No attributes sounds horrible.

Post » Wed Mar 30, 2011 4:56 am

http://www.audioenglish.net/dictionary/perk.htm




I.E? REWARD FOR WORK......


An incidental benefit awarded for certain types of employment (especially if it is regarded as a right)

That refers to it as a right or something that comes along with doing a certain thing, not a reward, more along the lines of something that your inherently supposed to receive. It's a right not a reward, at least by that definition.
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Leonie Connor
 
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Post » Wed Mar 30, 2011 10:20 am

sleign's "explanation" holds as much water as me saying the same thing, Nothing, we haven't played it yet, and the argument FOR attributes has weight, perks are enver stated to replace attributes, all the GI and recent articles said was magick stamina and health are all that exist, Perks are for skills, and skills are everything and peple are harping on that PR damage control talk from Todd about how he says "you raised intelligence for Magicka right?"

But.... You did raise intelligence for magicka...why else would you.
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Lou
 
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Post » Wed Mar 30, 2011 2:41 am

sleign's "explanation" holds as much water as me saying the same thing, Nothing, we haven't played it yet, and the argument FOR attributes has weight, perks are enver stated to replace attributes, all the GI and recent articles said was magick stamina and health are all that exist, Perks are for skills, and skills are everything and peple are harping on that PR damage control talk from Todd about how he says "you raised intelligence for Magicka right?"

The way Todd describes it is how I use to handle attributes myself. One of the reasons I am for the change.
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Robyn Lena
 
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Post » Tue Mar 29, 2011 10:07 pm

sleign's "explanation" holds as much water as me saying the same thing, Nothing, we haven't played it yet, and the argument FOR attributes has weight, perks are enver stated to replace attributes, all the GI and recent articles said was magick stamina and health are all that exist, Perks are for skills, and skills are everything and peple are harping on that PR damage control talk from Todd about how he says "you raised intelligence for Magicka right?"


Fair enough, my words don't hold any weight, however Todd's does. He said explicitly that attributes and what they do are still in the game, just not for you to tweak. Does that hold water?
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 4:28 am

But.... You did raise intelligence for magicka...why else would you.

To make my character smarter? Or maybe to make better potions. There are plenty of reasons, intelligence didn't do one thing.
And attributes should do more. Certianly we could all think of at least 3 uses for each previous attribute, except maybe luck (it does everything with one use)
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(G-yen)
 
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Post » Wed Mar 30, 2011 4:32 am

The problem is that attributes as a system are designed for a distinctly different mechanical background than the one you're finding in recent TES games, by which I mostly mean Oblivion since Skyrim isn't out yet. RNG still exists in Oblivion, I guess, but it's of limited influence and that robs attributes of a lot of what they were meant to do previously - namely, affect the chance of success. I'll grant you that not all of them were supposed to do that - Strength never really helped you do anything better, but things like Agility, Willpower, Luck, Intelligence, Personality - those were the things that made it more likely you'd succeed, and ergo more likely you'd succeed in a better way (if degrees of success were possible).

Skyrim, however, is looking to be like Oblivion - that is, a game in which player actions determine the likelihood of success, rather than some random number generator. In this case, all attributes can do (as they're merely metagame concepts, numbers without context) is give you flat bonuses without any versatility. If I increase my Intelligence, my magicka pool increases and I the spells I cast aren't more likely to succeed - they don't fail - they just work a bit better. I increase Agility and I get some bonuses to bow damage and such. Personality just means people like me more at the opening of conversations, though it probably has more success-determining potential than others simply due to being tied to bartering.

But attributes in a game designed around player action as a conflict resolution mechanic are out of their element and awkward. Better to replace them with something able to do the job better than try to shoehorn them in where they don't fit.

Indeed, it the situation you describe those thing can all be handle by skills anyway. Bow skills to decide bow damage bonus, x magic skill to make x magic type spell deal more damage,etc.
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 6:07 am

Sorry I RP'd Knight with high int, he didnt delve into magicka that much, That is something worthwhile changing and making it matter, not taking perks which have been around in Daggerfall and Oblivion, slapping tags on them and calling them innovation. they are exactly the same, all the prerequisites, what they do, they just aren't automatic anymore, and people seem to glaze over in the eyes when they see the number 280 and instantly think variety.


Sleign


Fair enough, my words don't hold any weight, however Todd's does. He said explicitly that attributes and what they do are still in the game, just not for you to tweak. Does that hold water?



I'll start off by saying yes, and please direct me where I can see this as well.
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 8:44 am

Why would they cause out of control stat bonuses? Because you say so?
Just lower how effective a single point of an attribute is. Its true that some were ridiculous, with 100 speed and athletics you could run ridiculously fast, that should be reduced.

And they work perfectly together. We could even have perks that are "+10 pts to strength." Sure its not the most exciting, but its an example of how they work together.
And they are by no means redundant. And its not like I only want it because they were in the old system. Maybe I want them because they model your character better than perks can. It was always a superior system to what other games used.

If attributes are weakened to make room for perks, then all the more reason to remove them completely and let skills take over.

How do they model your character better?
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CYCO JO-NATE
 
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Post » Wed Mar 30, 2011 3:29 am

sleign's "explanation" holds as much water as me saying the same thing, Nothing, we haven't played it yet, and the argument FOR attributes has weight, perks are enver stated to replace attributes, all the GI and recent articles said was magick stamina and health are all that exist, Perks are for skills, and skills are everything and peple are harping on that PR damage control talk from Todd about how he says "you raised intelligence for Magicka right?"


Well... why else would you? Because your character is supposed to be intelligent, I'll grant you, but you don't need a number that has absolutely no context in the world in order to do that. Other than getting more magicka, maybe you were looking for spells with more oomph - which is accomplished now by taking perks. They simply split the intended results up so they were matched to two different actions - and so you could make more detailed choices about how your character advances than simply increasing his potency with all magic, across the board, forever, end of story. But as far as using them to model a particular character concept - you don't need attributes to do that, and (though you didn't say this) claiming that removing attributes harms immersion or makes it harder to roleplay is downright silly - they're a metagame concept and roleplaying has always been about your imagination filling in the blanks the game does not or can not fill in itself.
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Katey Meyer
 
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Post » Wed Mar 30, 2011 6:32 am

To make my character smarter? Or maybe to make better potions. There are plenty of reasons, intelligence didn't do one thing.
And attributes should do more. Certianly we could all think of at least 3 uses for each previous attribute, except maybe luck (it does everything with one use)


Except intelligence didn't make your character smarter and you shouldn't need some number with no meaning to decide if your character is smart when you can decide it for yourself ( I always have decided it for myself) Also, skills really governed attributes, not the other way around. Skills decided your attributes fate. Like I said, attributes are doing more now since attributes were upgraded to Health, Magicka, Stamina and 280 perks. Bethesda fixed attributes like everyone wanted.

I'll start off by saying yes, and please direct me where I can see this as well.


*sigh* You people and your doubting me. It always comes down to "I don't believe you, pic or it didn't happen" and then I show you and no one comments. I've not once quoted something about Skyrim and not have a source. But I suppose I'll spend the next two hours sifting through all the articles looking for it....
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mimi_lys
 
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Post » Wed Mar 30, 2011 9:03 am

The problem is that attributes as a system are designed for a distinctly different mechanical background than the one you're finding in recent TES games, by which I mostly mean Oblivion since Skyrim isn't out yet. RNG still exists in Oblivion, I guess, but it's of limited influence and that robs attributes of a lot of what they were meant to do previously - namely, affect the chance of success. I'll grant you that not all of them were supposed to do that - Strength never really helped you do anything better, but things like Agility, Willpower, Luck, Intelligence, Personality - those were the things that made it more likely you'd succeed, and ergo more likely you'd succeed in a better way (if degrees of success were possible).

Skyrim, however, is looking to be like Oblivion - that is, a game in which player actions determine the likelihood of success, rather than some random number generator. In this case, all attributes can do (as they're merely metagame concepts, numbers without context) is give you flat bonuses without any versatility. If I increase my Intelligence, my magicka pool increases and I the spells I cast aren't more likely to succeed - they don't fail - they just work a bit better. I increase Agility and I get some bonuses to bow damage and such. Personality just means people like me more at the opening of conversations, though it probably has more success-determining potential than others simply due to being tied to bartering.

But attributes in a game designed around player action as a conflict resolution mechanic are out of their element and awkward. Better to replace them with something able to do the job better than try to shoehorn them in where they don't fit.


I agree. I think The new Oblivon system makes attributes a little clunky and outdated but not useless. They worked in Fallout they can work In Skyrim.
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kasia
 
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Post » Wed Mar 30, 2011 10:29 am

You do realize there or 280 perks...and can you can used 50 of them! I think we will be able to used several perks ...for fun.
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Emma-Jane Merrin
 
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Post » Wed Mar 30, 2011 1:59 am

Sorry I RP'd Knight with high int, he didnt delve into magicka that much, That is something worthwhile changing and making it matter, not taking perks which have been around in Daggerfall and Oblivion, slapping tags on them and calling them innovation. they are exactly the same, all the prerequisites, what they do, they just aren't automatic anymore, and people seem to glaze over in the eyes when they see the number 280 and instantly think variety.

So why can't you do that with SR, role play your knight being very smart? And I think choice unlike OB were it was automatic, plus there were only 84(?) perks in OB compared to 280 that is a big diff.
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Ilona Neumann
 
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Post » Tue Mar 29, 2011 11:42 pm

Why Can't I do that in SR? because I can't raise my INT? that now INT matters even less rather than them making attributes more integral to the game not just for characters, but your interactions vs others and how well you operate in the game world, its not me in Skyrim its the Character and the character plays by the games rules.



) claiming that removing attributes harms immersion or makes it harder to roleplay is downright silly - they're a metagame concept and roleplaying has always been about your imagination filling in the blanks the game does not or can not fill in itself.



How are picking perks anyless metagaming? :ermm:


I see attempts to throw the Dummy hat at me regarding the definintion of Perks, as if people do not have the internet, I will put Synonyms of Perks



Perks
- 10 of 21 thesaurus results

Main Entry: perk

Part of Speech: noun

Definition:

benefit

Synonyms:

advantage, bonus, dividend, extra, fringe benefit, gratuity, gravy, lagniappe, largess, perquisite, plus, tip
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Matt Fletcher
 
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Post » Wed Mar 30, 2011 11:27 am

If attributes are weakened to make room for perks, then all the more reason to remove them completely and let skills take over.

How do they model your character better?

What skill do I raise to make an agile swordsman? Give me a build with nothing but skills and tell me how its different from a hulking barbarian?
Keep in mind barbarians use light armor too, if thats even still a skill.

And there isn't going to be a magic perk for, "agile swordsman, click this." There may be some perks that cause some differentiation, but its not likely enough to completely define a character.
And the bilnd trust in bethesda that perks are enough to fully define a character is saddening, I had that with Oblivion, I learned (not my favorite TES game)
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m Gardner
 
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Post » Wed Mar 30, 2011 3:22 am

To make my character smarter? Or maybe to make better potions. There are plenty of reasons, intelligence didn't do one thing.
And attributes should do more. Certianly we could all think of at least 3 uses for each previous attribute, except maybe luck (it does everything with one use)


What if you don't want all of the benefits of a attribute? With perks you can choose specifically what you want.
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FABIAN RUIZ
 
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Post » Tue Mar 29, 2011 11:57 pm

Except intelligence didn't make your character smarter and you shouldn't need some number with no meaning to decide if your character is smart when you can decide it for yourself ( I always have decided it for myself) Also, skills really governed attributes, not the other way around. Skills decided your attributes fate. Like I said, attributes are doing more now since attributes were upgraded to Health, Magicka, Stamina and 280 perks. Bethesda fixed attributes like everyone wanted.

So super potions in Morrowind was all a lie? Because intelligence doesn't affect my potion making at all?
Its not like I can't make a fortify spell, the only way to improve attributes are through skills? Not to mention I can choose my attributes.
I can use a sword all day long, then when I rest choose to increase intelligence by just 1 point.
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lauren cleaves
 
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Post » Wed Mar 30, 2011 12:40 am

I agree. The new Oblivon system makes attributes a little clunky and outdated but not useless. They worked in Fallout they can work In Skyrim.


That... wasn't what I said at all, though. I said the attributes were clunky, outdated, and it made more sense to remove them than leave them in, where they'd just be an awkward relic.

How are picking perks anyless metagaming? :ermm:


They aren't, and that's the point - it's a total non-argument to bring roleplay into a discussion of one mechanical system vs another, except in regards to how intrusive it is to the gameplay - and I'd hazard a guess that largely, both attributes and perks are roughly equally intrusive. So, if they're basically equal in this way, we have to pick other merits of the systems to discuss - and it's there, I think, that perks prove themselves to be the superior option for a RNG-free game.
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Ryan Lutz
 
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Post » Wed Mar 30, 2011 1:20 pm

Sorry I RP'd Knight with high int, he didnt delve into magicka that much, That is something worthwhile changing and making it matter, not taking perks which have been around in Daggerfall and Oblivion, slapping tags on them and calling them innovation. they are exactly the same, all the prerequisites, what they do, they just aren't automatic anymore, and people seem to glaze over in the eyes when they see the number 280 and instantly think variety.





I'll start off by saying yes, and please direct me where I can see this as well.

If he didn't use Magicka, what was the point of him having high intelligence? Did you just want to RP a smart Knight? If so, why do you need a number to tell you he is smart? Just pretend he is. That's all RP is, pretending.

How do you know all of the perks are the same as in DF and OB, just with new tags? And of course people see 280 perks and think variety. Do you think they'll all be the same?
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 4:05 am

What skill do I raise to make an agile swordsman? Give me a build with nothing but skills and tell me how its different from a hulking barbarian?

agility made you no more agile
Strength made you no more hulking
They were both just numbers.

Btw you can make a hulking character now with the new addition of different body types.
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sam
 
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Post » Tue Mar 29, 2011 9:24 pm

So super potions in Morrowind was all a lie? Because intelligence doesn't affect my potion making at all?
Its not like I can't make a fortify spell, the only way to improve attributes are through skills? Not to mention I can choose my attributes.
I can use a sword all day long, then when I rest choose to increase intelligence by just 1 point.


You do realize, that attributes gave bonuses to skills (not big bonuses but bonuses still) but skills decided how your attributes raised. Thus in reality, attributes were slaves to skills, not the other way around. Besides, the effectiveness of your potions shouldn't be affected by your intelligence, it should be affected by your alchemy skill.

The bolded part was actually for my argument also hehe.
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Amanda Furtado
 
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Post » Wed Mar 30, 2011 9:27 am

What skill do I raise to make an agile swordsman? Give me a build with nothing but skills and tell me how its different from a hulking barbarian?
Keep in mind barbarians use light armor too, if thats even still a skill.

And there isn't going to be a magic perk for, "agile swordsman, click this." There may be some perks that cause some differentiation, but its not likely enough to completely define a character.
And the bilnd trust in bethesda that perks are enough to fully define a character is saddening, I had that with Oblivion, I learned (not my favorite TES game)

The difference isn't going to be in the skills. It will be in the perks you choose. A Barbarian would likely use the Two-handed weapon skill while the agile swordsman uses Block and One-handed and that's the largest difference in skills. The agile swordsman would pick Light Armor perks that improve his mobility if there are such things, and would pick One-handed perks which increase the speed of his attacks, the critical chance, etc. The Barbarian would pick perks to reduce damage taken on hits, bleeds and raw damage increases for his two-handed axes.

Once information on the complete skill list and perk lists is out, I'd be happy to make a more accurate build.

What would be the difference with attributes? Is your swordsman not going to increase Strength? How are you increasing Agility, by grinding Security and Sneak? The difference between the two classes here is in two attributes. The difference between the two classes with perks is in potentially dozens of perks.

"not likely enough to completely define a character." How do you know that? There are 280 of them! There's plenty of opportunity to choose different perks with different characters. I don't see why they would make 280 perks but make any 10 of them the exact same. If there's 280, there's a lot of variety, and by extension characters will have a lot of variety.

You write about our blind trust, what about your blind dismissal of the new system?

Ah yes, and we do still have three "attributes". The agile swordsman would level Stamina more often than the barbarian, who would focus on Health.
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Tamara Dost
 
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Post » Tue Mar 29, 2011 10:01 pm

That... wasn't what I said at all, though. I said the attributes were clunky, outdated, and it made more sense to remove them than leave them in, where they'd just be an awkward relic.





Sorry I was just commenting that I agreed and then was stating something else.
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Sunny Under
 
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Post » Wed Mar 30, 2011 12:36 pm

The difference isn't going to be in the skills. It will be in the perks you choose. A Barbarian would likely use the Two-handed weapon skill while the agile swordsman uses Block and One-handed and that's the largest difference in skills. The agile swordsman would pick Light Armor perks that improve his mobility if there are such things, and would pick One-handed perks which increase the speed of his attacks, the critical chance, etc. The Barbarian would pick perks to reduce damage taken on hits, bleeds and raw damage increases for his two-handed axes.

Once information on the complete skill list and perk lists is out, I'd be happy to make a more accurate build.

What would be the difference with attributes? Is your swordsman not going to increase Strength? How are you increasing Agility, by grinding Security and Sneak? The difference between the two classes here is in two attributes. The difference between the two classes with perks is in potentially dozens of perks.

"not likely enough to completely define a character." How do you know that? There are 280 of them! There's plenty of opportunity to choose different perks with different characters. I don't see why they would make 280 perks but make any 10 of them the exact same. If there's 280, there's a lot of variety, and by extension characters will have a lot of variety.

You write about our blind trust, what about your blind dismissal of the new system?

Ah yes, and we do still have three "attributes". The agile swordsman would level Stamina more often than the barbarian, who would focus on Health.


This. This shows that the difference between a barbarian and an agile swordsman is huge in comparison to the old system. In this system, the characters would use different skills (like in the old system mostly), they would then be very different by the perk choices (examples you gave and there are 50 out of 280 you can choose on any one character) and then you have to realize that one would most likely have more health than the other and the other having more stamina. However, in the old system, the characters would still have different skills but no perk differentiation at all and then most likely they both would have maxed out strength, speed and willpower. They basically were the same in the old system, with skills being the only difference and in the new system, they are different in skills, attributes and perks. This is what we mean by the system being better (in theorycrafting of course) just by the amount of variation and customization.
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sam smith
 
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Post » Wed Mar 30, 2011 11:00 am

You do realize, that attributes gave bonuses to skills (not big bonuses but bonuses still) but skills decided how your attributes raised. Thus in reality, attributes were slaves to skills, not the other way around. Besides, the effectiveness of your potions shouldn't be affected by your intelligence, it should be affected by your alchemy skill.

Attributes weren't slaves to skills, just as I described. They were equal partners, because they can both be leveled independantly of one another, and they enhance on another.
And intelligence makes you better at alchemy because it governs that skill. Thats another purpose of attributes, to govern skills. But lets all forget about that, because no one ever used that.

If I wanted more magicka, I'd enchant my robes. If I want to be more effective at spells, I'd raise my intelligence and willpower. And just because Oblivion was broken in that sense doesn't mean attributes were broken, it means Bethesda implemented them poorly.
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MR.BIGG
 
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