I have just finished my first playthrough after the 1.0.59.0 update, and thought I would throw my two cents a.k.a. feedback in this thread as well (hope you don't mind me adding my thoughts Stabbey):
Bugs found:
- Resurrection scrolls do no longer work when targeting the portrait of the player you're trying to resurrect. Since it is often difficult to target the character model due to element effects, this should be changed back as it did no harm to allow easy targeting like that (besides all other spells work when targeting portraits)
- When exposing traps or encountering an unfortunately combo of element effects, you get an explosion effect, which lasts forever. E.g. I dug up a grave which added a permanent poison cloud, Next grave over added a fire trap. The fire lit the poison = fire on the ground, poison cloud gone. Only poison cloud came back before any rain spell could remove the fire, Thus resulting in a forever shaking screen. My attempt to save and then reload resulted in a game crash and a corrupted save
- Several item types still do not stack. It has become better after the update, but I had a huge problem with minor healing potions, and it is not a stat issue. They weigh the same, cost the same, and heal the same amount, and Thus they should stack
Crafting/repairing:
- The extremely small tutorial in the beginning should be amended to explain how blacksmithing and crafting Work together with the latest change. I could not figure out precisely how many skill points was needed in each to work a sword and armor, sometimes I could other times I couldn't
- There need to be a repair all equipped items button in all vendors. As of now you have to spend 2 minutes unequipping all items and then talking to the vendor, and then equipping them Again. Yes it is "realistic", but the usability of this is really bad. It gets even worse if you want one of your characters to do the repairing and transfering items become an issue
- Regarding recipes. I really like the crafting system overall, but again from a usability point of view, the developers should really take a page of the standard MMO page; Once a recipe is learnt, then make it so I can access it from the Recipe tab and directly see how many of the ingredients I have & need, and make it so I can press craft directly in the Recipe tab
- Again for usability purposes I highly recommend adding a feature which shows what books you've already read. There's a reason it's one of the most downloaded mods for Skyrim
Inventory:
- Kudos for adding the sort drop Down, but honestly I used it once and found it never ever sorted the items how I liked it. I lacked two possible sorting options: 1) Compress all items but order unchanged, 2) by type (same type as the tabs, just in the main screen). Also the inventory while trading should represent your actual sorted inventory and not a randomized order
- While I really like the right-click options in the inventory screen, it has unfortunately made identifying magic items a drag. Just add a Identify all possible items an option (and preferably across characters inventories)
Leveling and skill mechanics:
- Several abilities in the character screen still lack description on what they do, e.g. Charm does say how it affects NPCs (and it's not points in the mini game rock-paper-scissors nor is it their attitude)
- I like the idea behind the reworked "Way of.." abilities and thus the requirements for skills, however I do think several of the requirements themselves need huge rework. However the way it is now did make me go way more dual class with my characters where as I before specialized them, so that is good in my opinion
Combat difficulty:
I played entirely on Hard and for the first time ever I felt it was hard, a couple of things though:
- I have read somewhere that developers think enemies now use too much CC. Personally I like they use it a lot, as I as a player use it a lot. I recommend reworking CC instead; now a CC is a simple RNG save against a difficulty plus some effect from Willpower and Bodybuilding. Why not make the save into brackets? (e.g. burning could have no success, full effect success, middle success resulting in either less rounds or lower damage)
- Fights with enemies were exiting with the new AI and abilities they use, however that joy was overshadowed by immense irritation of the traps; every single trap in the game either one-shotted all characters even a decked out Madora, or it took 90% of all hit points within 2 seconds and setting a debuff giving more damage. It is unhealable and not enjoyable, yes traps should hurt bigtime, but they should not outright kill the character unless it is for story purposes.
Other suggestion:
I have had another post regarding pick pocketing, but I say it here again: The way this Works needs to change. More specifically you should not be prohibited from pickpocketing the same NPC twice.
I usually choose the Get Englander arrested option for the Orc/Elf blood-feud quest, and by now I know I need a skill level of 2 in order to pickpocket Englander. But seriously if I as a new player try to pickpocket him, take something e.g. his key, then I am locked out from ever even trying to get the medallion later when I have enough skill level. I just don't understanding the reasoning behind this.
I like the weight+value determined by skill level system determining what you can pickpocket. Why not instead of only allowing a single pickpocket try in the entire game for that person, you add a modifier after the first try representing the NPC become more aware, so suddenly it's not weight+value but weight+value+#pickpocket_attempts
Last edited by Gnoster; 22/05/14 05:32 AM.