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Daedric Dabbler: A Discussion Thread; For our next DiD round
Topic Started: Oct 13 2017, 11:02 AM (1,010 Views)
Kane
Overlord
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Round Nine - Collecting Daedric Artifacts


Part One - The Points


  • 1000 points per Artifact recovered
  • 1500 point bonus for the Skeleton Key
  • 500 points per Black Book
  • 100 points per Daedric literature (normal books on the Daedra, IE: Myths of Sheogorath)



Part Two - The Difficulty

I think this round would benefit from a set difficulty level of Expert. There's nearly a definitive cap on the amount of points that can be garnered, unless a participant is willing to grind for the 100 point literature.

Point losses for deaths should also be discussed, since one could die, and theoretically still gather the highest score on a second or third attempt.


Part Three - The Time Limit

Timeline should be at least forty hours, if not more. Boethiah's Calling alone has a level thirty requirement, and there should be a fair chance given for making a run at the Skeleton Key/Black Books.



Feel free to discuss or add more ideas!
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Areial
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Et'Ada
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How about a time penalty for deaths? Under level 10.. "freebie" ie you don't lose time, but after that 5 hr's per death, cumulative.. ie 5, then 10, then 15..etc. 5 hr's for some can mean a big difference.

I have no input on the hours as I have never done most of the Deadric quests, so I have no idea how long some of them will take.
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glargg
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Jarl
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The problem isn't so much how long they take to do. It's how long you take getting your character prepared to do them.

Sheo, Hircine, Clavicus and Azura can be done early on. Some of the others, like Boethiah, Meridia and Peryite, have level requirements and can be deadly to an unprepared character.

I'm not sure I can do DiD at Expert with my current mods, though. I've been playing at Adept, and I'm right on the edge a lot of the time.
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Areial
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Et'Ada
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Glargg.. one of the thing's that I generally do if I need to go higher ( difficulty), is just a tad more in the crafting area. Though I DO take Smithing as my 1st perk.. it might be 10 to 15 more level's before they do more than create and the 1st temper. IF I have to go higher than Adept.. I lower that to getting "Superior" before level 10 and then temper most of the looted items before sale.

It's not how I generally play.. generally I create ( or console in) the armor/ clothing, I want my character to wear, then unless they are getting the tar beat out of them... I don't bother to temper. And I use Smithing more than Alchemy or Enchanting.. which isn't saying much.. cause I don't use craft's much at all.
Edited by Areial, Oct 13 2017, 12:47 PM.
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glargg
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Yeah, I know.

The problem is Frostfall. Not only is exposure deadly, but you're extra weak to frost magic, and if you're wet, shock does extra damage too. These things can be offset with the Frostfall & Camping special perks, but it takes actual camping and cold-exposure time to qualify for those perks.

It wouldn't be a problem, because the mod does provide the perks, but it's extra time to deal with all of that, up against a time limit.

I think the simplest solution is to just not activate Frostfall for the competition. Not my favorite idea, because I was really getting into the Survival thing. But it's okay. :)
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Areial
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Et'Ada
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Yeah, that is the one "difficulty" mod I won't use during a competition.. or for most of my characters. I do use Wet & Cold for most of my characters.. but the scripting make's it a bit slower ( I have a heavy script load) so it's one of the one's I knock off for competitions.

And sometimes I hate losing some of my other mods. especially armor and clothing.. but I understand some of them are waaaaay OP.. not that I use those, but they happen to come IN a mod that has something I want.

For example.. I seriously hate "skirts" on armor.. so with the Hircine armor.. I would put pant's on my character, but one of the few pant's that don't clip badly happen's to be a bit on the OP side for a low level character.. I'll have to look for another pair.. cause.. ewwww or tall boots...
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glargg
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Slow-down isn't much of a problem for me. My mod-list is fairly modest (yeah, there's a pun there :) ), but I do use Wet&Cold. There are certain places where I get a momentary lag-glitch when the character turns, because I'm running high-res texture replacements. It's just a hiccup, though, so it doesn't affect play.

I think I'd probably also turn off the deadly diseases, because that just adds another level of complication, but that's an adjustment I can do in the SkyUI mod config menu. I like the fact that a lot of these mods can be adjusted that way, so I can tailor the mod to the situation.
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Areial
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Et'Ada
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I think the only big adjustment I have is to I.C. I turn the Ore Guardian spawn off and that's mostly because the will start attacking during the mining animation, but also because som3 of them are way OP for a low level character.

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glargg
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Jarl
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The disease add-on for iNeeds makes it so diseases can kill you, and they can't be cured at shrines. And there are no generic "cure disease" potions; you need a potion for the specific disease. Otherwise, you have to pay a priest to cure you, at one of the temples.

I can just imagine being far from civilization, deep in a quest-related dungeon, and picking up a disease that weakens Xa over time, finally killing her just as she's about to face the boss. :)
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Areial
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Et'Ada
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Yep, that would be no fun!
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Serethil
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Et'Ada
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Quick way to kill any enjoyment of the game at all....
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glargg
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Jarl
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Sure, but if a character can gradually adapt to the dangers of the world, as one would have to if living in the world, then one is prepared.

Consider: a person doesn't become an explorer overnight. In order to live in the wild, one has to learn to live in the wild. Camping skills, fighting skills, survival skills, preparation before going off on an expedition. In the long run, one has a greater sense of accomplishment, for having faced long, but realistic odds.

It makes a lot more sense to me, to create difficulty this way, than by unbalancing combat.
Edited by glargg, Oct 13 2017, 06:39 PM.
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Serethil
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Et'Ada
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Oh, I wasn't arguing about that - I was just commenting about the deadly disease post you made!
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Poncho
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Do we need a rule regarding Hircine's artifacts? It is possible to obtain both the ring and savior's hide with a glitch (first time I did it was by accident)

Also are we including the page of the Mysterium Xarxes present in the museum? And related Mythic Dawn robes?

Skills; are we picking our own skills with restrictions (i.e only 1 craft), picking from the prescribed list of "classes" that was bandied around previously or all using the same limited skill set with penalties for advancing non-permitted skills?

Edit:
Part 1
I can get behind those points, but we'd need an exhaustive list of valid literature for the books collecting

Part 2
Points penalty...I'd say 1000 point penalty to that attempt if you die, next attempt starts fresh. Penalty then equates to loss of a single artifact, which doesn't seem especially harsh to me. I agree with fixed Expert difficulty, scaling wouldn't provide enough challenge in the level range produced by the quests.

Part 3
Time frame...since there is a level requirement in order to do some of the quests....50 hours over a 4 week period? Gives plenty of time for those who want to go for the whole lot and allows for people with only 10-15 hours total each week to put into gaming without the competition stretching out too far. Most of us have some other commitments, my own being working hours that are all over the show and often leave me feeling too tired to game after work.
Edited by Poncho, Oct 13 2017, 07:28 PM.
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Areial
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Et'Ada
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Good questions!! Kaaaane!!! :D
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Kane
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Definitely no glitching. Gotta pick one for Hircine, just like Clavicus Vile.

I agree with all of that, I think. I can hit up the UESP and make a comprehensive list of items related to the Daedra.

As far as skills go - do we pick 5 of player choice (with a few freebies) or do we choose a random 8, plus freebies.


Freebies:
Lockpicking
Speech
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Kane
Overlord
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Books:

Sixteen Accords of Madness: Volume VI
Sixteen Accords of Madness: Volume IX
Sixteen Accords of Madness: Volume XII
Admonition Against Ebony
Aedra and Daedra
Azura and the Box
Beggar Prince
Boethiah's Glory
Boethiah's Proving
The Book of Daedra
Charwich-Koniinge Letters, v1
Charwich-Koniinge, v2
Charwich-Koniinge Letters, v3
Charwich-Koniinge Letters, v4
The Code of Malacath
Darkest Darkness
The Doors of Oblivion
The Dreamstride
Invocation of Azura
The Keepers of the Razor
The Legendary Scourge
Liminal Bridges
Mythic Dawn Commentaries 1
Mythic Dawn Commentaries 2
Mythic Dawn Commentaries 3
Mythic Dawn Commentaries 4
Myths of Sheogorath
Oghma Infinium
Opusculus Lamae Bal
The Posting of the Hunt
Song Of Hrormir
Spirit of the Daedra
The Totems of Hircine
Varieties of Daedra
Wabbajack
The Waters of Oblivion

Items:
Vaermina Robes
Mythic Dawn Robe
Mythic Dawn Boots
Mythic Dawn Gloves
Daedra Hearts
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Areial
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Et'Ada
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IMO 6 skills plus the two freebies, with a 4 point leeway, because of having to get to higher lvls for some of the quests, more chance of an oppsie is.

That gives a good spread of skills, with 8 in all.
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Brambleberry
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Jarl
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Excellent theme to for this month Kane! :jack:

I like Are's suggestion of 6 skills, the 2 freebies, a little bit more leeway on oopsies and with regards to your time frame I would think either 50 or 60 hours might be necessary, simply because we're going to want to get over to Solstheim for the Black Books and that place on Expert with limited skills will take a bit more time to be properly prepared.

Very excited about this treasure hunt.

Can we start yet?

Can we start yet?

.
.
.
Can we start yet?

*Sheo laughing about a murder of clowns in the background*
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Serethil
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Eh.... a murder of crows. A circus of clowns.
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