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Author Topic: Skyrim  (Read 27802 times)

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Bongo Bill

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Re: Skyrim
« Reply #120 on: November 18, 2011, 02:58:16 AM »

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Norondor

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Re: Skyrim
« Reply #121 on: November 18, 2011, 04:46:17 AM »

it's crashing every time i try to load any of my saves. >:|
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Bongo Bill

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Re: Skyrim
« Reply #122 on: November 19, 2011, 04:10:32 AM »

I found two bear caves in a row with stat-increasing books inside them. This can't be a coincidence. I fear Skyrim will soon be facing a much greater threat than dragons.
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McDohl

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Re: Skyrim
« Reply #123 on: November 19, 2011, 09:51:35 AM »

http://youtu.be/KKweELST3dw

Our old friend Kazz does sky-rimmy-things.
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fullmooninu

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Re: Skyrim
« Reply #124 on: November 20, 2011, 02:01:01 AM »

So yeah, i was like playing and having a good time exploring all the tech trees and generally not being good at anything.

Had my first deathlord encounter and had a balls of trouble trying to pass it with my weakass character, and then...

i find myself in a room with TWO deathlords and their homies

This is a video of that encounter.


Skyrim Gameplay - Coward Adventures (subtitled)


note: The color/brightness issue will self fix in a few hours (hopefully)

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fullmooninu

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Re: Skyrim
« Reply #125 on: November 20, 2011, 03:38:33 AM »

hmm, while im at it, ill leave some tips (for real roleplay, not guides)

Tips:


- The game has no strict classes, but if you want to build a mage, there is another thing you must do, besides improving the mage tech trees. You must prioritize magic related quests. This goes to the other "classes" too: you wana be a good thief? Finding the thiefs guild is your main objective;
- before you sell something magical, see if you can break it down it first in the enchanting device.
- you can actually make a lot of money just by buying/smithing, then improving weapons/armor, and then enchanting them, at the cost of becoming weaker in other trees, if you dedicate perks to this;
- so far, the most cost effective (for selling) enchantments are "fortify destruction", and "increase carry weight". In other words, before you improve something, see how much it will improve its worth;
- steal a lot of soul gems + enchant your weapon with soul stealing = never run out of enchanting material;
- alchemy improves a lot if you mix up potions successfully. The best algorithm to do this is to pick two ingredients with the same property (the interface makes this easy), and then randomly selecting a third ingredient. Make sure you pick the ones with the largest quantity first. This will give you a fast growth on alchemy, a large number of potions to sell and use, and will allow you to discover most ingredients' properties. This is more effective than tasting the ingredients;
- make sure you train fully every level, so dedicate some time on each level, to making the money necessary for training cost;
- craft some 4 sets of light armor, full set: head, body, ring, etc. Enchant each set with strong alchemy improving, strong smithing improving, strong enchanting improving, strong speech/bartering improving. Keep them in your house and wear them for your money making sessions.
- for goodness sake, please focus hard at least on one offensive perk tree, and one fighting style, or you'll get raped at some point. Also note that the first point on each tree is very cost effective (you must consider taking those).
- for traveling around, use the traveling salesman quick algorithm: everytime you go somewhere, unless you are carrying too much, go to the nearest objective and do that. Repeat;
- walking is best. But fast travel on your horse, if its an option;
- make a lot of mistakes! have fun learning.

i have more, but this will do for now.



Criticism so far:

- the game doesnt let you break it. You cant kill the king if you feel like it. That sucks.
- the interface is broken. Mainly because it doesnt have a configurable "equip left hand" key. Thats the main problem. Oher than that, hot keys for curent equipment would be greatly appreciated.
- On the other hand, the previous point is what makes losing your weapon/shield in battle such a painfully fun experience.
- Horse riding is no good if you want the random events and the ingredients.
- i would really like to see what my companions want to equip, or some glimpse of their attributes. They seem to all like the same: powerful magic staffs, double handed weapons, and heavy armor. That doesnt make much sense if they claim to be a rogue archer.
- fighting dragons is a bit too easy. But their motion and AI are marvelous.
- eating and sleeping, at least on normal mode, is something you dont need. But you find a lot of food. And can even cook it.

Praise:

I love that the game isnt about numbers. Number are sided by a scale of nouns and adjectives. Normal, great, greater or iron, steel, plated. It's also highly immersive, both in depth and width. The Daggerfall formula that was so highly cherished in its own game manual is back. You are what you do. That's really the best part of this. Transposing personality into this game is easy as balls.

and here's a tldr.
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Beat Bandit

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Re: Skyrim
« Reply #126 on: November 20, 2011, 04:48:52 AM »

None of those tips were about roleplaying.
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fullmooninu

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Re: Skyrim
« Reply #127 on: November 20, 2011, 05:08:39 AM »

Not if im roleplaying a traveling salesman =O

edit: seriously, they are tips meant to teach you how to bypass teh game's interface into doing what the hell your character wants to be doing. Not to teach you how to kstyle or bunnyhop.
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JDigital

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Re: Skyrim
« Reply #128 on: November 20, 2011, 12:23:38 PM »

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Classic

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Re: Skyrim
« Reply #129 on: November 20, 2011, 07:16:45 PM »

So I got the XBox version by a rental service and am slowly exploring it. I picked up a bucket for the purposes of doing callous murder, but I don't know how I'm supposed to manipulate it in the 3-space.
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McDohl

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Re: Skyrim
« Reply #130 on: November 20, 2011, 08:05:03 PM »

press and hold the 'pick up' button.
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Ziiro

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Re: Skyrim
« Reply #131 on: November 21, 2011, 09:34:47 AM »

Boring Mechanics discussion I discovered:

While testing with smithing improvement percentages, I've learned the following:
-There's a hard-coded cap on the armor value for each piece of armor
-By using both a +% for the creation and upgrading, you can easily reach it
-If you've got a piece of armor you want to reach the cap, it can be pushed to the cap by getting a crazy amount of +skill enchants.

For example. I console command created an Ebony Helm, and upgraded it with 100 Smithing skill. It came out to about 120 or something.
I then created a complete set of +25% smithing, giving me a total of +75% smithing and I created a new helmet wearing this set. The new Crafted helmet's value was slightly under under the upgraded average helmet.
HOWEVER:
When I upgraded both with the +75% smithing, it pushed both of them to the exact same value. Meaning that Upgrading with enough +skill will cap out any item - base item quality is irrelevant.

So it seems that any sort of exploitative ability to create an infinite loop of ever increasing items (Create a potion that increases enchanting.. Then drink it and create an enchant that increases alchemy. Repeat endlessly) has been removed with hard capping values. I imagine this is true for everything craftable in the game, as it's a pretty solid system.
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Classic

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Re: Skyrim
« Reply #132 on: November 21, 2011, 11:06:21 AM »

So you're saying that the decision to use heavy or light armor should be entirely a factor of their perks?
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Norondor

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Re: Skyrim
« Reply #133 on: November 21, 2011, 11:11:31 AM »

mmm, no, each piece of armor, light or heavy, probably has a seperate hardcoded limit on defense. same with weapons, most likely. use whichever you like; this information's just useful inasmuch as you can't do the alchemy apotheosis loop anymore, or similar.
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Misha

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Re: Skyrim
« Reply #134 on: November 21, 2011, 12:50:46 PM »

You can actually do the alchemy/enchanting loop and use it to upgrade weapon damage, even if you can't use it to upgrade defense. It works for numerical improvements like +x% to bow damage, though I haven't tested it on fire damage or whatever enchants yet.
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patito

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Re: Skyrim
« Reply #135 on: November 21, 2011, 01:00:23 PM »

Well, Ziiro is saying you can't do it indefinitely because of the cap, so I'm assuming weapons also have a damage cap, unless you're implying otherwise
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Misha

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Re: Skyrim
« Reply #136 on: November 21, 2011, 02:14:05 PM »

I haven't iterated it more than once due to tediousness but at 100 enchanting and fully perked up with a grand soul I can make a ring give +40 percent damage to bows and then when I drank a potion of enchanting it went up to 42. Smithing might work differently than enchanting, but enchanting can't give armor bonuses.
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Norondor

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Re: Skyrim
« Reply #137 on: November 21, 2011, 02:17:07 PM »

it can give armor skill.

i've not managed to make anything higher than +42 skill. Actually, my baseline is +38 armor skill/weapon damage, and using a +25% enchanting potion brings it to +42, so that's the hard cap.
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Classic

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Re: Skyrim
« Reply #138 on: November 21, 2011, 02:26:35 PM »

Yes, he said this:
can't do the alchemy apotheosis loop anymore, or similar.

But he also said stuff which contradicts this:
each piece of armor... has a seperate hardcoded limit on defense

Like this:
-If you've got a piece of armor you want to reach the cap, it can be pushed to the cap by getting a crazy amount of +skill enchants.

The question is whether or not "each" means each different material or tier of armor (e.g., Iron, Steel) or for each individual piece, as in each [and every] piece of armor that fits the "gauntlets" slot has a fixed max (i.e. through enchanting I could get an iron piece to be more powerful than a daedric one).
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Ziiro

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Re: Skyrim
« Reply #139 on: November 21, 2011, 02:41:04 PM »

Each individual material/piece.

Ebony Daedric Helmet has a max of 143. Daedric probably has a max of 160 or so, if not a little higher as it's the best heavy armor in the game.

Whoops I forgot I wear Daedric helmet but ebony everything else for style reasons. Corrected.
:whoops:

I say these numbers as someone with 100 in heavy armor skill. That's another variable. But just know that each armor type/piece (Meaning ORC Gauntlets have X to Y, IRON Gauntlets have A to B in values etc)

Sorry if I didn't explain it better earlier
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