Attributes completely removed=Removed encumberance?

Post » Tue May 03, 2011 6:53 am

I wrote that we've lost a large chunk of our INITIAL character build . . . perks come later.

FO3 had both and that worked pretty well.


I do agree they could have gotten away with both. What would Fallout be without S.P.E.C.I.A.L.??
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ONLY ME!!!!
 
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Post » Mon May 02, 2011 9:20 pm

I wrote that we've lost a large chunk of our INITIAL character build . . . perks come later.

FO3 had both and that worked pretty well.


I do agree they could have gotten away with both. What would Fallout be without S.P.E.C.I.A.L.??
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Erich Lendermon
 
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Post » Mon May 02, 2011 7:57 pm

I wrote that we've lost a large chunk of our INITIAL character build . . . perks come later.

FO3 had both and that worked pretty well.


Then if you keep them, don't you run into the same problem they had with classes? You play for a few hours realize you picked the wrong stats and have to restart. You don't quite know what you want to do when you just start, so it's not a good time to have a massive irreversible choice. Odds are that you will pick wrong.
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Prohibited
 
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Post » Tue May 03, 2011 8:29 am

Attribute effects were mostly redundant with skill effects. Bethesda was wise to decide to keep only one of them and in choosing to drop attributes it was the lesser of two evils.

Now that attributes are out of the way, they can work on expanding the skill effects even more.
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CORY
 
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Post » Mon May 02, 2011 10:58 pm

Then if you keep them, don't you run into the same problem they had with classes? You play for a few hours realize you picked the wrong stats and have to restart. You don't quite know what you want to do when you just start, so it's not a good time to have a massive irreversible choice. Odds are that you will pick wrong.

That's what I call reply value. :)

It also allows for another layer of diversity . . . especially in the beginning levels of the game.
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Phillip Brunyee
 
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Post » Tue May 03, 2011 6:28 am

Look oddly enough the adam sessler interview of todd asnwers this perfectly...

Early on they had atributes.. EVERYTHING EVERYHTING EVERYTHING EVERYTHING... did I mention EVERYTHING they did is still there? Its just now handled by something else.. skill perk or the stats....

Thus we lost NOTHING. We just use something else to adjust them.
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Jason White
 
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Post » Mon May 02, 2011 7:04 pm

Removing attributes leads to several problems. For example, on the removal of strength:

I have a level 50 character who's really melee-orientated, maxxed skills in armour, block and weapon skill A. However, he never touched weapon skill B.
I have a level 50 character who's really magic-orientated, all magic skills in the 80s or 90s. He's never touched armour, shields or weapons of any kind.

Are you telling me that if each of these characters picks up a weapon from weapon skill B, they will do the same amount of damage with it?


In the Oblivion system there wasn't any huge difference in the damage either for your example. What's the issue?

Really the only substantial difference the lack of attributes makes is for encumbrance
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Auguste Bartholdi
 
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Post » Tue May 03, 2011 3:49 am

Ugh, I really don't like this direction. Perks are nice, but they can't replace attributes in a clean and intuitive way. I can understand removing things like spears or mounts which they might not have time to implement, but considering the history of the series they would have had to gone out of their way to remove attributes. Sounds like an experimental disaster and so ingrained into the game that it can't be modded without heavy scripts.

Not enthusiastic about this particular decision, but I'll hold any real complaints until release.
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*Chloe*
 
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Post » Mon May 02, 2011 8:46 pm

They'll probably put it to 200 and with a Strong Back-like perk, you can get 100 more encumbrance points probably.
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lolly13
 
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Post » Mon May 02, 2011 8:20 pm

What I've been saying for a while, since I've been suspecting the removal of attributes from when they first said you give bonuses to health, magicka, and stamina at level up: let stamina derive your encumberance. Letting your max stamina determine how much you can carry makes sense to me, and it makes stamina just as important as health and magicka. Plus I don't think it would work very well as a perk, because carrying capacity is important for more than one skill, and I really don't want to see multiple skills having the same perk in their trees.


This. If we think about stamina in relation to the three archetypes, (warrior, mage, and rogue) , the warrior will pick stamina at level up most often and is the physically strongest. The mage is physically weakest and will most likely neglect stamina in favor of magicka. The rogue is a sort of balance between the two with magicka and stamina being equally important as well as being stronger than the mage but weaker than the warrior. Linking it to a single skill is...shall we say bloody stupid. If there were a base encumberance and a perk in several different skill trees related to physical strength that would increase it then perhaps that may work but I am doubtful of that scenario.
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gary lee
 
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Post » Mon May 02, 2011 11:55 pm

It also seems to be a current fad for people to ignore the fact that the flawed features being thrown out are being replaced by a new feature that is different but accomplishes the very thing that the "improved feature" would have done and more. So I don't understand how people can be outraged when the new systems in place does everything the old system did but better. I just don't get it but that's me.

RE: outrage--pot, meet kettle. Just saying...

I'm debating whether to fully explain my reasoning or not. For now, I'll keep it simple to keep the post short.

1: So you know the new system does everything better from your many hours of Skyrim gameplay? If so, please clue the rest of us in on the details.

2: It doesn't do the same thing, at all, despite what Todd says. Have you ever looked at scripts or stats in the CS? That being said, as I stated in my previous post, it's possible that they've worked out a better system, though I have a feeling this might be looked back as Skyrim's version of the Radiant AI announcement. Again, as I said in my previous post, I HOPE I'm wrong, and I'm crossing my fingers.

2.5: Using attributes made a lot of things possible in mods and scripts that won't make sense anymore. Fatigue mods, for example, could take a lot of different attributes into account. They could run a formula on willpower and endurance to determine when to: darken the shaders, start panting, trip, fall down, pass out, reduce damage dealt, etc. The script could factor strength (or luck, or whatever) in to modify checks. The result was combat that was more challenging, and felt more satisfying and real. For this type of usage, perks don't replace attributes, but they can add to them (like in FO).

3. A similar example is gravity and physics. As the number of stats increases and the formula driving the behavior becomes more sophisticated, the feel of physics in the game becomes more satisfying. You don't have to understand the math, or know all the numbers in the background, but you notice the results. For the previous TES systems, real life, and most RPGs, stats are the building blocks that everything else is derived from (technically, skills are orthogonal, but that's a bigger discussion that doesn't change the main point). A well-designed game allows you to feel the effect of the stats. The new system parcels out the building blocks and makes them "higher order", which might result in unsatisfying feel and gameplay.

As I keep saying, I could be wrong, I hope I'm wrong, but my guess is that BGS made a big design mistake. It may be that they've improved the vanilla design but crippled the ability to improve on it with mods. It may be that they've improved everything. Until we actually play it's just speculation.
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Bird
 
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Post » Mon May 02, 2011 8:33 pm

Agree Completely!

I used attributes a LOT in my Fallout 3 and NV Realism Tweaks' scripts. Without having any access to attributes, modding will be MUCH more limited for Skyrim. And that, all by itself, has me worried . . . since I would not have played Oblivion for very long without being able to add mods that fixed many of the game's issues. [The same is true for Fallout.]
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Sammi Jones
 
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Post » Tue May 03, 2011 12:19 am

encumberence will probably be governed by stamina obviously in our world when someone runs out of energy (stamina) they can barely move
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Carolyne Bolt
 
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Post » Tue May 03, 2011 12:16 am

As I've said in other threads, I'm looking forward to seeing how the "no attributes" system works, because the massive pile of metagaming that was involved in Oblivion stats (picking un-used Major skills to "control" leveling; doing repetitive and boring "training" activities - like weighting down your cast key because it was going to take you 45 minutes of 1-pt Resto spells to force your next level; keeping a record sheet of all your skill gains so that you'd know when you had +5 stat bonuses; etc) was pretty annoying, actually.


Yeah, there are a few concerns. But the stat & leveling system in Oblivion wasn't some amazing paragon that defies change. :shrug:

Oh this! The game became so much more fun when I used a mod to just allow +5s normally. I am so very glad that annoyance is gone. :goodjob:
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benjamin corsini
 
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Post » Tue May 03, 2011 10:29 am

I didn't read this whole thread, so if I'm repeating someone IM sorry but maybe encumbrance is ties to race to start, then perks to raise it?
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FITTAS
 
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Post » Tue May 03, 2011 3:21 am

Look oddly enough the adam sessler interview of todd asnwers this perfectly...

Early on they had atributes.. EVERYTHING EVERYHTING EVERYTHING EVERYTHING... did I mention EVERYTHING they did is still there? Its just now handled by something else.. skill perk or the stats....

Thus we lost NOTHING. We just use something else to adjust them.

Pretty much.
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Jack Moves
 
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Post » Tue May 03, 2011 9:35 am

I hope it's decided by what race you are, that's the nest best thing compared to strength.
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Darren
 
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Post » Tue May 03, 2011 1:36 am

Encumbrance should be based on backpack quality, perks, and stamina.
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joseluis perez
 
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Post » Tue May 03, 2011 10:07 am

Encumbrance should be based on backpack quality, perks, and stamina.

Holy crap we get backpacks?! Almost makes me nostalgic for grade school.
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Marguerite Dabrin
 
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Post » Tue May 03, 2011 7:32 am

Holy crap we get backpacks?! Almost makes me nostalgic for grade school.

No, but its a suggestion.
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Erin S
 
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Post » Tue May 03, 2011 7:55 am

no there will still be encumbrance, but stamina will probably control it
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ImmaTakeYour
 
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Post » Tue May 03, 2011 12:19 am

encumberence will probably be governed by stamina obviously in our world when someone runs out of energy (stamina) they can barely move



So someone who has lots of stamina (Iron Man runner/marathoner) can carry more than say someone 350lbs and arm muscles as wide as the average thigh. Distilling ones abilities to either stamina or health neither makes sense or easy to discern one character you make from another.
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Enny Labinjo
 
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Post » Mon May 02, 2011 10:49 pm

Maybe your stamina will drain when you move based on some logarithmic function of the weight you're carrying. That way, the more you carry, the faster your stamina will drain, to a point, and having more stamina will naturally let you carry more.
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Niisha
 
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Post » Tue May 03, 2011 9:07 am

So someone who has lots of stamina (Iron Man runner/marathoner) can carry more than say someone 350lbs and arm muscles as wide as the average thigh. Disilling ones abilities to either stamina or health neither makes sense or easy to discern one character you make from another.


Stamina doesn't mean how far you can run, it's a term measuring your energy. Sure sprint drains stamina but so does swinging a weapon to. It's just energy, so yes, it makes sense for stamina to determine encumbrance.
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Alex [AK]
 
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Post » Mon May 02, 2011 7:19 pm

Agree Completely!

I used attributes a LOT in my Fallout 3 and NV Realism Tweaks' scripts. Without having any access to attributes, modding will be MUCH more limited for Skyrim. And that, all by itself, has me worried . . . since I would not have played Oblivion for very long without being able to add mods that fixed many of the game's issues. [The same is true for Fallout.]


Now you get to mod in perks that actually do something cool and/or modify flat numbers, instead of attributes that just modified flat numbers.
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Astargoth Rockin' Design
 
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