Average Joe the Adventurer

Post » Sun Dec 27, 2009 1:26 pm

The level scaling wouldn't have been as much of a problem if the character leveling hadn't been so badly broken. I've played alot of RPGs in my time and the Oblivion system was the absolute worst that I have ever come across. Thankfully there were mods that allowed me to bypass that whole mess. Even still, I usually ended up with cookie cutter characters that weren't all that different from each other in the end. It's not all that difficult to max out all your skills and Attributes and end up with some generic character that's just like all the rest. Doing away with attributes and relying on perks instead will do away with all that. People are going to find that each character they play as will end up being uniquely different from each other.



Obviously Todd and team have come to realize that it doesn't have to be that way, and have taken steps to do away with that aspect of the series. It's especially pointless to have all that in a game where you advance by doing, and not by some esoteric character creation system like D&D 3.5. It sounds like the D&D people are taking the same sort approach as Skyrim in fact, with the version 4 rule set.

And thats dumbing down the game to placate people that cant make a build. What TES vet doesnt have some idea of what build he will play?
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Unstoppable Judge
 
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Post » Sun Dec 27, 2009 1:35 pm

I don't assign a number to my strength, I base it on how much I can carry. So having them in a game is simply arbitrary.

Yes. You don't have to assign a number to your strength attribute. That's because you're a living, breathing human being rather than a computer representation. Computers, like it or not, are limited to representing things like strength with NUMBERS.

Your strange hostility to that fact makes it no less a fact.
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Jessie Butterfield
 
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Post » Sun Dec 27, 2009 1:18 pm

When I first started playing Oblivion, I had never played any TES games and I didn't know what to expect. So when it came time to choose my character, I had to spend alot of time just going over the different classes and races to try and decide how I wanted to play. But since I didn't know anything about the game or how things actually worked, I didn't have alot to go on. So I ended up wasting maybe a couple of hours coming up with an indepth anolysis, when I could have spent that time simply playing the game figuring things out as I went along. All that is gone now, people will be able to jump in right away, and maybe a short while later they'll come to the realization that,"Hey, those Fireballs are kind of cool, I should focus on those." or "I love the way my Hammer bounces off that creature's skull!" So they'll base their character development by actually playing the game rather tying to anolyze a bunch of numbers and statistics during character creation.


Er... what will you do when you'll have to spend two hours deciding wich perk will be better to choose?

I'm sorry but I really can't understand that point of view... This (TES) is a game, so it has rules, it's a rpg, so it has character customization, it's a GOOD rpg, so it has a deep lore behind... The problem was that you had to read the instructions, some info in internet and the game mechanics explained on the manual? I started playing TES with Morrowind, I read the manual, I read the in-game description of all when choosing my race, skills and birthsign, and I hardly could missunderstand anything or chose "the wrong skills"; hell, I really enjoyed that... I did the same with Oblivion... Really, I can't see the point of being hard to choose the way to level with stats... Really, I can't.

I'm agree with the "I play-it improves" way, I've always been; I'm just a little upset with the "jack-of-all-trades" feeling that Skyrim is giving.
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Phillip Hamilton
 
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Post » Sun Dec 27, 2009 2:11 pm

And thats dumbing down the game to placate people that cant make a build. What TES vet doesnt have some idea of what build he will play?


Oh please! The test of whether the game is dumbed down will be in the difficulty you'll have getting through it, not in wasting time trying to decide how you want your character to start out as. And you'll still be able to have an idea of what kind of build you want to play, if you're partial to melee you'll swing your sword more. It's going to make absolutely no difference in determining how your character ends up as in the long run by not starting with some distinct class that you wasted several hours over. In fact, you might find that your character ends up evolving in ways that you would never have expected, and in a very good way, than he/she would have if you had that rigid focus in mind from the beginning.
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Alexandra Ryan
 
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Post » Sun Dec 27, 2009 9:25 am

And thats dumbing down the game to placate people that cant make a build. What TES vet doesnt have some idea of what build he will play?

What if the idea changes during gameplay?

I played the same character in every TES game but they still played differently. I created a Nightblade-like mage-thief but all of them played different. In Daggerfall I concentrated on the stealth and combat aspects, in Morrowind the stealth and magic aspects, in Oblivion the magic and combat aspects.

I don't know how this class will work in Skyrim, should I learn more Alteration or Illusion? I'll only know when I play it.
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Marine Arrègle
 
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Post » Sun Dec 27, 2009 5:15 pm

Oh please! The test of whether the game is dumbed down will be in the difficulty you'll have getting through it, not in wasting time trying to decide how you want your character to start out as. And you'll still be able to have an idea of what kind of build you want to play, if you're partial to melee you'll swing your sword more. It's going to make absolutely no difference in determining how your character ends up as in the long run by not starting with some distinct class that you wasted several hours over. In fact, you might find that your character ends up evolving in ways that you would never have expected, and in a very good way, than he/she would have if you had that rigid focus in mind from the beginning.

Taking away the choice and consequence of making a build, not even having to think about it, is dumbing it down to placate newbs.
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Bryanna Vacchiano
 
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Post » Sun Dec 27, 2009 2:15 pm


I'm agree with the "I play-it improves" way, I've always been; I'm just a little upset with the "jack-of-all-trades" feeling that Skyrim is giving.


You have it all wrong, it was Oblivion that had that jack-of-all trades approach. What was the difference between a pure Warrior who ended up at level 30 with all it's attributes maxed, and quite a few of it's skills, and a Spellsword who had the same thing happen? Virtually none. With the new system relying heavily on perks, you'll make choices that enhance the overall approach you want to take and will end up with alot more differentiation in the end.
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Dean Ashcroft
 
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Post » Sun Dec 27, 2009 6:38 pm

You have it all wrong, it was Oblivion that had that jack-of-all trades approach. What was the difference between a pure Warrior who ended up at level 30 with all it's attributes maxed, and quite a few of it's skills, and a Spellsword who had the same thing happen? Virtually none. With the new system relying heavily on perks, you'll make choices that enhance the overall approach you want to take and will end up with alot more differentiation in the end.

I never had a character with more than 3 attributes maxed by level 30 (and usually it was just my two majors). Probably why I stopped leveling at 30.
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Tom Flanagan
 
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Post » Sun Dec 27, 2009 6:57 am

Taking away the choice and consequence of making a build, not even having to think about it, is dumbing it down to placate newbs.


You'll have over 280 perks you have to decide on, how is that taking away choice? And if you choose to focus on your Fireballs for a level, your sword arm won't be quite as good. That's a consequence. So you're just clutching at straws with that statement, it's nothing more than meaningless hyperbole.
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Causon-Chambers
 
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Post » Sun Dec 27, 2009 2:08 pm

You'll have over 280 perks you have to decide on, how is that taking away choice? And if you choose to focus on your Fireballs for a level, your sword arm won't be quite as good. That's a consequence. So you're just clutching at straws with that statement, it's nothing more than meaningless hyperbole.

No, its basically for people that play like an action game and not an RPG. They do what they want, not what their build would do. they do whats practical, or most powerful, not what their build is.
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Nick Pryce
 
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Post » Sun Dec 27, 2009 4:44 pm

I really don't see why people suddenly are so alienated by choosing a class at the beginning of the game? It's always been like this. And you get plenty of descriptions on the classes you can choose from.
If you choose the wrong class, It's not the game's fault. It's yours.

Exactly! And this is what really worries me about Skyrim . . . that this game is being streamlined for all the impatient gamers, who cannot be bothered to put any real thought into character creation (other than what their character looks like). The same thing happened with Oblivion, with all the hand-holding that was added to and totally ruined the game (such as the quest arrow, because too many players whined that Morrowind's quests were too hard). Too many people want games where they don't have to think . . . and that's a real shame.

I don't assign a number to my strength, I base it on how much I can carry. So having them in a game is simply arbitrary.

And your carrying capacity in is measured in units of weight . . . such as NUMBER of pounds. The Strength stat number is used in an equation (built into the game) to determine your carrying capacity, and then your percentage of encumbrance is determined by that number. Most of my modding involves number crunching . . . because numbers are a major part of these games.

Well that's certainly a tenuous assumption, why should the one game be just like another? It's been mentioned that we'll have a perk per level, and we'll start the game as level 1. So that would imply that we'll get 1 perk at start up. As for racial differences, I see no reason why that won't happen. As others have pointed out, the main differences in the races where from their inherent abilities, not the values of the various attributes. Essentially, they started the game with unique perks, so there's no reason why they won't do the same in Skyrim. They can have the exact same abilities that they did in Oblivion for the most part.

Because Todd stated that they based a LOT of Skyrim on what they learned when they made Fallout 3 . . . such as the leveling/scaling system. You start Fallout 3 at Level 1, and your get a perk on every Level . . . but you don't start out with a perk . . . you have to wait until you level up. Perks are rewards/bonuses for leveling up . . . so you expect a perk just for making it through Skyrim's vigorous character creation?
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Isaiah Burdeau
 
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Post » Sun Dec 27, 2009 4:18 pm

We all did when we first got into ES. it chews newbs up and spits them out. That's why its that more rewarding when you come back and take one of its eyes out.


Ah, those happy first few hours on Vvardenfell..
Getting lost around Seyda Neen, dying of mudcrabs, freaking out at the sight of a rat.
I went to bed too late that night, and got up too early. I knew I had found a great game.
The scope, the learning curve, working at working things out, it was brilliant.
Why people want everything handed to them and no possibility of failure Ill never know, it just makes things bland and boring.
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!beef
 
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Post » Sun Dec 27, 2009 6:04 am

And thats dumbing down the game to placate people that cant make a build. What TES vet doesnt have some idea of what build he will play?

This ×1000 is how I feel. You want God of War, go play that.
This current sentiment of all action no thought isn't a surprise though.
Why should players have to read & think when they can just be told what button to press? smh
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RObert loVes MOmmy
 
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Post » Sun Dec 27, 2009 4:16 am

No, its basically for people that play like an action game and not an RPG. They do what they want, not what their build would do. they do whats practical, or most powerful, not what their build is.


That's a load of crap. If you level up and you have to decide between a perk that will improve your combat skills or your magic skills or your stealth, you're going to stop and think about how you want to play your character to evolve. If you want to play a some sort of thief, you'll go for the stealth perk for instance. You're just not wasting time at the first part of the game trying to map out a strategy in a game you'll know nothing about. You'll make those decisions as you go along, and have a better idea of how things actually work.
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Cedric Pearson
 
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Post » Sun Dec 27, 2009 4:08 am

That's a load of crap. If you level up and you have to decide between a perk that will improve your combat skills or your magic skills or your stealth, you're going to stop and think about how you want to play your character to evolve. If you want to play a some sort of thief, you'll go for the stealth perk for instance. You're just not wasting time at the first part of the game trying to map out a strategy in a game you'll know nothing about. You'll make those decisions as you go along, and have a better idea of how things actually work.

We'll agree to disagree then.
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Emerald Dreams
 
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Post » Sun Dec 27, 2009 7:13 am

When I first started playing Oblivion, I had never played any TES games and I didn't know what to expect. So when it came time to choose my character, I had to spend alot of time just going over the different classes and races to try and decide how I wanted to play. But since I didn't know anything about the game or how things actually worked, I didn't have alot to go on. So I ended up wasting maybe a couple of hours coming up with an indepth anolysis, when I could have spent that time simply playing the game figuring things out as I went along. All that is gone now, people will be able to jump in right away, and maybe a short while later they'll come to the realization that,"Hey, those Fireballs are kind of cool, I should focus on those." or "I love the way my Hammer bounces off that creature's skull!" So they'll base their character development by actually playing the game rather tying to anolyze a bunch of numbers and statistics during character creation.

I started with Daggerfall. I also didn't know what to expect. I didn't invest a whole lot of time into trying to divine what would be the "right" character, but instead just went with some combination of gut instinct and whim. And got my ass handed to me. I went through that a couple of times before I started to really get a handle on how all the game mechanics worked and what I could expect in the world. When Morrowind came out, I had to go through it again a bit, but not as much because I was already familiar with TES, if not with that specific game. Ditto Oblivion.

But here's the thing - I enjoyed that process. That's a basic part of what I play games for - to figure out how they work and what I need to do to be good at them. I like the challenge because I like mastering the challenge.

I'm heartened to see, by these threads, that I'm not the only one who appreciates challenge. I'm more discouraged in the long run though, not only by the number of people who wail and moan about it as if it's some sort of intolerable burden, but also, and more, by the fact that Beth seems determined to cater to their desires for a game rather than ours.

Not that I'm particularly surprised though.....
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Cayal
 
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Post » Sun Dec 27, 2009 6:45 am

And your carrying capacity in is measured in units of weight . . . such as NUMBER of pounds. The Strength stat number is used in an equation (built into the game) to determine your carrying capacity, and then your percentage of encumbrance is determined by that number. Most of my modding involves number crunching . . . because numbers are a major part of these games.


I know whether or not I can lift something that weighs 300 lbs, I can't, or if it's only 50. I can. I don't need to have some Strength value in order to determine that, it would be completely meaningless. So why should a computer game be any different? Immersion is a large factor in these games, why not have your ingame character more closely resemble how you see yourself in real life? I didn't start out in life sitting down and planning how my life was going to evolve, I just did it and figured things out as I went along. I fail to see why some fantasy life I may lead should be any different.

Because Todd stated that they based a LOT of Skyrim on what they learned when they made Fallout 3 . . . such as the leveling/scaling system. You start Fallout 3 at Level 1, and your get a perk on every Level . . . but you don't start out with a perk . . . you have to wait until you level up. Perks are rewards/bonuses for leveling up . . . so you expect a perk just for making it through Skyrim's vigorous character creation?


Key word, "LOT". Not all. It's not going to be just a Fallout clone. And even if we don't get a starting perk, it doesn't sound like it will take too long to gain our first one. In the meantime we'll still have the racial perks and our skill selections. After all, going by your logic, since Fallout allowed to us to put some initial points into our skills, so will Skyrim, along with some points to put into our H/M/S attributes. So regardless, there will still be an opportunity for character development at first, it's just that the process won't be as time consuming as it was in Oblivion.
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adame
 
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Post » Sun Dec 27, 2009 8:58 pm

I know whether or not I can lift something that weighs 300 lbs, I can't, or if it's only 50. I can. I don't need to have some Strength value in order to determine that, it would be completely meaningless. So why should a computer game be any different? Immersion is a large factor in these games, why not have your ingame character more closely resemble how you see yourself in real life? I didn't start out in life sitting down and planning how my life was going to evolve, I just did it and figured things out as I went along. I fail to see why some fantasy life I may lead should be any different.

You have to have stats in an RPG. If your character was "more like you" then you would no longer be role playing. Hence the RPG.
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Darian Ennels
 
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Post » Sun Dec 27, 2009 9:45 am

You have to have stats in an RPG.


Obviously not or else Bethesda wouldn't have been able to get rid of them.

If your character was "more like you" then you would no longer be role playing. Hence the RPG.


Man, what a odd statement to make. My character is nothing more than a computer generated avatar in a computer generated world. No matter what I do, or how realistically the game is designed, I will never be doing anything but role playing. It's not like I can actually climb into my monitor and live in the game. If you fail to see that distinction, then you need to turn your computer off and involve yourself in real life more.
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BethanyRhain
 
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Post » Sun Dec 27, 2009 8:01 am

Obviously not or else Bethesda wouldn't have been able to get rid of them.

Beth didn't get rid of stats?
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sophie
 
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Post » Sun Dec 27, 2009 8:58 am

Taking away the choice and consequence of making a build, not even having to think about it, is dumbing it down to placate newbs.

I think there is still choice and consequence inthe new system. You can make a jack of all trades character and not have access to higher level perks. I usually have a plan of where I want my characters to go. I either play as a stright mage ( usually evil power hungry) or as a paladin (good) focusing on longsword, shield, restoration and speechcraft (or whatever it is now). My paladin does not have the full rangeof weapons to it but can heal without potions and is generally well likes by the populace. I think both characters will pan out well with the new system.
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Nicole Elocin
 
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Post » Sun Dec 27, 2009 2:12 pm

Beth didn't get rid of stats?


Now, you're just contracting yourself. No doubt there are still stats somewhere, you need them to determine certain calculations like how much weight you can carry etc.. But they'll be hidden in the background and won't play any direct role in your character's development. Having a bunch of numbers and statistics at your disposal isn't important to playing an RPG. How you involve yourself within the game world is, as well as the choices you make as to how your character will evolve. That last part can easily be handled solely through the use of perks.
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Yvonne Gruening
 
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Post » Sun Dec 27, 2009 4:55 pm

Now, you're just contracting yourself.

There will still be displayed stats in Skyrim. Without stats you have no RPG.

On topic: I liked being able to name my class, I'll miss that if its not in.
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megan gleeson
 
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Post » Sun Dec 27, 2009 6:42 pm

I started with Daggerfall. I also didn't know what to expect. I didn't invest a whole lot of time into trying to divine what would be the "right" character, but instead just went with some combination of gut instinct and whim. And got my ass handed to me. I went through that a couple of times before I started to really get a handle on how all the game mechanics worked and what I could expect in the world. When Morrowind came out, I had to go through it again a bit, but not as much because I was already familiar with TES, if not with that specific game. Ditto Oblivion.

But here's the thing - I enjoyed that process. That's a basic part of what I play games for - to figure out how they work and what I need to do to be good at them. I like the challenge because I like mastering the challenge.

I'm heartened to see, by these threads, that I'm not the only one who appreciates challenge. I'm more discouraged in the long run though, not only by the number of people who wail and moan about it as if it's some sort of intolerable burden, but also, and more, by the fact that Beth seems determined to cater to their desires for a game rather than ours.

Not that I'm particularly surprised though.....

I like a good challenge as much as the next guy, but can it not be that Bethesda has simply given up?

They themselves say that their biggest problem is that they have no control over what players do and I think Morrowind and Oblivion has proven it's really difficult to balance such great games.
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Anna Kyselova
 
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Post » Sun Dec 27, 2009 12:46 pm

Man, what a odd statement to make. My character is nothing more than a computer generated avatar in a computer generated world. No matter what I do, or how realistically the game is designed, I will never be doing anything but role playing. It's not like I can actually climb into my monitor and live in the game. If you fail to see that distinction, then you need to turn your computer off and involve yourself in real life more.

Odd, since you're the one that keeps insisting that your "computer generated avatar" doesn't need a number to represent his strength since you don't need a number to represent yours.

You might at least pick an argument and try to stay with it.
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Damien Mulvenna
 
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