Kamrad.ru

Kamrad.ru (https://kamrad.ru/index.php)
-   Серия TES: Oblivion, Morrowind и т.д. (https://kamrad.ru/forumdisplay.php?f=71)
-   -   Вопросы про прокачку! (https://kamrad.ru/showthread.php?t=32372)

Kit 18-05-2002 19:43

Rakshasa
4. За прокачку скиллов у тренеров похоже коэффициент не увеличивается.

Судя по всему - не увеличиваются только мисковые.
Основные - тока в путь.
У меня без проблем были левелапы с тремя скиллами с 2х и одним 5х. Без спичек в клавиатуре. :)

the cat 17 19-05-2002 13:21

Ребята, не парьтесь :cool:
Я на этом форуме уже довольно давно нашел ссылку
на подробное описание системы поднятия уровня
(правда на английском) ;)
После прочтения снимаются все вопросы (ну или почти все)
Пользуйтесь на здоровье!

This is the first in a series of threads that I plan to write about how to make Morrowind enjoyable. I plan to make each a separate thread because they are fairly complex and extremely important. Today's topic: Attribute Increases.

There have been a lot of posts describing how the current system is broken. I could go on for pages about exactly how broken it is, but I would rather devote time to the solution, so I'll just summarize my problems with it and leave the readers to understand why these problems exist.

1) When a skill is raised has a huge effect on whether or not a character benefits from raising that skill. (If you don't hit a threshold, it's wasted. If you already have 3 attributes with multipliers, it's wasted. If you've already raised 10 related skills, it's wasted. etc...)

2) If I'm interested in character development (stat-wise), I have to assign "practicable" skills to misc. even if I intend to use them a lot so that I can "top off" attribute multipliers each time I level. Keeping track of this information is a pain, and the repetitive jumping, spellcasting, running, bartering, etc... is absolutely no fun.

3) If I'm interested in Roleplaying a character, I get pissed off each level because I'm getting screwed by a poorly designed system. When I'm roleplaying I don't want to play the numbers game, but I'm still very aware and angry about the fact that not playing it is hurting my character.

So the bottom line is that if I'm a powergamer, I'm unhappy because I have to do so much to avoid being screwed, and if I'm a roleplayer then I'm aware of how badly I'm being screwed. At either extreme or anywhere in the middle, there's something for everyone to hate about this system!

Here's my fix which preserves the spirit of TES. There's no "wrong time" to increase a skill in this system, there's no way to loose the benefit of increasing a skill, and there's no reason to practice a skill unless you want it to be better. I actually keep track of these numbers by hand and update my stats every level by using the console. It's a little bit of work but the difference is that the work is informational only, I'm not forced to practice something in order to prevent from being screwed.

1) Every level a character receives 2 discretionary points. These points can be assigned to any attribute and they never have any multipliers. This allows for some customization, increase in unrelated attributes, and it rewards players for attaining levels (in addition to the health and loot increases).

2) Every point that a Major skill is raised adds 0.6 points to its governing attribute. Never round or drop fractions, just keep adding and when a new integer is reached then add that integer to the attribute.

3) Every point that a minor skill is raised adds 0.4 points to its governing attribute.

4) Every point that a misc. skill is raised via practice (no books or trainers) adds 0.2 points to its governing attribute. Book or trainer misc. skill points don't add to attributes (just like the current system).

5) If a skill's governing attribute is maxed out (100), then each increase in that skill adds 0.2 discretionary points that can be assigned to other attributes upon levelling.

That's it. The numbers can be modified to suit your tastes, but these have been chosen so that character progression is almost identical to the current system (so game balance is preserved). Here's a few comparisons to enlighten folks:

Worst level:
Current system -- 4,3,3 Major/minor (M/m) gives 6 points of increase. Of course, you could purposely get only 3 points of increase, but that's just stupid.
My system -- any 10 minor gives 4+2=6 points of increase.

Best level:
Current system -- 10M/m, 20 misc. gives 15 points of increase. Increases must be grouped into 10 for each attribute.
My system -- 10 Major, 20 misc. gives 6+5+2=13 points of increase. Can be in any combination of attributes (including all the same one). More misc. could be raised, but this comparison shows the same 30 points of skill improvement.

Average level:
Current system -- 5,2,3 M/m or 5,5M/m and 1misc. gives 7 or 8 points (x3,x2,x2 or x3,x3,x2). Assume a few more misc or M/m points are wasted, so 11-15 total points are raised.
My system -- 5Major, 5minor, 0-5 misc. gives 3+2+(0to1)+2 for 7 or 8 points of increase for 10-15 skill improvement.

There are two new "exploits" in this system:

The first is that you can practice miscellaneous skills forever and then have huge attributes at 2nd level. My opinion is that if you _really_ want to min/max that much, and if your character spends that much time practicing, then that character should be rewarded for his ridiculous training regimen. Remember that misc. skills only give you 1/5 of a point, and that you have to practice them yourself, using trainers or books doesn't count. All told, this will only apply to the hardest-core powergamers and it will at least allow them to have fun. It won't affect Roleplayers or moderate players at all.

The second is that all attribute points per level can be concentrated on a single attribute, whereas each attribute used to be capped at only 5 per level (practically capped, at least). This is something I'm willing to live with, because as soon as the attribute hits 100, then all those skills are only giving the player 1/5 of a point, meaning that they will increase other attributes more slowly as a tradeoff for having increased one attribute so quickly. Again this will only apply to powergamers, and I think it's an acceptable tradeoff that's not far from what can be accomplished by stacking race/birthsign/favored attribute modifiers during character creation.

5 simple rules yield a system with the same spirit as the current system, but they completely eliminate any possibility of increasing skills at the "wrong" time or in the "wrong" combination. Roleplayers can just play and know that they aren't being penalized for not number-crunching. Powergamers can spend extra time practicing skills they want to raise and improving their character, but their efforts are based on what they want their character to be good at, not based on avoiding rediculous penalties because of arbitrary thresholds.

I think this could be scripted in a mod, but a lot of care would have to be taken to identify book/trainer increases, magickal skill fortification vs. real improvements, and things like that. Maybe someday I'll know enough to try it but for now I would like to say that I would never finish MW using the old system because I'm sick and tired of it after only 20 levels. With the new system I'm free to enjoy the game and have confidence that I'm being rewarded for what my character does regardless of when he does it.

Так что берите в руки калькуляторы и вперед :)


All times are GMT +3. The time now is 08:50.

Powered by vBulletin® Version 3.8.12 by vBS
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Любое использование материалов сайта
возможно только с разрешения его администрации.