Attributes, oh yeah those! What do they do again?

Post » Wed Sep 15, 2010 12:44 am

Attributes, they determine the speed you run, the ammount of damage you do, your HP, Fatigue and Magicka, but do they really do that much?? Wouldn't it be so much more awesome if your Attributes directly effected your gameplay a lot more than they currently do?

I have a few thoughts on how Attributes could better effect your gameplay and i would like to share them with you all. Now before you ask about why i made this thread, this is not directly aimed at oblivion, however it is based on Oblivion and partly morrowinds gameplay, it is not necessarily a suggestion for TES V (would be unbelieveably awesome if they implemented it though *nudge* *nudge*) it's just a guy who thought up something he thought sounded pretty cool and would like to get some feedback on what you guys think and whether or not you agree =)

1) Attributes should determine how you fight! I don't like how a character with low strength and endurance, but with high agility and speed, acts brutish when fighting with a blunt weapon. The way you fight and extras like special, combo and couter moves should be determined by your attributes more heavily. A character with high Agility, should be able to dodge and counter strike does when attacked, whereas a player with brutish endurance should be able to root himself and tactically disrm the enemy before striking them with their weapon. This would make combat a much more intense and exciting experience, that wasn't just running through a forrest and slicing monsters to pieces without even having to stop running!

2) Attributes should determine your defensive Skill! A player with good endurance can take more hits because of the increased HP, but what about intimidating the foe with their unbroken willpower, or taunting the foe to fatigue by dodging every blow?? If you could do stuff like this in a way other than running from side to side that would be so cool, as well as making the game more fulfilling for those who choose the more agile races!

3) Attributes should effect communication! To be good at communication you need a good personality, so why can't you have strong characters intimidating others or making them feel protected. Agile characters dodging questions and leeching information for NPC's. Personality could determine how likable you are and your skill at getting what you want, but it shouldn't really determine your technique of how you go about that!

4) Attributes and Magicka! Willpower, If you have strong willpower in real life (and magic existed >_>) you would be more willing to go that extra mile to learn new skills. Inteligence helps you understand magicka, and would be useful in creating new spells and deepening your knowledge of how that school works, with willpower being there to help you practice and perfect those spells. I like how intelligence determines your total magic and willpower can reduce the ammount of magic needed as well as your magic recovery, but surely there sould be factors such as making your chosen schhol easier to cast, and being able to improve your total magicka capabilities without just getting a few more points by leveling up!

Those are a few of my main ideas, and as an overall conclusion i think it would be cool if your attributes effected your skills directly. With how skillful each skill is being determined by your skill level and your level of each effecting attribute. =)
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Clea Jamerson
 
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Post » Wed Sep 15, 2010 4:09 am

I think this would belong to the "Ideas & Suggestions" thread. This look like spam and will propebly be locked soon.

I mean, look at your profil name
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Hayley Bristow
 
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Post » Tue Sep 14, 2010 7:34 pm

I think this would belong to the "Ideas & Suggestions" thread. This look like spam and will propebly be locked soon.

I mean, look at your profil name



I didn't realise there was an ideas and suggestions thread =S my bad =P Haven't been of the forums for aaaages, and everything looked shiny and new

Oh and my name is becasue i loved the trolls in TES IV and fire is cool, and i made this account before i knew what trolling and flaming were =P

Sorry about getting the location mixed up and stuff. If i could request a move to the right place so im not in the way here and stuff that would be great =)
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FoReVeR_Me_N
 
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Post » Wed Sep 15, 2010 7:46 am

This look like spam and will propebly be locked soon.

Baker say wut?
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Daniel Holgate
 
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Post » Tue Sep 14, 2010 10:34 pm

Um, honestly, what you described seems to be exactly the way the TES games work already. It's just that Oblivion did a bad job at it and didn't make the impact as profound as it should have been.

But, in general, you can't do a skill well unless the attribute that governs it is high.

Intelligence already makes your spells better, personality already makes people like you more. Everything you described is already in the Elder Scrolls, so congratulations, that's the fastest I've ever seen Bethesda address a fan's suggestions, because they already implemented your idea about 17 years before you posted it. :foodndrink:
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Ella Loapaga
 
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Post » Wed Sep 15, 2010 12:49 am

Everything you described is already in the Elder Scrolls, so congratulations, that's the fastest I've ever seen Bethesda address a fan's suggestions, because they already implemented your idea about 17 years before you posted it. :foodndrink:


Not exactly...

Maybe you should try reading his post again:
1. Attributes determine how (visually distinctive as in style) you fight.
2. Attributes should determine also how you defend yourself too (also visually and game-play wise distinctive).
3. Attributes should enter conversation. New responses based on your attributes, ect. Think Fallout 3 kind of. Also New Vegas plans to expand this much more.
4. More practical effects of Attributes instead of just stat changes. More bonuses based on your specific attributes and have each have more distinct effects.

I personally think they are all great ideas! :goodjob:

But I do think they would most likely belong in TESV suggestions thread (but then again you said it wasn't specifically for TESV).

EDIT:
It's just that Oblivion did a bad job at it and didn't make the impact as profound as it should have been.


And now I'm the one not reading posts well enough.

Anyway, that's right. Morrowind didn't do much in that way either (despite being the uber awesome game it was).

But considering what Bethesda did in Fallout 3, I'm confident that TESV will be like essentially TESVI (as in that much better), since they had the experience of doing Fallout 3 (being a similar game) after Oblivion.
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josh evans
 
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Post » Wed Sep 15, 2010 5:38 am

Buenos.
It might take a bit to balance it but it would add another nice layer to attribute importance. Makes the pie even better.
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Zach Hunter
 
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Post » Tue Sep 14, 2010 7:51 pm

Everything you described is already in the Elder Scrolls, so congratulations, that's the fastest I've ever seen Bethesda address a fan's suggestions, because they already implemented your idea about 17 years before you posted it. :foodndrink:


like what What!? said but attributes also determine how your skills work, rather than just how effective they are. So you don't have to have a really high strength attribute to do lots of damage.
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Sarah Edmunds
 
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Post » Tue Sep 14, 2010 7:54 pm

Personally, I don't think that Attributes should DETERMINE those things, but should affect them. If I'm playing a lithe and agile character who WANTS to fight like a musclebound barbarian, then why should the character be forced to "fence"? The current games do some of what you want, and the rest is more about details in programming than an overall system. As it is, there are NO choice in some things, whether attribute driven or voluntary; I'd like a few more options, as mentioned, but not have them forced on the character strictly due to Attributes.
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SexyPimpAss
 
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Post » Wed Sep 15, 2010 5:19 am

1.1 Attributes

Strength (STR) Determines the damage bonus (or penalty) you get with heavy melee weapons like Axes and maces, as well as how much you can carry. You will have trouble pulling the strongest bows if you're STR is low. Being stronger than an NPC helps you intimidate him. Forcing doors and locks open is dependant on your STR.

Intelligence (INT) Determines your maximum Spell Points (SP). Most races have INTx1 in spell points by default, while Bretons and High elves, for example, have INTx2. This can be changed to anything from zero spell points to 3x INT in spell points in the character creation by choosing dis/advantages. Being smarter than an NPC helps you fool and trick them. New dialogue options are opened for smarter characters. Learning spells is also easier the more intelligent you are.

Willpower (WIL) Helps to determine your rate of Magicka consumption from spellcasting and your chance to resist Magicka. Your skill in magic school in question also effects the amount of SP used per spell. High WIL really helps you resist magic, like in old days. You can endure a lot with high willpower: you can, for example, manage yourself better through long times in prison or captivity.

Agility (AGI) Determines the 'hit bonus' in combat, as well as your 'dodge bonus'. Determines the damage bonus (or penalty) you get with light melee weapons like Daggers.

Endurance (END) Determines your Hitpoints (HP) at all times. You have always one hundred plus Endurance in hitpoints. It also determines your resistance to poisons and diseases, and the chance of, and time taken for, recovering from them naturally.

Speed (SPD) Controls your movement speed, the speed you swing a weapon in combat, and the speed you complete certain tasks, like reload crossbows.

Personality (PER) Controls how much people like you when they first see you, and the prices you get at vendors. PER determines the ease of admiring and seducing NPCs. New dialogue options are available for stunning personalities.

Luck (LUC) Effects every action you do in a small way. Also a luckier character might find more precious loot, or survive an incident that could have killed others. Unlucky character has harder time finding or earning goods. Luck could also effect your chances of Critical Strike. It worked well in Fallout 3 I think, and would make Luck a bit more useful compared to other attributes.

Note: Your Fatique is calculated from STR, END and WIL. The amount of damage you can deal in melee (per time unit) is affected by STR, AGI and SPD.


Basically, in char gen I can up STR again and see the damage bonus I'm going to get. Same with AGI and hit/dodge bonus. The least used attributes need to be boosted, like having masses of dialogue options based on INT and PER. LUC could affect critical strike as in FO3.

AND I need to be forced to DOWN something to UP something in char gen. I need weaknesses for my character.
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Rik Douglas
 
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Post » Tue Sep 14, 2010 10:31 pm

Basically, in char gen I can up STR again and see the damage bonus I'm going to get. Same with AGI and hit/dodge bonus. The least used attributes need to be boosted, like having masses of dialogue options based on INT and PER. LUC could affect critical strike as in FO3.

AND I need to be forced to DOWN something to UP something in char gen. I need weaknesses for my character.
Good list. I'd like to add to it by suggesting that high attributes could have the effect of extra skills. High agility could act as critical strike because it gives you precision with the weapon, though I think for that matter that high skill with the weapon could affect that too. Higher strength gets you knockdown bonuses. High personality gets you free lapdances.

What? Maybe...
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Cheryl Rice
 
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