Author:
NecroFile
<
...
>
75.82.63.187
Use
this link
if you want to link to this message and its entire thread of discussion.
Date:
5/21/2017 3:17:37 PM
Subject:
RE: S.T.A.L.K.E.R. Lost Alpha Developers Cut...
its like a 3d arpg with tons of aggressive melee combat
skyrim is brilliant as a melee game when you remove the free rotation during swing, and change a whole bunch of other shit
im just entering high level play, with my plan being to make it beyond level 100, as i previously discussed in setting much higher skillcaps and balancing exp gain.
there are more than a few additional things which i have found that need tweeking, but the main one is balancing the acquisition and availability of materials and armors.
i plan on removing materials (elvish and drawven and beyond) from all leveled lists, including merchants. the devs did a good job of placing mineral deposits for these other materials out in the open. they are scarce and hard to come by, but not impossible, and are just barely frequent enough to craft armors or weapons out of these mineral deposits with good level of effort. it really seems like they had this type of balance in mind when developing the game, to give the player the option to purely gather resources from wild mineral deposits.
and some exceptions need to be made for the orc-owned ebony mines, which need to be guarded or protected in some way which insures only high level (very high level) characters have access
bandits and other enemies also need modification to their item spawns, but only little work needs to be done here.
the economy balancing and perk point gain is already done. the rate which you acquire items and sell them for cash is perfect. it correlates perfectly with trainer spending and basic supplies acquisition. i made it so you can also just teleport to breezehome and sell everything to your wife who runs a shop, carries 15k gold and accepts anything which is not stolen. plus i added a basement with full smithing and enchanting amenities.
perks and leveling are also perfect. the builds for high level play really require that you invest tons of gold with trainers into various different skills. the ordinator perk overhaul really does a fantastic job here. you will need to tie in archery, conjuration, restoration, destruction (for melee), alteration and speech (for shouting), along with your warrior skills of heavy armor, 1h, block, smithing and enchanting. they all have great perks with tie into other combat skills. its really good. this adds much depth to your build, and you need these skills to actually use them in challenging combat.
alchemy is useless, i plan on disabling it altogether. you dont need to do the potion exploit. the rate at when you level smith and enchant beyond level 100 is absolutely perfect. you really need to keep feedijng the alter with souls and the furnace with ore. i changed the leveling scheme for smiting and enchanting to cap at 500, with exp gradient curve raised to achieve this level around character level 100 or so.
the overall difficulty of the entire game needs to be dynamic,
i plan on having the difficulty damage modifiers and enemy spawnrate change as you reach certain levels. this may or may not require skse64 (coming soon)
the spawnrate of enemies is killer once you start doubling them and trippling them at higher levels. everything about skyrim is accommodating to these high numbers of enemies. large open areas outside and large dungeons with deadly traps. the goal would be to warn the player that he has until level 50 to get his shit together, until the next level of difficulty is unleashed. then again at 75, and again at 100. with some ultimate goal, or ultimate dungeon bossfight at the very end.
the game is still challenging before level 50 tho.
anyway, skyrim rules.
definitely the best rpg of all time