When I said all of the exact same type perk annoyed me, I didn't mean the one which gives you a boost if you use all light or all heavy, that makes sense, I mean the one which requires you to wear the
exact same type, ie all Orcish armour or all leather armour.
Hammeroj said:
Now. I return to what I said before. It's not a matter of choice when the skill you use is positively gimped without those perks being maxed, even though you have a high level in said skill. Heavy armor is just barely better than light armor if you don't have all of those perks. There is absolutely no reason to use it if you don't plan on spending at least 5 perks on filler. Sure, the armor rating values are much higher, but that doesn't mean a twice higher armor rating equals to twice higher damage resistance. Far from it. Same goes for (as far as I remember) at least 2h-weapons, 1h-weapons, bows and light armor. If you don't have those basic perks in any of these skills, they're not going to be effective. Ever.
If you don't see that as a problem of lack of choice in designing a game, I can only infer that you haven't played a lot of RPGs.
This doesn't make any sense, you've just said that both kinds of weapons and both kinds of armour are "not goting to be effective. Ever." without basic perks, but not effective compared to what? As I recall, my sword worked fine even in the starting dungeon lol if you feel you're weapons and armour aren't working well enough for you, try turning the difficulty down, but the fact is you don't need "5 perks on filler" to have a reason to wear armour and wield a weapon. And if Heavy armour is only slightly stronger than light armour, perks won't help that because light armour and heavy armour
have the same number of +x% perks, so, number of +x% perks being equal, heavy armour would still only be slightly stronger than light armour.
Hammeroj said:
I'm not forgetting anything. That's why I wrote "second slider", as in one for the enchantment strength, and one for adjusting the ratio between the chance and the effect. And then I even said that if that's too complicated, you could simply have that ratio fixed.
You've missed the point, the problem has nothing to do with making an interface to assign the enchantment, it's making sure it's relatively well balanced with the rest of the game.
Hammeroj said:
On top of that, being a man of examples as you asked me to be, you're not saying which things of anything I proposed are that OP.
I never said any of yours were OP, to be honest it would depend what skill level you needed to be to get them.
Hammeroj said:
Most of the enchantments are completely and utterly useless as is, I don't see the reason you'd be complaining if some fun ones got into the system. All you'll likely ever use as an enchantment will be fortify [insert most used skill] on every equipment piece that allows it (usually four out of six), and then 2 of the rest will either not be enchanted or have some shitty enchant like +10 stamina that will never, ever have a big enough impact to be felt in-game. What you're saying would be a problem with my suggestion is already the case, and, I'd say, in a bigger way, since the enchants barely varied.
The more I read, the more frustrated I become. On top of these simply being placeholder examples, the raise zombie enchantment was your own bloody suggestion. Jesus Christ man, are you doing this on purpose?
I only gave that example to show that it could be difficult to balance, so in a way yes I guess I did do it on purpose, but that was the point.
Hammeroj said:
If you read the post you originally quoted again, you'll see that I asked for a Fallout 3 - style perk system, meaning that perks wouldn't have to necessarily be constrained to a single skill tree, you could have interesting combinations created by multiple prerequisites[1] of a couple of different skills that would make sense in a magical world aswell as be rewarding for the player. Make your character more unique and all that, too.
Which of the perks I just listed isn't a general advantage for a corresponding (albeit hypothetical) specialisation? Battlemage is a perk that would prove consistently useful for a guy with a sword in one hand and a spell in the other, Berserking or Blood Craze would be consistently useful for a, well, berserker type of character, Icebreaker would be constantly useful for a frost mage, same goes for Shredder and dual wielders, where is the problem? I am really at a loss here, do you want perks to generally improve your play style or do you not? Do you want them to be so situational you'd barely feel they're there?
Yeah and Fallout 3 didn't have spells. So I go back to my point that what you're describing are more like powers or spells. What would be the point in having perks that weren't related to any particular skill, but just random abilities you got? This is what I meant when I said your perks are really spells and powers, or else they're specific to characters you've thought up. Think about Magebane, Soul Drain, Mana barrier, they're not perks for specifc magic schools, they're spells in themselves: Magebane and Mana barrier are alteration spells while Soul Drain is restoration. Blood Craze and Berserk also don't fit into a skill but are more like powers. The point is perks are not meant to be yet another group of powers, they are meant to be boosts to skills. That may not have been the case in Fallout 3 but then Fallout 3 didn't have Magic, shouts, enchants etc.
As for Guardian stones I only mentioned them because some of them give you special powers, which are unrelated to your skillset but specific to the stone.
Hammeroj said:
I am not a game designer. I do not give a fuck about how hard it is for the poor programmer to develop some more interesting skills/spells/whatnot. Fact is, when you play this, there's nothing imaginative or new in terms of gameplay mechanics in the least, and I hate that as a player. Coding the game is not your problem, and it never should be. Never mind the fact that this argument of yours is a complete non-sequitur.
You said: "Hell, if that seems too complicated, just have the stats be fixed in their proportion. I don't see why it would be, barely anything about the game is complicated at all. I don't see why balancing this stuff would be hard, either." So basically you said that all this would be easy, including balancing, because barely anything about the game is complicated at all, and I respond by pointing out that what seems simple to use can be complicated to make and get right, you say "I do not give a fuck about how hard it is for the poor programmer" and I'm the one with whos response is a non sequitur?
Hammeroj said:
Figured that out now. I assumed Bethesda wasn't as incompetent at utilizing the mouse as they apparently were.
lolwut? Being able to click miscellaneous errands individually makes
Bethesda incompetant at utilizing the mouse because
you didn't utilize it?
Perhaps some more interesting enchants could be added, but as well as the balancing issue, which I think you underestimate, I don't think they should become so elaborate that you're basically casting spells by hitting each other. I like that most enchantments on weapons and armour generally take a back seat, because if you're wearing armour and using weapons, you have choosen to be a warrior anyway. And perhaps some more interesting perks could be added, but you seem to misunderstand what perks are meant to be. Maybe it's a matter of taste, you may like masses of arbitrary abilities and melee combat based upon who has the best magical enchantments but I find Skyrim's approach on the whole more immersive.