No Attributes Drives Me NUTS!

Post » Tue Jul 12, 2011 6:17 pm

Attributes HURTS gane experiense, especially on higher difficulty levels. You felt that the monsterys you face are stronger than you if you didnt level effectively.
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teeny
 
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Post » Tue Jul 12, 2011 11:44 pm

Ah, but therein lies the problem. If there were a strength-attribute, this would be true. But without a shared variable, I can make a character that carries stuff like an ox, but punches like a hamster. Or a character that crushes an orc's head with one hand, but can't lift a box of kwama eggs. Without attributes, there is no connection between related abilites.


There might be a shared variable but it will probably be invisible.

Just because we don't see a stat does not mean it is not there behind the scenes.

There were many stats that existed in previous games that we did not see. Some were calculated from other stats were were basic in themselves.

I'm sure that they will create a system that makes sense in terms of reality.

BTW (side-note) the ability to deliver deadly punches has very little to do with strength in real life, ask any martial artist.
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Jonathan Egan
 
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Post » Wed Jul 13, 2011 3:53 am

As long as Perks give us a good amount of customization, then I'm ok with it.

If not, then I will not be a happy camper. Although I'm pretty sure they will.
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+++CAZZY
 
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Post » Wed Jul 13, 2011 6:38 am

I'm kinda of wary of it personally, but the people who agree with it make some good points. Can't judge it till 11-11-11 i guess.
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sunny lovett
 
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Post » Wed Jul 13, 2011 7:00 am

Ah, but therein lies the problem. If there were a strength-attribute, this would be true. But without a shared variable, I can make a character that carries stuff like an ox, but punches like a hamster. Or a character that crushes an orc's head with one hand, but can't lift a box of kwama eggs. Without attributes, there is no connection between related abilites.

Which in turn gives you more functional variety not less right ?You could be the worlds strongest dude and have a boxer beat youre head in skill is the main issue in combat given you have the basic strentgh to weild said weapon which as dragon born we will and if you want a heavy swinger im sure you can customize that way.
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Ryan Lutz
 
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Post » Wed Jul 13, 2011 6:16 am

I am a huge long time fan of the Elder Scrolls series. However, a few things have been bothering me for quite some time. Finally, I decided to take action and start topics on a forum. This is my first post, and I'll take it to discuss the first thing on my mind: loss of attributes.
I've been following Todd Howard and his explanations. I cannot quote him EXACTLY, but I remember reading something along these lines in an interview about lost attributes:
'the eight attributes are gone, now there are only three (health, magic, and energy/stamina). When someone complains about this, I ask them 'what do you want?' they say 'I need Intelligence, so I can increase my magic' but now when you level, you can do that anyway. All the old attributes jus trickled down to one of those.'
I read that and was simply dumbfounded. Personally, if he asked ME, I wouldn't have given the [censored] 'intelligence' answer. Asked for what I wanted in attributes, here would be MY answer:
Attributes are a MUST... ESPECIALLY for an RPG. you need things like Strength, to distinguish the max carry weight between a powerful but physically weak Mage and a hardy Warrior. How about Willpower, to pick up magic regeneration rate? Or speed, to give rogue-like characters a running-speed advantage that their character build needs? Don't forget Agility, to help the thieves take less damage from blows, also a necessity for that build (since their health isn't too high). All of these things don't "muck up the waters", not even close! They make the game experience the way an RPG should be. Skyrim looks amazing, I pre ordered it and plan to puck it up ASAP, but still, attributes need to be included, even if they increase slowly or even not at all. The races should be distinguished, especially in things such as speed and carry weight. As if right now from all I gave heard, they aren't, in EITHER of those things.
I may talk more on this subject later. Feel free to send me feedback, thoughts, hate mail, whatever ya want. I would love to hear your guys' thoughts on this.

-Bill





ive read some news and watched some interviews and from what ive seen he never said they were cutting attributes he merely said that he is changing what they effect now instead of increasing intellegance to get more magicka instead you just increase magicka and now when you increase intellegance it affects something else.
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sexy zara
 
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Post » Tue Jul 12, 2011 6:15 pm

ive read some news and watched some interviews and from what ive seen he never said they were cutting attributes he merely said that he is changing what they effect now instead of increasing intellegance to get more magicka instead you just increase magicka and now when you increase intellegance it affects something else.


No, they explicitly stated several times that attributes other than Health, Magicka, and Stamina were gone. Just those three and skills are left. Todd himself said that they dropped attributes during development because perks + skills did what attributes used to do. Or so he claims, anyways.
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Peter P Canning
 
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Post » Tue Jul 12, 2011 7:23 pm

ive read some news and watched some interviews and from what ive seen he never said they were cutting attributes he merely said that he is changing what they effect now instead of increasing intellegance to get more magicka instead you just increase magicka and now when you increase intellegance it affects something else.

They are cut. They have been confirmed to be cut for as long as I have been on the site. Please. He said that they were removed. He confirmed that they were cut. You do not need him to say "Attributes are cut" to confirm that.
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Chloe Yarnall
 
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Post » Wed Jul 13, 2011 2:54 am

No, they explicitly stated several times that attributes other than Health, Magicka, and Stamina were gone. Just those three and skills are left.


where did he say that?


can u link a interview or something
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Jamie Lee
 
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Post » Tue Jul 12, 2011 3:21 pm

I think attributes are already so simplified in TES games as to be entirely irrelevant anyway. If this was a D&D-based game I would absolutely argue against the removal or merging of any attributes, because each attribute does so many things for a character, but TES seems to be Skill-driven and not Attribute-driven like D&D.

Simply comparing the handling of attributes in the two systems should be enough to show what I mean:

Intelligence in TES determines the following:
  • Base magicka.
  • Magicka cost of spells.
  • Success and capability in Alchemy, Conjuration, Mysticism.


Intelligence in D&D determines the following:
  • How hard a wizard's spells are to resist.
  • How powerful the spells are (they can improve with your character).
  • Number of skill points gained per level.
  • Success at ability checks (eg. an NPC might attempt to confuse your character, but a high intelligence would see him unfazed).
  • Languages the character knows.
  • Likelihood of learning new information/feats/skills from books and scrolls.
  • Success and capability in Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, Spellcraft.


You can see that attributes are a very important part of D&D, used to decide pretty much everything at any moment. On the other hand, attributes in TES are not used very much at all, and the skills almost stand by themselves. In such a system where attributes are unimportant, it makes sense to combine them and simplify the whole thing.
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Alexx Peace
 
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Post » Tue Jul 12, 2011 7:44 pm

I've played enough RPGs (computer, console, pen-and-paper) over the years, with so many different systems.... honestly, at this point, I'm willing to try or believe almost anything, game system wise. :shrug:


...also, after the massive annoyance of meta-gaming your stat-gain-per-level to make sure you got three +4/+5 bonuses, I'm glad to try a new system. (Hmm. And I wonder how stat gain would have been handled in the new "all skills level you up all the time" Skyrim leveling system.)
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Joanne
 
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Post » Tue Jul 12, 2011 3:06 pm

I don't quite follow. Are you saying that the player is something that never develops throughout the game if his INT, STR, etc., is not increasing?

Partly, yes. One removal of a defining characteristic is the removal of potential development.

Even in pen-and-paper games with these stats, they played a very minor role in actual gameplay.


Gameplay isn't all that matters, as you should know from PnP, and as far as video game RPG's go stats serve as a way to help reflect and further define your character in the game itself, as opposed to just in your head. In PnP you can get away with letting most things develop in your head, because that was your equivalent of a monitor. Your imagination was your gateway into the world you were playing in. With video games, however, the game is the gateway, and as such the imagination cannot be called upon so much, nor should it.

If you are almost dead and he wants you to be able to surprise that monster, he's still going to let you succeed in surprising that monster, regardless of your DEX score, or what the die landed on.


You realize this was the original purpose of Luck right? Or at least thats what I saw it as. Luck gave you the ability to overcome when otherwise your stats should have meant your utter failure.

For example, how would you feel about a game with detailed, old school RPG stats, but very poorly written quests, or not enough interesting factions to join, or absolutely no compelling NPCs?


The extremes go both ways you know, and neither is particularly favorable.
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Smokey
 
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Post » Wed Jul 13, 2011 6:42 am

Which in turn gives you more functional variety not less right ?You could be the worlds strongest dude and have a boxer beat youre head in skill is the main issue in combat given you have the basic strentgh to weild said weapon which as dragon born we will and if you want a heavy swinger im sure you can customize that way.

Sure, that argument was about realism, not about variety. However, keep in mind:
With attributes, you'd have the possibilites to make a strong, an agile or an enduring swordfighter. Now you are only a swordfighter. As someone said earlier, stamina now basically represents strength and agility - why would a strong character necessarily be agile at the same time? Overall, options seem to be less.
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Jordan Fletcher
 
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Post » Wed Jul 13, 2011 3:58 am

How does character Wisdom or charisma/Personality pertain to those three mentioned attributes, when in dialog? Consider (for example) the Aragorn character. He was wise, but not a spell caster. He was also not an exaggerated personality like any of the hobbits, or the other non-humans in the Fellowship.

Question: Based on what we know of Skyrim, is it possible to create each of the characters in the the fellowship accurately and ~most important distinguishably (both in ability and in indicated behavior)?

I don't see it as possible without character attributes (and a lot more of them than Skyrim seems to have).

I never quite understood how one could improve personality/luck since one is all based on perspective while the other is a total immeasurable facet. Nonetheless, in regards to gameplay the one stated attribute (willpower) that previously affected the PC (gameplay) does indeed wholesomely contribute to the three main attributes seeing as willpower can be calculated with the recharge rate of ones magika, however, you are going into more of the named atrributes and what they stand for, and not what they improve (in regards to PC's ability) indirectly, thusly proving that in my opinoin while no gameplay mechanic is taking a hit with the new attribute setup, it may prove unfavorable to those who used the named attributes as numerical/measurable means of defining their character.
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Abi Emily
 
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Post » Tue Jul 12, 2011 3:51 pm

I like the change. Here is why...
Your carry weight can be determined by stamina.
Magic Regeneration can be handled with a perk, or automagically (I went there) by leveling up.
Agility can also be handled with perks, in the sneak tree. Or autosneakilly (I lost my self with that one) by leveling up. Speed same thing.

I like attributes and how they are folded into perks and the 3 main skills (Health=Warrior, Magicka=Wizard, Stamina=Thief) <- the way i see it.

I agree that the races should be distinguished be it speed or encumbrance.

I will never hate!

How about one stat called "beardlyness" You won't miss anything because it increases everything.
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Elisha KIng
 
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Post » Tue Jul 12, 2011 3:21 pm

I think attributes are already so simplified in TES games as to be entirely irrelevant anyway. If this was a D&D-based game I would absolutely argue against the removal or merging of any attributes, because each attribute does so many things for a character, but TES seems to be Skill-driven and not Attribute-driven like D&D.

Simply comparing the handling of attributes in the two systems should be enough to show what I mean:

Intelligence in TES determines the following:
  • Base magicka.
  • Magicka cost of spells.
  • Success and capability in Alchemy, Conjuration, Mysticism.


Intelligence in D&D determines the following:
  • How hard a wizard's spells are to resist.
  • How powerful the spells are (they can improve with your character).
  • Number of skill points gained per level.
  • Success at ability checks (eg. an NPC might attempt to confuse your character, but a high intelligence would see him unfazed).
  • Languages the character knows.
  • Likelihood of learning new information/feats/skills from books and scrolls.
  • Success and capability in Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, Spellcraft.


You can see that attributes are a very important part of D&D, used to decide pretty much everything at any moment. On the other hand, attributes in TES are not used very much at all, and the skills almost stand by themselves. In such a system where attributes are unimportant, it makes sense to combine them and simplify the whole thing.
I can agree with this, but I just wish that a game with so much effort invested on a believable world, would have commensurate effort invested in a believable character, and believable reactions to them.

I guess that would rather it be a lot more like D&D. :shrug:
(or in the very least, more like Morrowind)

I never quite understood how one could improve personality/luck since one is all based on perspective while the other is a total immeasurable facet. Nonetheless, in regards to gameplay the one stated attribute (willpower) that previously affected the PC (gameplay) does indeed wholesomely contribute to the three main attributes seeing as willpower can be calculated with the recharge rate of ones magika, however, you are going into more of the named atrributes and what they stand for, and not what they improve (in regards to PC's ability) indirectly, thusly proving that in my opinoin while no gameplay mechanic is taking a hit with the new attribute setup, it may prove unfavorable to those who used the named attributes as numerical/measurable means of defining their character.

But I wasn't talking about Magicka... I was meaning the character's personal Wisdom... The quality of knowing when to do something (as opposed to how its done), and to some extents empathy, and knowing how another might react to a statement or event. In Dialog the character's wisdom should affect what they can say, based on what they know and can perceive about a situation or an NPC.

So... A wise PC could (for instance), understand that a king might value the secrecy from his adversaries about a theft in his palace, more than what was actually stolen; where as a less wise PC might only see the item's value in gold and the need for its return.. and suggest a proclamation to get the word out...
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vanuza
 
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Post » Tue Jul 12, 2011 8:11 pm

Sure, that argument was about realism, not about variety. However, keep in mind:
With attributes, you'd have the possibilites to make a strong, an agile or an enduring swordfighter. Now you are only a swordfighter. As someone said earlier, stamina now basically represents strength and agility - why would a strong character necessarily be agile at the same time? Overall, options seem to be less.

He wouldnt the way i see it unless he choose to pick the right style of perks to make him all of those things over the ones that just made him a better basher head crusher style.over all i think it adds more combos.
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Javier Borjas
 
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Post » Tue Jul 12, 2011 9:29 pm

While i agree the leveling system had to be changed, i wish they would do a better job explaining the new system. The example about Int. and Magicka is a poor one. I'm hoping for more details about the perks, like what the perks are and how you'll level up now that the major and minor skills are gone.
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Kelly Tomlinson
 
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Post » Tue Jul 12, 2011 4:38 pm

Its pointless


The money they hope to get from the "new customers" has been determined to be higher then any "old customers" not buying the game by the bean counters

Attributes are gone, just like loot was removed from ME2 and armor control in DA2

Its the era of simplification of RPGs and Skyrim swallowed it hook line and sinker
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Yvonne
 
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Post » Tue Jul 12, 2011 7:56 pm

Sure, that argument was about realism, not about variety. However, keep in mind:
With attributes, you'd have the possibilites to make a strong, an agile or an enduring swordfighter. Now you are only a swordfighter. As someone said earlier, stamina now basically represents strength and agility - why would a strong character necessarily be agile at the same time? Overall, options seem to be less.


It may "seem" that way, but honestly, until we have more information, this just seems to be negative speculation. Options could be less. They could be more. You may hate the system. You may like the system. Who knows? What if it's possible to make a strong sword fighter or an agile sword fighter or an enduring sword fighter or all of the above?

You're only looking at part of the picture. It's giving you a jaded view on things. Personally, I think that there's going to be a vast number of options. I feel that with perks, Bethesda is more free to be creative with their options. They aren't as limited as before. Perks can be anything. It can vary from something like a shield bash or to a block slowing down time. There's 280 perks. That's a large number. Bask in the glory of possibilities.
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Dawn Porter
 
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Post » Tue Jul 12, 2011 6:33 pm

Its pointless


The money they hope to get from the "new customers" has been determined to be higher then any "old customers" not buying the game by the bean counters

Attributes are gone, just like loot was removed from ME2 and armor control in DA2

Its the era of simplification of RPGs and Skyrim swallowed it hook line and sinker
:ribbon: :nod:
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Vicky Keeler
 
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Post » Tue Jul 12, 2011 5:50 pm

nvm
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Amie Mccubbing
 
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Post » Tue Jul 12, 2011 10:12 pm

He wouldnt the way i see it unless he choose to pick the right style of perks to make him all of those things over the ones that just made him a better basher head crusher style.over all i think it adds more combos.


Attributes + Perks + Skills

Is Greater Than

Perks + Skills.

I sincerely doubt any significant portion of players (whether its here on the forums our elsewhere) would actually take issue with having the 3-part system above as opposed to the 2-part one. Would any of you take that major of an issue with the leveling system if it retained attributes but still added Perks and everything else thats new about it? (coupled as well with the removal of Oblivion's level scaling, which exacterbated EVERY PROBLEM WITH EVERYTHING)
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Lauren Dale
 
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Post » Tue Jul 12, 2011 7:37 pm

With attributes, you'd have the possibilites to make a strong, an agile or an enduring swordfighter. Now you are only a swordfighter.

This is a valid point — if this was D&D, and your attributes heavily influenced the things your character could do. Compare this to Oblivion, where you can create a Mage character and then totally ignore it and play as a Warrior for the rest of the game, with no real downside apart from having your Warrior skills shamefully low. Sure, you wouldn't be able to level, but levelling wasn't necessarily desirable in vanilla Oblivion anyway. This is not true for Morrowind, where the game world will smash you if you don't level up, and your character is completely useless doing things inappropriate to his build without training.

In any case, you could be a strong/agile swordfighter or a big hardy swordfighter in Oblivion, and all you needed to change was your armor and your weapon. Stats barely counted for such a thing.
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James Baldwin
 
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Post » Wed Jul 13, 2011 12:48 am

Attributes + Perks + Skills

Is Greater Than

Perks + Skills.

I sincerely doubt any significant portion of players (whether its here on the forums our elsewhere) would actually take issue with having the 3-part system above as opposed to the 2-part one. Would any of you take that major of an issue with the leveling system if it retained attributes but still added Perks and everything else thats new about it? (coupled as well with the removal of Oblivion's level scaling, which exacterbated EVERY PROBLEM WITH EVERYTHING)

No i wouldnt have a problem with it .I do think this will be an improvement overall but its not like it couldnt be done in a way with attributes that i wouldnt like aswell.I get what i think alot of you wanted more effects from attributes then use perks on different things other than what the attributes affect or enhance them.I would have been fine with that but i still feel this is an improvement over what we have seen before and will add to the game.
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StunnaLiike FiiFii
 
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