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cfmdobbie
High Emperor
Joined: 01 Jul 2002
Posts: 1859
Location: London, England |
As ElderScrolls.com seems to be down at the moment, could you post what the comment was?
I guess it was a call to either remove the 100 cap on stats/skills or remove requirements on faction advancements. _________________ Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums= |
Mon Feb 24, 2003 12:30 pm |
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Lintra
Elf Friend
Joined: 23 Apr 2002
Posts: 9448
Location: Bermuda, the triangle place with SANDY BEACHES |
Re: Away with the stat/skill limits! |
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quote: Originally posted by Mephisto
http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=UBB7&Number=1124962&page=0&view=collapsed&sb=5&o=14&fpart=
any comments?
I hate to sound really dumb, but where is the download link? It sounds like a good plugin for those of us (like me) that dislike artificial caps. _________________ =Member of The Nonflamers' Guild=
=Just plain clueless= |
Mon Feb 24, 2003 1:47 pm |
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cfmdobbie
High Emperor
Joined: 01 Jul 2002
Posts: 1859
Location: London, England |
Interesting mod - it removes the hard skill and stat caps, allowing people to exceed 100. (BTW, it says it's in alpha and will be released soon - that's why there's no download link.)
What with the expansion packs being targetted towards the higher-level characters, this is a issue that will begin to cause problems. There are already many people with level 150+ characters who have maxed out all their skills and stats and lurk on the boards complaining that the game is too easy! It's quite clear that Bethesda never intended people to attain that sort of level - the experience system was designed to enforce a level cap of 65 or so (since worked around), and I think it was about level 12-15 or so that you got a level-up message telling you you were getting old.
I have to say that gaining perfection (and above) makes me a little uneasy - I can see why you'd want to progress your magic skills, strength, endurance etc over 100 (bigger spells, more damage, more hits and so on), but what does a Sneak or Block skill over 100 mean? Hard limits in games always cause problems when they are attained or overcome - e.g. if you make a sufficiently powerful Sanctuary enchantment you can never be hit by any normal weapon ever again. Oh, joy! That'll make things fun!
That being said, there's no way for Bethesda to change the system to fix these problems, so they'll have to wait until TES4. In the meantime, as today's characters have already totally broken the intended skill progression system, I see no real problem with a plugin like this. People who have reached the limits already may as well be given a further challenge - first one to improve Long Blade to 32767 and crash the engine wins!
_________________ Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums= |
Mon Feb 24, 2003 2:40 pm |
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cfmdobbie
High Emperor
Joined: 01 Jul 2002
Posts: 1859
Location: London, England |
Incidentally, release date looks set to be this coming Friday. _________________ Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums= |
Mon Feb 24, 2003 2:45 pm |
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Mephisto
Leader of the Senate
Joined: 05 May 2002
Posts: 300
Location: Holland |
A few things: Melee-fighters wont gain much in Morrowind. However, modders will now be able to make some REALLY powerfull, scripted, things to throw at the players. While in Morrowind itself 100Longnlade equals 100% hitchance, mods might demand a lot more now. But indeed, this mod is mainly used for underpowered skills. Unarmored, Unarmed, all magic skills, enchant: All will now be usefull without using cheesy tactics.
But the goal of this mod is not to make you more powerfull, but to allow you to specialise. I dont want a lvl150 mage that has Heavy armor and axe at 100. I want a lvl150 mage that has Destruction and INT exremely high, but END, STR and Health very low. This specialisation is what I miss in Morrowind (and what was present in Daggerfall IIRC).
Anyway, I will most likely cap things like Athletics to prevent engine-issues. I will release a public beta wednesday, if all goes well, and the real version friday (unless something happens during beta, which I doubt). |
Mon Feb 24, 2003 6:20 pm |
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cfmdobbie
High Emperor
Joined: 01 Jul 2002
Posts: 1859
Location: London, England |
I'm personally not intending to max out my skills and stats for a while yet, but that's a very good point - those who get to the higher levels will be able to keep focussing on what they perceive their character to be, not diversifying because they're not *allowed* to progress any further.
Any system-imposed limit, in any part of life, is bound to be broken eventually - look at 640KB RAM, 8.4GB hard disks, Y2K, motorway traffic etc etc. People reached Morrowind's limits a lot sooner than I think the devs were expecting. A mod like this will definitely prolong the spirit of the game for a lot longer.
Nice job, and good luck with the Beta! _________________ Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums= |
Mon Feb 24, 2003 10:38 pm |
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