don't exclude the ones in one game because you feel like it, but include the ones in another.

Loonyyy said:
I didn't like that the world now had loading screen hidden cities, which prevented the inclusion of Levitation, which was one of my favourite parts of previous games (Remember that town in Morrowind you had to levitate to get to? That was awesome).
Yeah, this is one of the reasons we need a new console gen - more power so that they can process and render a city and its surrounding cells at the same time. I miss levitate, it was a very useful and fun spell =(.
Oh well, until that time comes there's always mods on the PC - including one that has already made Cities exist without loading screens. Woo!
 

6_Qubed

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Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
 

Joccaren

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Mar 29, 2011
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6_Qubed said:
Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
Hehe, yeah. You get to the long posts stage and you know a thread is nearing its death TBH.
Really, something like that wouldn't be too hard to add in with the Creation Kit. I'd do it myself if I had actually learned the dialogue side of things by now, rather than mostly the mechanical/worldbuilding side. Of course this is little consolation if you play on a console, but if on the PC its something you might want to look for.
 

Danceofmasks

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SajuukKhar said:
Vanilla enchanting artifact, and vanilla fority potions aren't that OP.

The level of exploiting people do requires a high level alchemy skills + perks, to make super OP fortify restoration potions, and a high enchanting to make several high level fortify enchanting times.
If I have to explain the exploit to you, obviously you don't know as much about the game as you think.

Your toon is a noob at all things crafting.
You get one item that boosts alchemy.
You make 1 potion of fortify restoration.
You remove item that boosts alchemy, and put it back on. Your alchemy boost is now increased.
You make 1 potion of fortify restoration.
You remove item that boosts alchemy, and put it back on. Your alchemy boost is now increased.

Some time later, you make 1 potion of fortify smithing. Along the way, the potions you make get increasingly more valuable, so you have 100 alchemy in addition to the +billionz% fortify smithing.

Oh hey look. My iron dagger can now one-shot anything.
 

6_Qubed

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Joccaren said:
6_Qubed said:
Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
Hehe, yeah. You get to the long posts stage and you know a thread is nearing its death TBH.
Really, something like that wouldn't be too hard to add in with the Creation Kit. I'd do it myself if I had actually learned the dialogue side of things by now, rather than mostly the mechanical/worldbuilding side. Of course this is little consolation if you play on a console, but if on the PC its something you might want to look for.
Yeah, console player here. That's not changing anytime soon, I'm afraid, so modding is sadly not an option. At least not until the glorious PC-gaming master race can figure out how to create downloadable mods for consoles, which just between the two of us I don't think they're smart enough to do. ;)
 

SajuukKhar

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Joccaren said:
-Going PC only would just the ES franchise would have to end entirely, there is no way for them to recoup the cost of making a game even half of Skyrim's size from the PC alone.

-Not really, because if you replace the bleed/critical damage/armor piercing perks with something else you end up with "warriors/mages/thief having bleed/critical damage/armor piercing damage, and warrior getting +one bonus power", from a previous system of "warriors/mages/thief having nothing, and warrior getting +one bonus power".

We go from everyone having the same thing, but warriors having one bonus power, to....... everyone having the same thing, but warrior have one bonus power, how does that solve anything again?

-That still lessons overall character diversity, and since mages and thieves dont use those weapons anyway, why should they care if they have those powers or not?

As it stands now, a warrior goes from getting zero armor piercing damage, to 75% armor piercing damage. With your system they would go from a base 25% to 75%. That lessons character diversity for no real reasons when mages and thieves wouldn't use those weapons anyways, and warriors will pick the one weapon they do like and take the perks in that part of the tree ignoring the other two meaning that they aren't really, if ever, affected by the lack of special pwoers on those weapons to begin with since they were never using them.

-Most people dont make it to 50, steam achievement stats put it at 21%, let alone find way to roleplay to advance skills past 50. Its frankly a moot point.

-A system based on that would destroy the unique stagger ratios different item classes has.

-Enemy mages, with their crazy +2X damage perks, can do a ton of damage quickly, even if you try to get out of the way, and arrow have a auto-aim function to them.
-Even with 400 stamina, I can get maybe 3-4 power attacks off with my dragonbone sword before my stamina is entirely drained, and when dealing with enemies with 800+ HP, that makes combat tediously long because of the waiting.
-And then slow time ends and your back to where you started, it doesn't help that enemy NPCs almost never use power attacks either. Ive only ever seen boos bandits use them.
-Paralysis only has 15% chance to apply, it can sometimes take upwards of 10 arrows before I get one, and ive gone through entire battles with 10 opponents only getting it once, its hardly reliable.
-Enemy archers, who have the highest +damage perks, can shoot you from a farther distance then you can hit them with spells, and their melee protects body blocking makes getting to them difficult, so go ahead, stagger that nelee dude, that archer will pick you off in the meantime.
-Playing the game the way the developers let you does not mean the game was designed to be balanced in that way. Bethesda lets you do whatever you want, including potion spam, and enchanting powerups, but that doesn't mean they designed all the systems in the game to fit potion chuggers. It is an exploit becuase the game wasnt designed to be able to counter it.

-When you said +weapon damage, I thought you mean the actual +weapon damage perks. and even with 188% damage, that would take a 75 damage dragonbone sword up to 144, and considering that high level enemies have 800+ HP, that still means its gonna take several hit for you to take them down.

-Enemies do crazy damage with those spells because most NPC enemies in the game have hidden +damage perks that multiplies their damage by 2, and even 2.5, times what it should be. It was done on higher level enemies especially to try to negate the crazy high 80% damage reduction you get from armor. That's why Draugr death overlords with ebony bows and arrows can rape your health bar in a matter of 3 hits, even at 80% damage reduction.

-I couldn't get far at 300 weight at high levels, glass and ebony weapons weight anything from 14-26, on top of everything else, such as potions, I would be maxed halfway through most dungeons. I have 435 carry wieght and frequnly find myself needing saint jiubs locket in order to not get over-encumbered because of all the valuable crap.

-Your skill does very,very little to actually influence your damage, I thing going from a base of like 20 to 100 raising your damage by like 5. skill in Skyrim is nearly a null factor, and I dont count it because it provides almost nothing, furthermore, perks are part of your skill. your theory that the inverse of my hypothesis is the thing that is actually right is only true because you count a null factor as a real factor.

-It isn't an excuse, its how the damn game works.

-potential spells =/= vanilla spells. There is a large difference between the two, do not confuse them.

Spell making is not the same as perk adding in Skyrim, that is terribly disingenuous. Spell making allows for the creation of custom spells with any effects you could choose mashed together. Perks allow for pre-determiend upgrades to be added to spells. Skyrim's perk system is the equivalent of buying Flash Bolt, to replace your flare spell. It is not in any way, shape or form, like spell making.

You are purposefully tipping the scales in your favor.

-Which was the point I was trying to make, Oblivion only seemed to have more spells because it had tons of copies of the same spell. the original point that started this was that Skyrim supposedly had fewer spell then Oblivion, which it really doesn't.

-Spellmaking =/= perks.

Danceofmasks said:
Some time later, you make 1 potion of fortify smithing. Along the way, the potions you make get increasingly more valuable, so you have 100 alchemy in addition to the +billionz% fortify smithing.
Which is exploiting, and not exploiting prevent you from doing that.
 

Auron

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SajuukKhar said:
Anthraxus said:
Action games have been around forever.
Except during the time when technological limitations prevented action heavy RPGs from working well.

The only person who is "spewing nonsense" are people who deny the reason why D&D is the way it is.

D&D the boardgame only exists in the form it does because it is impossible to accurately simulate a person's ability in a boardgame, and thus the use of proxy systems is needed, not because it is some holy-pure-and sent by god-perfect RPG system, and had it been possible to accurately simulate a person's ability in a boardgame, there is no doubt it would have been made that way.

and video-games that use the D&D system only do so because
1. Video games were unable to do large scale RPgs in any other form and not suck chunks.
2. Because people hate change and will cling onto systems, no matter how outdated, simply because they are more use to it, and not because they are more "deep" or "complex".

And that will never stop being fact.

I know I'm in way late for that discussion but I think I'll weigh in anyway, trying not to be an asshole like the other guy here but: Why can't people like a good old D&D based game? It doesn't have to be limiting. While I see the interface, the graphics, the lack of mouse scrolling or the default speed as limited by the time when say Baldur's Gate came out I do not fault the system at all. Turn based(or real time with pause) is as valid as a more actionish "RPG" game.

Your point makes it sound like X-com, Civilization, Heroes of M&M, Syndicate should all turn into fps or rts franchises too, turns and dice-based rulesets are options not limitations. It doesn't mean I'm defending rpgcodex-like people who think anything made after ultima 2 is terrible and should be burned, but you can't just get a bunch of old games which all could be better in more than one area nowadays through advancements in various fields and say they're bad because of old-fashioned systems. What's bad about Daggerfall is mostly execution, lack of features, a very slow gameplay and an unbearable graphic engine, what's bad about Torment or Baldur's Gate? lack of modern features and that's all I can think of to be fair. Not like I haven't played them recently either but I don't see myself as a grognard so I don't think I'm (at least not much) biased here.

There is sadly less and less emphasis on dialogue in modern RPGs, perhaps that annoys a lot of players as well. The last one I can remember that was spot-on was New Vegas and that's been a while now. Many people comepltely hate the dialogue wheel on ME and DA too but it's still much better than TES, though to be completely fair dialogue was never TES strength.