QUOTE (Hrnchamd @ Oct 30 2008, 12:37 AM)

...It's not possible to recover the original % available magicka since it's been overwritten. The game has to pick an arbitrary result.
Is it not possible to store a separate value yourself, not overwrite it when intelligence is zero, and maintain the percentage after intelligence again becomes non-zero? This is certainly scriptable, though I don't think it's possible to cope ideally with fortify magicka effects in a script.
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It somewhat makes sense as a spell mechanic, that a drain intelligence spell would impact your magicka supplies. Let us consider the converse. Fortify intelligence. As described before, not only the maximum magicka, but the current magicka level increases when you receive the fortify intelligence effect. To me, it's not as realistic to gain magicka from this intelligence buff, just for being more intelligent.
This depends on how you view maximum magicka supply modifications. There are (at least) two ways to look at things:
(1) Magicka is a quantity which the PC directly holds, and increases to maximum magicka allow him to hold more of it. When his maximum magicka drops, he's losing some of this storage ability, so it's natural that he should lose the magicka which is stored there. E.g. dropping to zero storage would leave him with zero supplies, even after gaining more storage.
(2) Magicka is a derived quantity representing a PC's 'magical stamina' (i.e. current magicka ratio), combined with his innate abilities to use that energy (i.e. intelligence, magicka multiplier...). When a PC uses a spell or similar, he's losing magical stamina while maintaining the same ability to use his remaining energy; when he loses intelligence or similar, he's losing his ability to make use of his magical stamina
without any drop in his magical stamina. Therefore, when he gets his intelligence restored, it makes perfect sense for him to regain the proportion of magicka he possessed before losing his intelligence.
Note that (1) is not at all consistent with the way the game works, whereas (2) is entirely consistent, apart from the unfortunate int==0 special case. I think case (2) is the only way to make sense of the way magicka works in Morrowind. It also happens to be the way of looking at things which makes the most intuitive sense to me - having some tangible 'magicka store' seems a bit daft, compared to the much more down-to-earth idea of having magical stamina and an ability to use that stamina to good effect.
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I could make a patch such that current magicka levels are never affected by changes in the maximum.
That might not be a horrible idea, but it does mean a large switch in the way magicka works in Morrowind. Even if much of the in-world explanation follows case (1) above, case (2) is how that world works. Personally I don't see any great reason to change that (I'd be more inclined to change descriptions to fit the facts, than facts to fit the descriptions).
Quite apart from good-sense considerations, I'd also say that the second option probably plays better. It doesn't require changes to make sure that magical supplies can't be easily sabotaged, and keeps drain intelligence reasonably balanced - as a drain on the ability to make good use of magical energy. If the int==0 case can be fixed, I don't see much of a problem.
QUOTE (DavidB1111 @ Oct 30 2008, 02:09 AM)

Well, as I've said before, it should be up to the end user to exploit or not exploit.
That argument doesn't work in general for two reasons:
(a.) This situation doesn't only happen through intentional exploitation, but can also occur by accident.
(b.) The presence of exploits destroys the coherence of the game world whenever they come to a player's attention. While not using them solves the game balance issues, it does nothing for the "I'm not living another life in another world - I'm purposely avoiding game balance flaws." issues. If most
characters had the opportunity to get free money/health/magicka..., they'd jump at the chance. Forcing the player to choose between shocking game balance, and making out-of-character choices, is not good design. If such situations can be patched out of existence, that's a good thing.
Whether exploit elimination should be a high priority is another question - but it's certainly of benefit to the game.
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Especially since in a way, it's designed into the game. After all, 0 divided by 0 is a bad number.

It's not
designed into the game; it's coded into the game.
The way magicka works in the game world (i.e. case (2)) means that magicka ratio is an important quantity in itself. Treating it as a quantity derived from magicka and maximum magicka, rather than magicka as a quantity derived from maximum and 'magical stamina' (i.e. ratio), is an error / bug / piece-of-shoddy-thinking / lack-of-communication.
The int==0 special case is a direct consequence of this error. Store the maximum magicka and magical stamina as fundamental quantities (which they are) and you have no problem. Store an essentially derived quantity (magicka) as fundamental, and rely on deriving a fundamental property (stamina), and you get problems.
QUOTE (Symon69 @ Oct 30 2008, 08:36 PM)

For my two penny-worth, I think this project should fix clear bugs and implement broken or missing features.
For mine, this is a bug leading to a broken feature.
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Honestly, if people don't want to use an exploit (such as myself), they won't. If they do, they won't want to apply that element of the patch.
That doesn't put across the major problem. The balance issues can easily be avoided by the player. What I want is to be able to play a game freely in-character, without needing to tip-toe around bad design at every turn. This is by no means the worst exploit for such considerations (broken trading is much more in-your-face), but that doesn't make it a non-issue.