
Now, I feel the design goal of the food was to have a di-polar system with two "trade-off" elements that needed to be considered - and I LOVE that idea, and originally I thought that Stamina and Health seemed to be a great pair of stats for that purpose. without the damage going beyond intended balance levels. Animation speed could be used to "cheese," but is a WAY more satisfying effect of your skills getting better, and the stamina-cost reduction (with increased skills) can make you "feel" like you are getting better at swinging and sneaking and shooting, etc.

If this was done, you could then retool the skills system to emphasize stamina-cost reduction (instread of damage) and animation speed. It seems that, in this case, it might be best to remove the "stamina aspect" from foods entirely since it has become the albatross for this game's stat-system - the stat that beats ALL other stats - that way you can balance all the enemies and biomes AROUND the amount of stamina you've deemed to be the appropriate amount for gameplay to actually function properly. So, after reading everything there seems be a central issue with balancing Stamina: "Too much stamina" and the game's too easy and it allows for player to "cheese" encounters (killing the prospect of a nice end-game difficulty without resorting to damage sponge enemies, but it was still clearly fun and challenging throughout the mid and beginning portions of the game), and then there's "too little stamina" (like now) which removes too much player agency and reduces the game's systems to a barely usable level, creating a boring and tedious "gameplay-loop" that would have never been interesting to people had the game launched like this. Not saying the implementation or specifics were "perfect" and there's much balancing to be made I'd imagine - but this post more-or-less described my experience too.
#SKYRIM NPC EDITOR DISCOLORED HEAD PATCH#
I've been a bit critical of this patch in a lot of ways, seen all the "spreadsheets" and mathematical breakdowns of how badly food was nerfed, but what you described was what the actual experience "felt" like to me as well. This has pretty much been my exact experience as well. Sprinting everywhere while exploring will leave you empty when you need it most.įor that matter, outside the Boss fights and nighttime NPC raids, the only time Ive ever ran out of stamina doing anything was when I had forgotten to eat and everything was empty. I built a HUGE house and never ran into it building the thing even once, but since I didnt want to accidntally die from a fall, I kept my hp up with food, which also gives stamina. Got the stamina out notice, ate some food and never saw it again. The only other time I even noticed it was when I was flattening ground. During the NPC raids when the fights are longer with many mobs sustained over minutes, you have to pay attention. Originally posted by Irot Noot:Ive been playing this patch since it came out and can count on one hand how many times running out of stamina even caught my attention. (and I'm fully aware of all the ways you can potentially "sequence-break" certain resources, that's not quite the point I'm making though) Having to do them all, but with parallel biomes of like-difficulty, would be "neato." At least the option would create the immersive "illusion" of choice. It just feels really weird to me that it's so linear in that way. For example: once you pretty much mastered the "Black Forest," it you be neat if both Swamps AND were available for you to choose to actively pillage and master - then once you've done THOSE both, (defeating those bosses or whatever), you can feel better about progressing onward to, with the idea that once you've mastered both that something like "Mistlands or Ashlands" would be next. Not that you can't skip steps - you CAN, especially in the beginning - but I think if the game continues to get more content, it would be a GREAT game-design philosophy if the devs allowed for there to be several biomes that are "parallel" to each other "difficulty-tier" wise along the progression of the game as a whole.īy this, I mean specifically that once you conquer a biome, or a general "tech-level," that you'd have an "option" of where to go next and what "style" of resources to gather next.

The only thing that seems genuinely silly to me is the linearity of the general progression.
