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DiD Round V Chat
Topic Started: Jan 11 2017, 01:17 PM (2,646 Views)
Areial
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Et'Ada
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Pretty much Bram... Like.. the one Idea I had where we all add one or two favorite dungeons.. in a "timed" competition ( meaning the time you play.. not the day's it takes) Well Forelhost is my favorite dungeon... but.. with mods... Clockwork.. which I know is available on x-box 1.. but not PS4..yet.

So as long as we have no PS4 players ( in that competition) clockwork could be my second dungeon... otherwise I'd have to come up with a different one. .. but it does add a whole new experience.

We all add one or two dungeons...and the character that has the fastest time wins...

Edit: This would have to be a drawn skill or pick, every one on the same difficulty.. by pick I mean.. one to three "skill" set's.. and we have our pick of one of those.
Edited by Areial, Jan 25 2017, 02:02 AM.
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Kane
Overlord
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Consolidating to one post...

Kane
Jan 11 2017, 02:49 PM
Hmm, how about these to start:

Battlemage
-One handed
-Heavy Armor
-Restoration
-Destruction
-Enchanting

Archer
-Archery
-Light Armor
-One handed
-Smithing
-Alchemy

Scout
-One handed
-Shield
-Smithing
-Archery

Knight
-Two handed
-Heavy Armor
-Smithing
-Restoration

?


Areial
Jan 12 2017, 01:26 AM
Light armor... ( Oblivion classes)

Barbarian: Armorer ( smith )Athletics, Blade, Block, Blunt, Hand-to-Hand, Light Armor

Rogue: Alchemy, Athletics, Blade, Block, Illusion, Light Armor, Mercantile ( speech?)

Archer: Armorer, Blade, Blunt, Hand-to-Hand, Light Armor, Marksman,Sneak

Monk: Security, Sneak, Acrobatics, Marksman, Alteration, Hand-to-Hand, Athletics

Nightblade: Acrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, Restoration

Spellsword: Major: Block, Restoration, Long Blade, Destruction, Alteration
Minor skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe

I think the biggest problem with some of the builds is that they don't have craft's in them, because you could buy those thing's that you needed in Oblivion.. need armor tempered.. smith does it for you...enchant and item... scrolls, staff's...etc.


Kane
Jan 12 2017, 11:41 PM
Light armor, sneak, archery, pickpocket, lockpicking, and illusion makes a perfect thief build.


After Dark
Jan 15 2017, 02:15 PM
Since you're talking about block, i just had an idea of a "Vanguard" class:
One-handed
Block
Heavy Armor
Alteration - defensive buffs
Illusion - for courage - defensive buffs for allies and frenzy - taunt (this is the closest i could find to those abilities)


glargg
Jan 15 2017, 02:35 PM
Possible "Sorcerer/Conjurer" class:

Conjuration, Armor (either), 1 Hand, Archery, Enchanting

Uses both bound weapons and summoned help; no physical weapons.


Brambleberry
Jan 15 2017, 02:54 PM
*snip*

a character could approach it as a peacemaker (even though we, behind the :joe: , know there will be no peace without some red stuff flying around). They'd have to adapt to the inevitable, but that wouldn't necessarily mean they'd have to do the bonking-on-the-head when they could just get someone else to do it. :evil:

Illusion, Old Rusty Sword (for those oh crap moments), shield, light armor, enchant/smith as an example.

*snip*

~~~~~~~~~~~~~~~~~~~~

Example: Warrior (no magic)
1. Heavy Armor
2. 2-hand
3. Block
4. Archery
5. Smithing
6. Enchanting
(speech)
(lock picking)

Example: Shield Mage
1. Illusion
2. Destruction
3. Block
4. Light Amor
5. Smithing
6. Enchanting
(speech)
(lock picking)


*all septims left in a post are subject to collection by Grits :)


Brambleberry
Jan 15 2017, 08:35 PM
Build Suggestions
RangerSpellbladePaladinSquishy Mage
1. Archery1. Conjuration1. Two-Handed1. Destruction
2. Sneak2. One-handed or 2-handed (you chose one of these)2. Heavy Armor2. Illusion
3. One-handed3. Restoration3. Block3. Alteration
4. Block4. Block4. Restoration4. Conjuration
5. Light Armor5. Light Armor5. Enchanting5. Alchemy
6. Alchemy6. Enchanting6. Smithing6. Enchanting
(speech)(speech)(speech)(speech)
(lock picking)(lock picking)(lock picking)(lock picking)


Thought I'd put a few out there just for kicks. These are just suggestions and can be morphed to suit one's desires. :D


---------------------------

So, we couple all that with this:


  • Joining the Legion/Stormcloaks
  • The Jagged Crown
  • Message to Whiterun
  • Battle for Whiterun



Reunification of Skyrim (Imperials)

  • A False Front
  • The Battle for Fort Dunstad
  • Compelling Tribute
  • The Battle for Fort Greenwall
  • Rescue from Fort Kastav
  • The Battle for Fort Amol
  • Battle for Windhelm


Liberation of Skyrim (Stormcloaks)

  • Rescue from Fort Neugrad
  • Compelling Tribute
  • The Battle for Fort Sungard
  • A False Front
  • The Battle for Fort Snowhawk
  • The Battle for Fort Hraggstad
  • Battle for Solitude


Thane of...


  • The Rift
  • The Reach
  • The Pale
  • Falkreath
  • Whiterun
  • Winterhold
  • Hjaalmarch
  • Haafingar
  • Eastmarch


All quests unrelated to the Civil War count for zero points.

-----------------------

And then it's just a matter of points, length, and multipliers.

You can only perk and level your chosen skills, similar to how the random skill rounds are.
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Areial
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Et'Ada
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hmmm we can do 100 pt's per quest... problem is if we are all doing the same thing we get the same score ( dependent on finishing)...

Which comes to the Mulitplier... I think this would be a good round to LvL scale... Reasoning is above... we could all end with the same score.. OR someone playing on Master is going to auto win just for finishing over someone who plays on Adept.. If we us the regular multiplier.

Length... anything longer than 3 week's and people tend to loose interest... 40 hrs... keep's everyone on their toes.. Feb 3 is a Friday, which is when we generally start games, which gives Rick & Adella and Sah both a chance to finish their grudge round..I know one day is not to much of a head start for everyone else...
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neildarkstar
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My problem with the 40 hour limit, is simply that I don't seem to accomplish much. My characters don't really get to doing well until they are about level 20, and by then I've usually used up nearly 25 to 30 hours... What's worse is that I do that in about three to four days, and setting up for a competition... Well, that's a lot of trouble to go to for perhaps a week at most of playing.

What's a mother to do for the remaining two weeks? :)
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glargg
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Jarl
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neildarkstar
Jan 25 2017, 12:59 PM
My problem with the 40 hour limit, is simply that I don't seem to accomplish much. My characters don't really get to doing well until they are about level 20, and by then I've usually used up nearly 25 to 30 hours... What's worse is that I do that in about three to four days, and setting up for a competition... Well, that's a lot of trouble to go to for perhaps a week at most of playing.

What's a mother to do for the remaining two weeks? :)
Play Microsoft Solitaire, of course! ;)
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glargg
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Jarl
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Here's a suggestion: Increase the time limit (for Neil :) ) and then add a bonus for early completion. X points per unused minute, or whatever. That would provide a "tie-breaker" for people who finished everything, too.
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Kane
Overlord
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That's an interesting idea. It would add in incentive to play at varying levels. Master for better multiplier, at the risk of losing points time-wise. But, if you like Adept at the lower multiplier, you can finish sooner to boost your score a little bit.
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Sakiri
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Jarl
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Get expert at 40 hours score as a base and figure it out from there? As a mid point for the time bonus.

Faster completion vs higher difficulty scaling needs a base value.
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Brambleberry
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Jarl
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Regarding hours. Taking into account 8 hours for sleep there are 336 hours left in a 3 week period. Everyone has real life mixed in somewhere in those hours, but I agree with Neil to play on Master or Legendary chews up a ton of time just "getting ready" to complete the competition goals.

But the question is, is that part of what makes up playing on Legendary/Master. That is, you know you have to gear up in order to get out there and complete tasks, so that's the choice one makes. And as part of that choice one finds ways to gear up (within the rules) as fast as possible.

OR

Do we put in some kind of prep time into our competitions. That is everyone gets 20 hours prep time and then the competition timer starts.

I'm just throwing out ideas here to get everyone's gray matter sparking, not so say this is what I want one way or another.

Food for thought. nom nom nom
Edited by Brambleberry, Jan 25 2017, 01:45 PM.
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Kane
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Well, what about just doing away with the hour limits. Three weeks is all you get, extra points for every day under that?
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neildarkstar
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Brambleberry
Jan 25 2017, 01:44 PM
Regarding hours. Taking into account 8 hours for sleep there are 336 hours left in a 3 week period. Everyone has real life mixed in somewhere in those hours, but I agree with Neil to play on Master or Legendary chews up a ton of time just "getting ready" to complete the competition goals.

But the question is, is that part of what makes up playing on Legendary/Master. That is, you know you have to gear up in order to get out there and complete tasks, so that's the choice one makes. And as part of that choice one finds ways to gear up (within the rules) as fast as possible.

OR

Do we put in some kind of prep time into our competitions. That is everyone gets 20 hours prep time and then the competition timer starts.

I'm just throwing out ideas here to get everyone's gray matter sparking, not so say this is what I want one way or another.

Food for thought. nom nom nom


I like that "prep time" idea. It would be cool if it could be done so that the prep time was spent without touching the comp;s objectives, and then posting the hours at which you started pursuing the competition goals themselves.

Kane
Jan 25 2017, 01:52 PM
Well, what about just doing away with the hour limits. Three weeks is all you get, extra points for every day under that?


The limit on hours was created to make it fair for those who can only devote a couple of hours per day to playing, so we need to compensate for that in some manner.

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Areial
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Et'Ada
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Kane
Jan 25 2017, 01:52 PM
Well, what about just doing away with the hour limits. Three weeks is all you get, extra points for every day under that?
I don't mind "prep" time... but not doing away with a limit altogether, unless their is a bonus or penalty for time taken... as Neil said... it's a way to keep it fair...

For the most part I don't care that others have more time... If I can't get a full 40 + 20 ( prep) hr's in, in 3 weeks... that's my bad... that someone else can do 120 hr's in three week's... Uh..no, that's just not fair at all.

How about 20 hr prep time... each un-used hr work 50 pts... with each quest worth 100, but still with the 40 hr limit to the competition...

hmmm 1 Thane line done.. cause house or not...but no more and no C.W. at all.. or allow a mod house ( hook, line and sinker) so that people have the storage they need to "prep".. IMO a house mod is a better idea.. ( with no freebies in the house.. or not used at all.. freebies being armor, arms and excessive crafting items...<sigh> no more than the vanilla houses)
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Kane
Overlord
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We could pre-select a few houses that fit the bill.
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Areial
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Et'Ada
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true... I'd pick this White River Priory It does have all the crafting stations, storage & two shrines, but all the "clutter" is static, with nothing in the way of materials. Not even plot's or a garden, the Priory on the Cape does have a few plots...
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Kane
Overlord
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Kane
Jan 25 2017, 02:56 PM
We could pre-select a few houses that fit the bill.
Whiterun Watch is fairly generic.
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glargg
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Jarl
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Of what value is this "prep time" if someone elects to go high-speed?

For instance, in a three week competition, I'm lucky if I can get more than 20-25 hours to play, total. This is what basically forces me to play at lower difficulty. I'm sure I'm not alone in this.

Does somebody else get this amount of free time to build up a character, before even "starting," and then get higher multiples too?

Edit: That estimate above should probably be more like 30-35 hours in three weeks, but my point still stands.
Edited by glargg, Jan 25 2017, 03:20 PM.
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Areial
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Et'Ada
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That is pretty basic... hmm I'd have to find one that basic, all of my houses have the crafting stations.. cause.. more flexibility..
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glargg
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Jarl
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Another pretty simple player house mod is the Hunter's Cabin. It does add a bow and some steel arrows, an archery skill book (the same one in Valtheim Towers), and a few things like a grindstone and cooking pot, but no alchemy/enchanting stations or forge. No garden, either. It's probably "advantage neutral" unless you count the bow, which has better stats than any starting bow. The bed only gives "rested" rather than "well rested."

I generally leave this mod in place for competitions, ignoring the bow, arrows, and archery book.
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Areial
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Et'Ada
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Glargg.. I hear ya... and I prefer the "you choose the difficulty, you deal with it".. it's why their IS a multiplier for difficulties...

I don't have the time to grind my way up to relative safety using Master or Legendary.. so I play on Adept.. I still don't get a whole 40 hrs in.. but I can deal with it.

I'm suggesting alternatives, we all have different playing abilities ( time wise) ...
I think we have ...time.. before this round starts to hash out this... I'm not really in favor of Prep time... unless their are penalties for those that use it..

Personally I am not really in favor of having a prep time... unless their are bonuses or penalties for those that use or don't use it.

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Kane
Overlord
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Yeah, that Bow is pretty powerful, if I remember. I think it's hunting bow w/ Elven damage.
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