hardcore rules
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udubdawgs
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hardcore rules
how do you make morrowind (and, other tes games) more real?
personally, i don't manipulate attributes. that's the first fact.
what do you do? eat and sleep, wait, sleeping is actually worthy in morrowind.
Edit
eat and sleep, in general, are worthless. i do, however, make my boy sleep if he's not a thief.
he doesn't touch the seyda neen tutorial if it doesn't fit his character.
i try to NOT manipulate attributes as much as possible.
no exploits. btw, i've done the exploit route, why would i continue?
Edit 2
no buying training is an obvious one, but, i wouldn't get training without paying for it initially. therefore, it's an idiot rule.
Edit 3
do you train non-skills for purposeful attribute manipulation?
THAT is the real question.
personally, i don't manipulate attributes. that's the first fact.
what do you do? eat and sleep, wait, sleeping is actually worthy in morrowind.
Edit
eat and sleep, in general, are worthless. i do, however, make my boy sleep if he's not a thief.
he doesn't touch the seyda neen tutorial if it doesn't fit his character.
i try to NOT manipulate attributes as much as possible.
no exploits. btw, i've done the exploit route, why would i continue?
Edit 2
no buying training is an obvious one, but, i wouldn't get training without paying for it initially. therefore, it's an idiot rule.
Edit 3
do you train non-skills for purposeful attribute manipulation?
THAT is the real question.
Last edited by Musicman247 on Tue Apr 23, 2013 5:02 pm, edited 2 times in total.
Reason: Don't quadruple post.
Reason: Don't quadruple post.
- DwemerInSpace
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udubdawgs
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Re: hardcore rules
ya, nobody exploits neen, lol.
have a question than say it, bia.
Edit
for example: no potion spams during combat.
phew, was that hard.
Edit 2
for example:
i don't spam training.
all of you know exactly what i'm talking about. howz bout trying a game without buying training. my disposition for the game increased huge.
have a question than say it, bia.
Edit
for example: no potion spams during combat.
phew, was that hard.
Edit 2
for example:
i don't spam training.
all of you know exactly what i'm talking about. howz bout trying a game without buying training. my disposition for the game increased huge.
Last edited by Musicman247 on Tue Apr 23, 2013 9:31 pm, edited 3 times in total.
Reason: Pleas stop double posting.
Reason: Pleas stop double posting.
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bushwhacker2k
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Re: hardcore rules
This topic is exactly the reason i came to this forum today.
I keep finding myself slipping into habits that make the game wayyyy too easy.
I'm making a list of things to do to keep it interesting:
-No custom enchanted items
-No custom spells
-No stealing
-Hardcore mode (dying once means you have to start over)
-No grinding (don't jump around like a moron, don't repeatedly cast weak spells when their effects won't help you currently, etc.)
-Alchemy limitations (couldn't think of just one way to deal with this so):
-No buying alchemy ingredients
-No buying infinite alchemy ingredients (buying a stack from an infinite supplier once a day is acceptable)
-Only buy ingredients to compliment ingredients you already own
Didn't think of this (despite how obvious it is) until you mentioned it:
-No paying for training (basically no training, but you know what I mean)
It seems like anything that you can custom-make totally breaks the game, anything that modifies stats/skills can get ridiculous and a few enchanted rings with on-target damage spells beat anything you could possibly come up against. Altering the price of items and training with personality/speechcraft/mercantile-altering also breaks it.
I wonder if there's a mod for removing infinite ingredient supplies?
It sucks because I love this game but my power-gaming tendencies take over my playstyle! xO
I can try to just keep myself from using the things but when there's a more efficient manner of doing things it means I'm actively gimping myself by not using them! xO
I keep finding myself slipping into habits that make the game wayyyy too easy.
I'm making a list of things to do to keep it interesting:
-No custom enchanted items
-No custom spells
-No stealing
-Hardcore mode (dying once means you have to start over)
-No grinding (don't jump around like a moron, don't repeatedly cast weak spells when their effects won't help you currently, etc.)
-Alchemy limitations (couldn't think of just one way to deal with this so):
-No buying alchemy ingredients
-No buying infinite alchemy ingredients (buying a stack from an infinite supplier once a day is acceptable)
-Only buy ingredients to compliment ingredients you already own
Didn't think of this (despite how obvious it is) until you mentioned it:
-No paying for training (basically no training, but you know what I mean)
It seems like anything that you can custom-make totally breaks the game, anything that modifies stats/skills can get ridiculous and a few enchanted rings with on-target damage spells beat anything you could possibly come up against. Altering the price of items and training with personality/speechcraft/mercantile-altering also breaks it.
I wonder if there's a mod for removing infinite ingredient supplies?
It sucks because I love this game but my power-gaming tendencies take over my playstyle! xO
I can try to just keep myself from using the things but when there's a more efficient manner of doing things it means I'm actively gimping myself by not using them! xO
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OblivionDuruza
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Re: hardcore rules
Roleplay. Would your character realistically steal that item? Would your character realistically train that skill? Would your character run and jump everywhere? Would they take that quest? Or make that decision (even though it gives the better reward)?
Roleplaying actually makes the game a fair degree more difficult, and you don't need to be a 'roleplayer' for that to be the case.
Roleplaying actually makes the game a fair degree more difficult, and you don't need to be a 'roleplayer' for that to be the case.
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udubdawgs
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Re: hardcore rules
there's no doubt that strict roleplaying is a huge part of this, but, for me, "hardcore" rules are much more. they govern the mechanics of the game and add incredible amounts of depth, meaning, "realism" and immersion. it also helps eliminate my exploitation of the game, whether, intentional or not.OblivionDuruza wrote:Roleplay. Would your character realistically steal that item? Would your character realistically train that skill? Would your character run and jump everywhere? Would they take that quest? Or make that decision (even though it gives the better reward)?
Roleplaying actually makes the game a fair degree more difficult, and you don't need to be a 'roleplayer' for that to be the case.
for example: i just implemented a rule where i can only bribe and persuade merchants once per day. it has absolutely changed a core mechanic of the game.
- Musicman247
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Re: hardcore rules
That rule doesn't make much sense as far as roleplaying goes, though. If my character has the mindset to bribe someone and has the gold to do it more than once in a day, why wouldn't they?
"Yer a wizard, Musicman." - scribbane
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udubdawgs
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Re: hardcore rules
Musicman247 wrote:That rule doesn't make much sense as far as roleplaying goes, though. If my character has the mindset to bribe someone and has the gold to do it more than once in a day, why wouldn't they?
lol, well, maybe for YOUR character that you're roleplaying.
are you seriously going to start telling me what does and doesn't make sense for MY character roleplays, lol?
- Musicman247
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Re: hardcore rules
Nope. You can play however you want. But your version of "hardcore" isn't the same as everyone else's.
My version would be you have to eat three times a day, you have to get at least six hours of sleep every day. Only carry what a person could actually carry (ie. two swords max, a shield, armor, gold and a couple potions). Only take weapons your character can use. Make money by selling things you make yourself that make sense for your character to make. The list goes on and on, but most of them derive from actually roleplaying, and not just setting up arbitrary rules.
My version would be you have to eat three times a day, you have to get at least six hours of sleep every day. Only carry what a person could actually carry (ie. two swords max, a shield, armor, gold and a couple potions). Only take weapons your character can use. Make money by selling things you make yourself that make sense for your character to make. The list goes on and on, but most of them derive from actually roleplaying, and not just setting up arbitrary rules.
"Yer a wizard, Musicman." - scribbane
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udubdawgs
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Re: hardcore rules
Musicman247 wrote:Nope. You can play however you want. But your version of "hardcore" isn't the same as everyone else's.
My version would be you have to eat three times a day, you have to get at least six hours of sleep every day. Only carry what a person could actually carry (ie. two swords max, a shield, armor, gold and a couple potions). Only take weapons your character can use. Make money by selling things you make yourself that make sense for your character to make. The list goes on and on, but most of them derive from actually roleplaying, and not just setting up arbitrary rules.
yes, i know "hardcore" is different for every player, lol. for me, eating and sleeping isn't hardcore, at all.
the difference, from my perspective, is that to many players "hardcore" is really nothing more than strict roleplaying. for me, that is NOT the case. for me, that's called... strict roleplaying.
"hardcore" rules are decisions i make that impact the gameplay mechanics and truly alter the playthrough. there are actual limitations and consequences. eating and sleeping do not impact the gameplay mechanics and truly are mere roleplaying guidelines. btw, i do have sleeping schedules for my character, but, eating is truly meaningless, imo.
hardcore is NOT limited to roleplaying.
edit: in fact, you stated that not allowing my character to bribe more than once doesn't make sense from a rping perspective. lol, not only did you just incorrectly state that "hardcore" and roleplaying are the same, but, you told me that my character and my roleplaying didn't make sense, even though, you had no idea what character i was rping.
Last edited by udubdawgs on Thu May 16, 2013 6:22 pm, edited 1 time in total.
- Musicman247
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Re: hardcore rules
Right, but TES games are by definition Role-Playing Games (RPG). Making a decision/rule that doesn't make sense for your character is just setting up arbitrary roadblocks, not enhancing your gameplay.
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udubdawgs
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Re: hardcore rules
lol, i'm not even going to start debating what a rpg game is or what it's subtypes are. tes doesn't get to dictate the terms or definitions of what is or isn't a rpg.Musicman247 wrote:Right, but TES games are by definition Role-Playing Games (RPG). Making a decision/rule that doesn't make sense for your character is just setting up arbitrary roadblocks, not enhancing your gameplay.
lol, you're now telling me that my rules don't enhance my gameplay. wow. my "roadblocks" are created to specifically enhance the gameplay.
my rules are specific to each character i make. therefore, they make complete sense.
i completely hear ya. i continually search for great gameplay rules to add. as for your efficiency vs natural dilemma, lol, i suggest you do what i do: i have multiple characters and one of them is definitely my power build, do everything god, lol.bushwhacker2k wrote:This topic is exactly the reason i came to this forum today.
I keep finding myself slipping into habits that make the game wayyyy too easy.
I'm making a list of things to do to keep it interesting:
-No custom enchanted items
-No custom spells
-No stealing
-Hardcore mode (dying once means you have to start over)
-No grinding (don't jump around like a moron, don't repeatedly cast weak spells when their effects won't help you currently, etc.)
-Alchemy limitations (couldn't think of just one way to deal with this so):
-No buying alchemy ingredients
-No buying infinite alchemy ingredients (buying a stack from an infinite supplier once a day is acceptable)
-Only buy ingredients to compliment ingredients you already own
Didn't think of this (despite how obvious it is) until you mentioned it:
-No paying for training (basically no training, but you know what I mean)
It seems like anything that you can custom-make totally breaks the game, anything that modifies stats/skills can get ridiculous and a few enchanted rings with on-target damage spells beat anything you could possibly come up against. Altering the price of items and training with personality/speechcraft/mercantile-altering also breaks it.
I wonder if there's a mod for removing infinite ingredient supplies?
It sucks because I love this game but my power-gaming tendencies take over my playstyle! xO
I can try to just keep myself from using the things but when there's a more efficient manner of doing things it means I'm actively gimping myself by not using them! xO
Last edited by Musicman247 on Thu May 16, 2013 6:33 pm, edited 1 time in total.
Reason: Merged double post...again
Reason: Merged double post...again
- Musicman247
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Re: hardcore rules
Have fun making up rules, then.
And stop double posting.
And stop double posting.
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udubdawgs
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Re: hardcore rules
still don't know what you mean by double posting. i responded to his comment separately.Musicman247 wrote:Have fun making up rules, then.
And stop double posting.
as for your rules comment... EVERYBODY plays with their own rules. what don't you understand, lol?
edit: oh, btw, yes i will have fun making up useful rules and implementing them. as will the millions of other people who play tes games.
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SVG_Turtle
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Re: hardcore rules
Your writings comes off as hostile. Just chill bro, we understand your argument and what you're trying to say.udubdawgs wrote:still don't know what you mean by double posting. i responded to his comment separately.Musicman247 wrote:Have fun making up rules, then.
And stop double posting.
as for your rules comment... EVERYBODY plays with their own rules. what don't you understand, lol?
edit: oh, btw, yes i will have fun making up useful rules and implementing them. as will the millions of other people who play tes games.
OT: I implement a squad-leader/adventurer playstyle for most my characters because I try to rack up the difficulty of Morrowind in every way possible, so trying to go out into the wilderness of Vvardenfell alone usually results in either close calls or death.
Basically; I make it so I must hire/befriend people so I can explore and loot without getting owned by packs of bandits or monsters. I enjoy the adventurer-leader aspect this gives.
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udubdawgs
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Re: hardcore rules
that's between musicman and i, lol.SVG_Turtle wrote:Your writings comes off as hostile. Just chill bro, we understand your argument and what you're trying to say.udubdawgs wrote:still don't know what you mean by double posting. i responded to his comment separately.Musicman247 wrote:Have fun making up rules, then.
And stop double posting.
as for your rules comment... EVERYBODY plays with their own rules. what don't you understand, lol?
edit: oh, btw, yes i will have fun making up useful rules and implementing them. as will the millions of other people who play tes games.
OT: I implement a squad-leader/adventurer playstyle for most my characters because I try to rack up the difficulty of Morrowind in every way possible, so trying to go out into the wilderness of Vvardenfell alone usually results in either close calls or death.
Basically; I make it so I must hire/befriend people so I can explore and loot without getting owned by packs of bandits or monsters. I enjoy the adventurer-leader aspect this gives.
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OblivionDuruza
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Re: hardcore rules
To be sure. For me, doing an Ironman (death is final) Roleplay is usually enough challenge without additional hardcore rules, but I can see your point. I guess it also depends on the roleplay, because certain characters are just asking for trouble, while others have it somewhat easier. For example, hunting vampires from the outset at level 1 is almost always suicidal, particularly when you're playing Ironman.udubdawgs wrote:there's no doubt that strict roleplaying is a huge part of this, but, for me, "hardcore" rules are much more. they govern the mechanics of the game and add incredible amounts of depth, meaning, "realism" and immersion. it also helps eliminate my exploitation of the game, whether, intentional or not.
for example: i just implemented a rule where i can only bribe and persuade merchants once per day. it has absolutely changed a core mechanic of the game.
