I for one am glad that Athletics and Acrobatics are removed. I never chose them as major skills -- so they didn't add to levelling -- and so I might as well increase them as much as possible. The result: I ended up jumping too much. Worse, I always felt that riding a horse was a missed opportunity for increasing my athletic skill by running.
Far better will be having perks that affect your movement. If you want to have a fast character, you don't have to refuse to ride everywhere -- just choose to invest your perks in speed-related options!
Thats not because Athletic and Acrobatic as skill was bad, was bad implementation of their leveling mechanic, and thats apply not only to Athletic and Acrobatic but almost to all schools.
Todd says Athletic and Acrobatic add to much grinding, oh well if some one want power leveling he will grind all other skills also, munchkins without self control and willpower will found any other ways to exploit system, instead of just playing game and see how character will grow
Todd says there was to much grind in jumping and running around, oh well some peoples level
Their speechcraft to maximum by minigame one person to maximum and then talk again in circle
Way to improve instead of axing speechcraft for example by leveling it with number books thats character read, number of dialogues spoken, not through pesky persuasion minigame again, disposition change of sheathed/unsheathed weapons is good feature, but now when dialogues realtime it will be less exploitable as well as add immersion if NPC in surround will detect such act and give player few warning or call guards
Armorer and Block and Armor skills and Restoration school munchkins level them by
By sitting duck and Block or take damage from summoned creature or from mud crab, cast restoration, repair from bunch of repairing hammers
Way to fix
Armorer become smithing and I believe fixed and now grown from repair in much lesser way and more
depend of number created items and their cost Block become more timed and we cant use it as shield wall for invulnerable protection as before, so actual timed blocking and parry will work for leveling, maybe become fixed
Armor skills since we cant repair armors without proper equipment and there is no anymore pocket smithing maybe was fixed at last less exploitable, nice to see
ingredient usage for repairing also.
Restoration school can level more from
value of restored points or as other magic also
from cost of spell not just from spamming spell.
Alchemy after removing of chance of fail and dependency on intelligence was to easy to level, just spamming creation of potions thats can has no practical use at all and even more go and sell them for profit
What was done as crafting skill now use workbench (interesting apparatus still in game thats was good feature thats not need to be axed or now they are redundant?), what nice to see
cost of created potion will affect grown of alchemy more then number of spammed potions, thats force player to hunt for rare ingredients thats much more potent,
use more same ingredients for increasing potency (more ingredient usage),
use more apparatus in work (I believe workbenches upgradeable with them or need to have and placed on table proper apparatus) to enhance potency of potion,
nice to see increased skill grown from wortcraft more then just 0.5, thats can be balanced by if become to much powerful by apply all effects of ingredient to player both positive and negative, so it will be actual research, since we don't know what effect in what place in ingredient so we cant use them until reach more skill in alchemy to see it but after wortcraft we know thats ingredient has such effects.
Mercantile leveled by munchkins in way of selling miserable items in great numbers or by selling it and buying it back in circle,
Mercantile (if it still skill and not merged) on
received from deal profit (make more sense for investing money since increase profit gain) and successful haggle attempt (haggling lower disposition for some NPC ) and since haggle was successful we buy item so it will cost money as well shop keepers must not haggle for miserable cost items certain value thats depend on Mercantile or Disposition must work as limit, not only by number of sold items.
Marksman leveled by munchkins in way of summoning skeleton and shoot him with arrows since arrows always bounce from him circle can be unlimited
another thing its health sponges thats also help in powerleveling
How to fix
Marksman can
rise if we shoot from larger distance not just shoot frequently to do damage, thats provide challenge to rising skill for both player and character, also there can be
dependency on damage done, thats will tempts player to shoot into vulnerable parts of targets for example into head, in such way unity between action and RPG will be better since Marksman skill will represent crosshair swing like in M&B and http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/ which do marksman in conjunction of player skills and skills of character in much better way then it was in vanilla Oblivion, since devs rework archery maybe fixed.
Sneak leveled by munchkins sneaking behind non hostile actor with movement into wall
Sneak skill must
gain more experience from number successful pickpocketing (was in previous games but was mostly ignored) awesome will be if we can
see inventory of target in limited time (depend on skills and agility and luck versus target ones) or it will be not in MenuMode and as dialogue
in realtime so actors around can detect player actions and call guard
and
undetected thieft (cost of item taken in account since high cost items guarded better then miserable ones, and can work with improvements of crime system
and
sneak attacks (if more damage done then more grown will be achieved) , not just from stain in sneak undetected near non hostile Actor
Security leveled by munchkins
Well lame minigame was so easy in Oblivion so I think even munchkins don't level Security or use completely unbalanced Skeleton Key
Fallout 3 use better lock-picking I admire so maybe fixed.
Security (if still here and not merged)
gain from disabling traps (yes they must return, why they was axed from Oblivion I don't understood, great thats mod fix thats) as well as from lock-picking and then
more complex lock or trap more experience will be received, lock-picking minigame must be harder then it was in Oblivion and character skills must have larger impact not only player skills,
fail lock-picking protected by trap lock will trigger trap. Nice to see
blind lock-picking so characters skills will not completely useless even with Oblivion style lock-picking, player can actually hear how tumblers move while skills still save tumblers from falling.
http://www.tesnexus.com/downloads/file.php?id=3742
Acrobatics\Athletics was removed because devs think they have to much grinding, does they think there others way to improve skill and fix it not just delete it from game? But others skills was also grind fest for munchkins does need to make wrong decision from their cries on forums?
For example acrobatics will gain more experience from
jumping from high places (falling damage will be applied but leveling of acrobatics will give damage reduction perks, such perks can be racial for Khajiits) not just from from jumping around or
from successful dodging of enemy strike in combat, while Athletics can has experience gain not just from running around but
from large fatigue usage, more then just fatigue regenerates overtime so so it will less grinding, since most of it will be used during normal player activity like in combat.
^this
Everyone chirps on about getting rid of attribues, but as said above, they have just condensed them into 3 core attributes. As todd explained to gain magicka in Oblivion you had to input skills into Intelligence, now you just assign points to magicka directly.
The Magicka attribute will also prob effect the Magicka gain speed and other things as well.
That to me explains alot, but until there are detailed information on what each of the 3 core attributes effect and how they effect the player we cant really discuss anything except THEY HAVE GOT RID OF ATTRIBUTES WTF!!!!!!!!!!
instead of discussing what the 3 core attributes will effect such as Stamina effecting running speed overall or just the length of time you can sprint. etc etc
Come on guys this is not a discussion its just one side wineing and the other side saying 'sounds alright'
Well I'm like to see and discuss thats, but I'm tired of listening how bad attributes systems was from persons who don't understood how it can be fixed in other way then just axing feature from game
Not a feature was bad, implementation was bad, please understand this and instead of make proposals in ways how improve system they say how bad and useless it was and how awesome thats devs remove it from game without of any conclusions how it will affect game in total, all changes brings not only beneficial things but also bring bad side effects, target minimalize penalties and maximize advantages not just thoughtlessly remove features and don't think about consequences