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  • Im not sure if it was just me, but i felt that the crafting part of skyrim was a little malnourished. i felt that there shouldve been more in any class involving unviolent measures to level such as speech, alchemy and smithing so that we could be involved in the crafting skills without having to level combat involved skills. Say in roll playing you just wanna be a merchant, or somene who makes their own money off there own products. for smithers its not necessarily a problem considering you can gather your resources that you require in mines (most of them having unhostile inhabitants). Id like to see an expanse of the thing you can do with smithing, and what other thing you can make alchemy a little more useful with the burden you have to take collecting herbs as well as making the speach class more of a merchant class that would allow you to create your own business that could thrive.

    Heres some of the things id like to see the skyrim community look to doing in mods, or as suggestions to bethesda themselves.

    Smithing

    Fletching- i know there are a lot of archer loving skyrim fans (me being one) that are often dissapointed in having to save their money on ammunition for the profession. Smithings handy to archers to get nice bows, but itd be even nicer to make more handy for not just hand-to-hand warriors, but also ranged ones too. Fletching should be a skill that should be unlocked through the smithing tree, that would allow the player to create arrows with raw materials as they orginially do with weapons and armow. id like to see the wood chopping blocks more handy by using fletching, and turning that wood into shafts for arrows that you desire. Arrows should be made in stacks (2 ebony bars+ 4 wood blocks= 4 ebony arrows etc). It wouldnt necessarily be a hassle to make iron arrow as they are so abundant, but it would be rather useful in producing stronger arrows as those are nearly impossible to find (ebony arrows, daedric especially). All in all fletching would provide the archer the confeniance of being self sufficient, capable of not having to stop and spending hard earned money on arrows.

     Less tedious leveling- power leveling smithing is extremely easy. Whats more bad about that is that an iron dagger gives you more experience that an steel armor plate would give you any day even at higher levels in smithing. I think this should be changed so that as yuor progress higher in the skill other skills become obsolete to getting experience, while making the latest armor you can make can significantly increase your smithing level depending on the piece made.  

    Alchemy

    Gardening/labs- I never went too far into alchemy mainly because i found no use in it. Even when i did use it, it was tedious finding the materials needed to make a certain poison or potions. Installing some sort of garden outside purchased homes could be vital for alchemists. Im not talking about prebuild gardens that have a set amount of a certain garden. Im talking about a garden where can grow, harvest, and than change the crop you want to grow. In collecting materials away from home, you can also harvest seeds that you can use to grow in your garden, so that you still have to work for the material, but once you have it you can grow it, take the seeds of the ones grow and reseed. As for materials that are collected and not harvested, i think itd be nice to have chemical labs that are separate, or even part of the default alchemy lab that allow you to break a material down to its basic parts, so you can collect those easier to find materials, to make the original raw material (similar of the disenchanting feature of the enchanting table). This will make alchemy less tedious for any player, as well as put more roleplaying as you grow crops yourself, and experimant with unkown chemicals and materials.

    chemical weapons- There is absolutely no reason why skyrim shouldnt have chemical weapons more superior to poisons themselves. just as medieval people invented their own flammable concotions so should alchemists of skyrim be able to exploit dwemer tech or other materials to recreate or invent new ways of making weapons like fire bombs. Its somewhat far-fetched, but surely there is some way we can make alchemy more beneficial in combat situations.

    Speech

    entrepreneurship- Sure we can barter with people in towns for bringing prices down on things we can buy or up on things we sell, but heck, if we can have a house and our own goods, why cant we make our own business? Speech has a very minor role in skyrim as is now with so little ways of using it than in dialogue. Itd be nie to stock up on good you make, and then make a business out of it that give you hourly income on goods provided. If you really think about it, its really simple. put items in a chest or sum container if you own a business, and it will exchange it for hour income until the inventory is depleted.

    Real Estate- there Have always been houses that you could by in elderscroll games for as long as ive played them (morrowind+). Its your property. What if you buy another house and never use the other one anymore? why cant you rent it out to other npcs? Renevating and reselling or renting past home could make good money, and even more role play. Why not buy or invest in mines and take sum of the profit, or materials for your hobbies like smithing? Real estate itself would add so much more gameplay. In addition to not only that, but it could also open another window for being thanes of cities without having to do favors, you can build your own fame with coin rather than with a sword.

    I like all of these ideas but id like to see your opinions too. What do you think of my suggestions, and what do you think the elderscrolls community and bethesda can do to make our gaming experiences even better?

Comments

7 Comments
  • Robert Sixta
    Robert Sixta   ·  March 24, 2012
    its no doubt bethesda has the roads saved up for something. I highly doubt they made them for no reason. i dont know how many there are but they border south/southwest so we can expect going back to cyrodill, or hammerfell no doubt. Im anti thalmor. if yo...  more
  • Ponty
    Ponty   ·  March 24, 2012
    As for your smithing point, I believe in the latest patch they made smithing XP gain scale with the items value. So no more iron dagger powersmithing.
  • Robert Sixta
    Robert Sixta   ·  March 24, 2012
    The entire civil questline is taking forts and sabotage julian. i think a better idea would be to take advantage of the "roads to nowheres" and have redoable quests that involve preventing Thalmor or imperials (if yur on the stormcloak side) from regainin...  more
  • Robert Sixta
    Robert Sixta   ·  March 24, 2012
    smoke bombs do seem more probable, especially when the automans use smoke themselves as weapons, it is only reasonable that we could harness that chemical from them once they are defeated, and thereby using it as a way of aoe, escape, or confusion. Im not...  more
  • Robert Sixta
    Robert Sixta   ·  March 24, 2012
    I agree that advanced tech is something that has been debated upon in elderscrolls, and as to how far it should go. there is no question as to why we couldnt have ancient dwemer weapons (at least at its most primitive). Just as we can make dwemer armor an...  more
  • Robert Sixta
    Robert Sixta   ·  March 24, 2012
    I whole heartily agree with Ricardo. Julian i hardly find chemical weapon destroying any element in the game at all. The stuff that would be made wouldn't be things like flame throwers or legit grenades. The idea is making more of a use of alchemy in batt...  more
  • ricardo maia
    ricardo maia   ·  March 24, 2012
    I think you should have posted this on forum. But in general terms I have to agree with you - there should be more alternatives to develop non violent characters like: bards, merchants, priests and farmers. Though our first character building in a RPG gam...  more