Attributes, skills, and where's the roleplaying?

Post » Wed Mar 30, 2011 6:31 am

I agree that some weapons depend more on reflexes and agility while others require brute strength. Morrowind made this distinction somewhat by having Short Blades associated with Speed. It's a good example of nuances have been lost by systematic streamlining. Having played Oblivion so long i'd actually forgotten that the Speed attribute was also associated with reflexes in Morrowind.

Yep, and this time dagger perks for stealth kills will be under Sneak. Makes sense to me: big, brutish warriors will be best suited for two handed weapons; quick, agile fighters will be best with dual weapons or sword and shield; sneaky, stealthy assassins will be best with daggers and Sneak.
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 2:39 pm

Btw did anyone actually feel the need to use spreadsheets for Oblivion? At the time it struck me as an odd thing for Todd Howard to say but it keeps on coming up in these discussions.
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chloe hampson
 
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Post » Wed Mar 30, 2011 3:29 am

I get what Sliegn is saying... but Skill is just that,... if the stronger man isnt using skill, because of his strength, then his skill level isnt at the same as the guy his damage output is equavelant to..
but what i clearly said was the 'same' skill level.... taking out strength is still taking out a factor of what adds up to that damage.
I mean,.... your basically saying strength is already considered into the skill and for whatever reason this is the damage output your capable of.
which isnt the case, strength is not skill.

EDIT: @Chryseis I agree.. odd.... i been finding alot of their reasonings odd of late.... thats why i hoped on the forums to see others viewpoints
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Kira! :)))
 
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Post » Wed Mar 30, 2011 5:49 am

I get what Sliegn is saying... but Skill is just that,... if the stronger man isnt using skill, because of his strength, then his skill level isnt at the same as the guy his damage output is equavelant to..
but what i clearly said was the 'same' skill level.... taking out strength is still taking out a factor of what adds up to that damage.
I mean,.... your basically saying strength is already considered into the skill and for whatever reason this is the damage output your capable of.
which isnt the case, strength is not skill.


Two people can be of equivalent skill and not use or know the same techniques. That also shows how perks work to differentiate people as well. Just because they are of equal skill doesn't mean the weak guy can't know something the strong guy doesn't....
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Schel[Anne]FTL
 
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Post » Wed Mar 30, 2011 12:49 pm

Removing stuff is introducing something new because a RPG system is a whole that is more than the sum of it's parts. That new RPG system as a whole that isn't using good old attributes is something new. You just made something new by removing stuff from the old systems.

:facepalm:
That logic is so backwards, I don't know what to say.

All intelligence did was derive your magicka. That's it. Oh and make NPCs comment about how "you're a bright one," even if they've never talked to you before.

Yes, that's what it did in previous TES games. So?
The question remains, what new "technology" replaces the concept of an intelligence attribute as a whole.

No strawman. My argument makes perfect sense if you would stop to think about it. I explained it plainly earlier but I'll explain it even more now. It's not that the strong guy CAN'T learn it, it's that he won't learn it because he has no need to. The weak guy overcomes his shortcoming by finding a new technique that allows him to do massive damage and do just as much damage as the strong man. The strong man doesn't and will never learn that technique because he doesn't need to as he already has the damage he needs. See what I'm saying, the strong man had no need to look for a new technique thus he doesn't know it while the weak man needed it to overcome his deficit and thus learned it and became equal to the strong man by learning the technique out of necessity.

Great. That argument allows for everyone to be a master of everything, just by circumventing their weakness with a knack. You don't even need to level your skills anymore, because you can be good at something without being good at it.
A strong fighter has a higher damage potential than a weak guy. As already said, if the weak guy knows techniques to help him out, and the strong one doesn't, both fighters are not on the same skill level.

Also, no one has ever added anything new to the RPG genre for years. Everything that has ever been thought of is already in. If you think about it, every idea has been around for MANY years, just in different forms. Skyrim adds new things to the RPG genre that are in new forms but no one has added anything to the RPG genre since the '80s, TES however has reinvented those ideas several times and still continues to do so, so in that essence they are adding things to the genre as TES is redefining and setting higher and higher bars for RPGs.

Well, that's what I meant. There are no new technologies that replace features or the "spreadsheetiness" of RPGs. Technologies that allow for more fluent combat, either by letting you dodge manually or have more control over your character, are not RPG related at all. Those features are improvements for the action-genre, because they put the control over the action into the player's hands, and are not dependent on the character role.
On the RPG-side, Skyrim introduces more defined character roles by limiting your advancement, so you have to make choices instead of being able to master everything. However, at the same time, the overall "volume" that character building occupies in the game is significantly less than in most RPGs. Todd himself said in one of the latest interviews that you can play through the game "without looking at the skill menu once".
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Soph
 
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Post » Wed Mar 30, 2011 7:17 am

Two people can be of equivalent skill and not use or know the same techniques. That also shows how perks work to differentiate people as well. Just because they are of equal skill doesn't mean the weak guy can't know something the strong guy doesn't....


and if they were truely of equal skill, the reverse would be true,...
in game terms, what your saying would mean the weaker guy had more skill actually. What your saying and the example you give dont add up

@Faulgor THANK YOU... exactly my point
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ruCkii
 
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Post » Wed Mar 30, 2011 1:42 pm

Great. That argument allows for everyone to be a master of everything, just by circumventing their weakness with a knack. You don't even need to level your skills anymore, because you can be good at something without being good at it.
A strong fighter has a higher damage potential than a weak guy. As already said, if the weak guy knows techniques to help him out, and the strong one doesn't, both fighters are not on the same skill level.


Can you really not take an example given to show how a guy that is "weak" cosmetically (the body type chosen in Skyrim) can to just as much damage as a strong guy and then you take it into game mechanics and say that because one guy knows a technique the other guy doesn't, they aren't of the same level even though in real life, fighters of equal skill usually have widely varying fighting techniques. To your statement, I quote a very wise man:

:facepalm:
That logic is so backwards, I don't know what to say.


A strong guy is only just that, a strong guy. Being stronger than someone else in no way means your going to do more damage than another person, it just means your stronger than they are, there are fundamental differences between the damage you do and how strong you are, because a scrawny guy can do just as much damage if not more damage then some hulking guy. (As was shown with Worm's picture of the hardest hitting man in the world)

and if they were truely of equal skill, the reverse would be true,...
in game terms, what your saying would mean the weaker guy had more skill actually. What your saying and the example you give dont add up


Omg people, he asked how a scrawny looking guy body type (a cosmetic choice at the beginning of the game) character could do as much damage as a muscular character body type and I explained how, it had nothing to do with game mechanics or suggesting game mechanics in any way. Please read the context of the information before cheering people on and saying that the other person's argument renders the game mechanics useless when in reality, it doesn't for one and two it, shows that weak guys can do just as much damage as strong guys and still have the same skill level.
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Robert Garcia
 
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Post » Wed Mar 30, 2011 2:52 pm

Sleign, if what you are is saying was true then there would be no need for seperate weight divisions in boxing and pretty much every form of competitve fighting that I can think of.
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Ron
 
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Post » Wed Mar 30, 2011 1:56 am

Sleign, if what you are is saying was true then there would be no need for seperate weight divisions in boxing and pretty much every form of competitve fighting that I can think of.

Funny, just what I was thinking of a moment ago.
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Scotties Hottie
 
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Post » Wed Mar 30, 2011 7:44 am

A strong guy is only just that, a strong guy. Being stronger than someone else in no way means your going to do more damage than another person, it just means your stronger than they are, there are fundamental differences between the damage you do and how strong you are, because a scrawny guy can do just as much damage if not more damage then some hulking guy. (As was shown with Worm's picture of the hardest hitting man in the world)

All that picture showed us was the combined output of both strength and skill at its best(or as close to the best combination thus far)
that has nothing to do with this arguement at all actually... when your saying two individuals with the SAME skill level but one clearly weaker can have a definate 100% chance of doing more damage thru his skill(or technique, which is still SKILL). That is in no way reflected by the skill level(since we are comparing two of the same skill) or the strength.

Lets remember now,... this is on a game, it needs to be MEASURED thru the game
60 skill = 60 skill = the same damn thing, rather your strong or weak, which is what skyrim does
(60 skill +lowstrength) < (60 skill +Highstrength) which makes sense... or more so than the above
no matter how you put it....

Omg people, he asked how a scrawny looking guy body type (a cosmetic choice at the beginning of the game) character could do as much damage as a muscular character body type and I explained how, it had nothing to do with game mechanics or suggesting game mechanics in any way. Please read the context of the information before cheering people on and saying that the other person's argument renders the game mechanics useless when in reality, it doesn't for one and two it, shows that weak guys can do just as much damage as strong guys and still have the same skill level.

then why did you even bother replying?! this is ALL about the game mechanics!
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Ashley Clifft
 
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Post » Wed Mar 30, 2011 6:43 am

Sleign, if what you are is saying was true then there would be no need for seperate weight divisions in boxing and pretty much every form of competitve fighting that I can think of.


So I did some research and weight limits were introduced because crowds found it unsatisfying for two widely varying opponents to fight. Also, apparently they used to think that strength made you more dangerous so they were also imposed for safety even though today we know that, that isn't true as strength isn't the deciding factor on damage and thus is why a lighter weight fighter was allowed to fight above his weight class. Like I said, strength matters not on how much damage you do as it is technique. I believe there was a special about that on the discovery channel some time in the past as well as Mythbusters did calculations on boxing as well.

Okay, that's all for now, I'm going to bed for sure now, it's 6 AM and I need to get up in 3 hours, I'm closing my browser now lol.
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TOYA toys
 
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Post » Wed Mar 30, 2011 3:03 pm

Sleign, if what you are is saying was true then there would be no need for seperate weight divisions in boxing and pretty much every form of competitve fighting that I can think of.


Well, he does have a point. My little bro actualy has 60lb's of muscle on me and 4 years of wrestling experience to my 0, but when we wrestle to see who's the best we always end in a tie. The only reason I can hold my own is because I'm fast and small enough to slip out of a lot of his holds, and I have a good sense of ballance and I know my center like the back of my hand.

The reason there are different weight divisions is to prevent people from getting hurt. But that doesn't mean the little guy will always lose. Also in Boxing, if all the strong person knows is how to punch, but a little guy has the footwork and speed down, the smaller person would win.

Also, strength and weight have little to do with each other. There are some pretty big people out there who can't make it up the stairs. Skill and strength don't always go hand in hand either.
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Nymph
 
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Post » Wed Mar 30, 2011 7:12 am

On the RPG-side, Skyrim introduces more defined character roles by limiting your advancement, so you have to make choices instead of being able to master everything. However, at the same time, the overall "volume" that character building occupies in the game is significantly less than in most RPGs. Todd himself said in one of the latest interviews that you can play through the game "without looking at the skill menu once".

How?

I think there will be a bigger, more noticeable difference between two people with different perks than two people with different amount of strength.
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Nick Swan
 
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Post » Tue Mar 29, 2011 11:20 pm

Todd himself said in one of the latest interviews that you can play through the game "without looking at the skill menu once".


Yeah, if you don't want to pick a single perk. I would think two level 50 characters who haven't chosen any perks would be pretty similar.
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Bedford White
 
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Post » Tue Mar 29, 2011 11:14 pm

So the question is...what does a character have to do in order to increase running or jumping abilities?


Hit the sprint button.

With that you can obviously run faster and jumps would be longer cause of speed behind them.
BUT, it won't be unrealistic with you jumping 12 feet in the air.

I feel this is a MUCH better system, the acrobatics and athletics attributes weren't that well done, people just jumped around the world like bunnies and when you leveled up far enough you always run like you were on crack and jumped TOO high and long and in slow-mo at that.

Perks will take care of all other attributes and will be MUCH more fun cause they will actually do cool stuff and useful too.
You get to pick a perk at each level-up..

People think they removed stuff when in fact they have more since they now not only have magic but also dragonshout magic, they also have a TON of perks.
You will be able to create so many variations of your character than before.
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Nadia Nad
 
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Post » Wed Mar 30, 2011 6:23 am

Well, he does have a point. My little bro actualy has 60lb's of muscle on me and 4 years of wrestling experience to my 0, but when we wrestle to see who's the best we always end in a tie. The only reason I can hold my own is because I'm fast and small enough to slip out of a lot of his holds, and I have a good sense of ballance and I know my center like the back of my hand.

The reason there are different weight divisions is to prevent people from getting hurt. But that doesn't mean the little guy will always lose. Also in Boxing, if all the strong person knows is how to punch, but a little guy has the footwork and speed down, the smaller person would win.

Also, strength and weight have little to do with each other. There are some pretty big people out there who can't make it up the stairs. Skill and strength don't always go hand in hand either.


Skill and Strength (Attribute) not being the same thing is pretty much the argument for having attributes. In your case it sounds like it is your agility which allows you to hold your own against your brother who should, in theory, be more skillful.
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Zach Hunter
 
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Post » Wed Mar 30, 2011 11:57 am

Well, he does have a point. My little bro actualy has 60lb's of muscle on me and 4 years of wrestling experience to my 0, but when we wrestle to see who's the best we always end in a tie. The only reason I can hold my own is because I'm fast and small enough to slip out of a lot of his holds, and I have a good sense of ballance and I know my center like the back of my hand.

The reason there are different weight divisions is to prevent people from getting hurt. But that doesn't mean the little guy will always lose. Also in Boxing, if all the strong person knows is how to punch, but a little guy has the footwork and speed down, the smaller person would win.

Also, strength and weight have little to do with each other. There are some pretty big people out there who can't make it up the stairs. Skill and strength don't always go hand in hand either.


Perhaps it would help to point out this is about the game mechanics, hence the post Sleign was replying to, BEING about the game, and its mechanics.
and this was a direct comparison to damage output, skill + strength compared to skyrims, Skill only. and how wierd this is gonna look in game.
the real life examples factor in so much more than just this and really just dont apply or add to the arguement at all... i dont know why that stuff keeps getting brought up when the other factors are a whole seperate comparison on a larger scale... the game mechanics for ALL of it werent even mentioned! speed, agility, dodging, number of hits? none of that was part of this
and even of you did take a real life example.. the results are roughly the same overall when comparing ONLY same skill and one having more strength compared to both having same skill/strength only.
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Kat Lehmann
 
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Post » Wed Mar 30, 2011 3:24 pm

I really don't think this is going to look "weird" in game. Remember there aren't damage numbers flying in the air in TES games. You see a little indication of your enemy's health bar, but you don't even see the actual HP. You're not going to be able to directly compare who's doing more damage, and it doesn't matter because you can't see your enemy's strength stat anyway. Besides, by the looks of it, the game's combat system is going to be engaging enough that you won't be thinking "my guy is stronger because my number says so! I should be doing more damage because that's what the number says!"
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Laura Mclean
 
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Post » Wed Mar 30, 2011 7:53 am

eh,.. of course your right again Deathcoffee,.. but as a modder, i'll see the flaw in the mechanics of it anyhow and notice it whenever i play.
I sure hope those perks do a good job reflecting actual attributes of a person rather than spoon-feeding abilties a character of that type shouldnt even get. But then the game should handle differently anyhow to accomidate the differences im sure.
But it still is a poor mechanic like that, my example of a weakling character overpowering all thru skill alone is still there. (Giant comes tumbling thru the forest,.. you poke its leg, it dies because your "skilled")

EDIT @Todd's comment about playing thru without ever looking at a skill menu.... congradulations, same thing on morrowind, only easier cause you dumbed everything down todd >.> but thats another topic altogether... dont get me wrong, much respect for the guy, :)
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Claudz
 
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Post » Wed Mar 30, 2011 5:32 am

I just have one question will be there not so beneficial perks thats add bad side effect not just completely good effects only, or will be there actual penalty perks thats cripple actor but can allow advance further in perk tree?
Will be there Disadvantages not strictly only Advantages?
Attributes done in proper way can allow such things, can perk and skills actually work in both ways?
Since Todd say removing of Birthsigns was just because some newcomers can chose wrong combination of race and birthsign at beginning, does thats says thats we can forget about disadvantages also?
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Mistress trades Melissa
 
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Post » Tue Mar 29, 2011 11:31 pm

"Learn by doing, unless it's running or jumping, or carrying stuff."

So... now running speed and carrying stuff is moved to skills that don't advance by running?


Yes, because running, jumping, and carrying stuff are all good rpg's are about. <_<
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Krystal Wilson
 
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Post » Wed Mar 30, 2011 5:57 am

Hit the sprint button.

With that you can obviously run faster and jumps would be longer cause of speed behind them.
BUT, it won't be unrealistic with you jumping 12 feet in the air.

I feel this is a MUCH better system, the acrobatics and athletics attributes weren't that well done, people just jumped around the world like bunnies and when you leveled up far enough you always run like you were on crack and jumped TOO high and long and in slow-mo at that.


The sprint button is not a replacement for being able to increase your running speed an jumping distance in the context of character progression.
Not being able to make a fast running character would be a nail in the coffin for me.
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Nathan Maughan
 
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Post » Tue Mar 29, 2011 11:21 pm

snip
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 12:29 pm

The sprint button is not a replacement for being able to increase your running speed an jumping distance in the context of character progression.
Not being able to make a fast running character would be a nail in the coffin for me.


Well, let me save you some time and trouble then. If you are as absolutely determined to hate any and all alternatives placed into the game that replace the old functionality of attributes as you have shown in various threads you might as well just give up hope on Skyrim now.

Attributes aren't going to get magically thrown back into the game and have supporting systems put in place so that they would actually be relevant. Sorry, whether anyone thinks it is right or wrong doesn't matter, it is what it is. If your enjoyment of a game hinges so much on a single game mechanic I don't think this is the game for you.
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Sweets Sweets
 
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Post » Wed Mar 30, 2011 3:13 am

How?

I think there will be a bigger, more noticeable difference between two people with different perks than two people with different amount of strength.

Well Orc and Bosmer of same level and same skills an perks will do the same damage?
Adding more static attributes thats grown slowly will fix thats, since attributes can be tied to mechanic of perks, so if weak Bosmer thats has the same skills and perks thats have Orcimer will use armor ignoring damage with mace then Orc will actually do more damage because of his higher Strength attribute, what can be involved in work of armor ignoring perk for maces, why all try to replace some feature with perks and skills, while such feature can work together with both perks and skills in synergy not in parallel in awesome way?
Hit the sprint button.

With that you can obviously run faster and jumps would be longer cause of speed behind them.
BUT, it won't be unrealistic with you jumping 12 feet in the air.

Thats not earth so you cant apply realism completely and ignore mystical forces, did you see somewhere person who can jump on water?
Open DnD 3.5 epic level handbook, and you can found even more fabulous work of epic skills, if some one jump on 12 feet in fantasy he is not ordinary person.
I feel this is a MUCH better system, the acrobatics and athletics attributes weren't that well done, people just jumped around the world like bunnies and when you leveled up far enough you always run like you were on crack and jumped TOO high and long and in slow-mo at that.

For first Acrobatics and Athletics was skills not attributes, speed and agility was attributes, for second how you describe jump height for acrobatic Khajiit and bulky Orcimer if both have large fatigue? How you describe athletic Argonian and Nord who both has large fatigue? They all will move at the same speed and jump at the same height since there is no Acrobatics and Athletics skills and speed attribute?
Perks will take care of all other attributes and will be MUCH more fun cause they will actually do cool stuff and useful too.
You get to pick a perk at each level-up..

And what skill will govern running and jumping then?
Making an body skills thats has merged Acrobatics and Athletics, hand to hand, unarmored, skills and will represent Speed and Strength attributes as well as add new features via perks will be logical step does not?
People think they removed stuff when in fact they have more since they now not only have magic but also dragonshout magic, they also have a TON of perks.
You will be able to create so many variations of your character than before.

We have predefined magic thats limited to 85 spells, many spell effects was axed, TON of perks is only 15 perks on all skills including leveled ones and thous 15 perks must represent races traits, attribute work, add weapon specialization, add new features to game and more, doesn't thats too small number for all of thats?
Perk system must be really wide to work as actual replace of previous features.
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Dawn Porter
 
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