Bethesda, there is a serious flaw in your perk/attribute sys

Post » Thu Dec 08, 2011 7:51 pm

Since the creatures do not scale (that's right they do NOT scale to your level; creature levels are static). Find the low level camps and fight the lower level subtype creatures. After all, a level 1 Bandit will be simply named "Bandit". Now a level 5 Bandit, you know the ones everybody claims to have leveled up with you...to have scaled up with you, has a different name. We call this guy "Bandit Outlaw". If this guy is too tough, avoid him. At level 39 I'm STILL seeing dozens of plain old "Bandits amongst the "Bandit Marauders" (there guys are level 25). Mudcrabs are a bit different. They go by size, and there is three different sizes I believe. If you skill up non combat skills to level up, the world will draw higher level creatures from those subtype lists. This has been like this in just about all TES games (haven't played Arena so can't comment)..Oblivion may be the exception.

Roam the easier areas and pick your battles wisely...
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BlackaneseB
 
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Post » Thu Dec 08, 2011 12:41 pm

Yes I have. In the directly previous message. Here :

Man, next time I read a book and learn something, it means that everyone on Earth has became a more proficient fighter ! You wonder why we aren't all elite soldiers by now, considering how often someone in the world has improved in some skill.


Do you seriously think that when you read a book the rest of the world is doing nothing? This does nothing to support your argument when clearly when you are reading that book, other people are doing things as well that have an impact on their disposition. In a video game with scaled environments those variables exist as well but are reduced for practicality and viability toward the game design and purpose.

It makes no since to have a computer generated monster learn something relevant to the real world and is much more enjoyable if that monster learned something that had a direct impact on game play. It makes no sense for a human being to learn fighting skills if they are a computer programmer. Just as It would be boring and pointless to have the computer generated monster learn pottery instead of programming skills. Not to mention, defeating the purpose of the monster in the first place. So while the computer programmer is not learning fighting skill, the monster is not going to learn computer programming. Is that hard to accpet that a monster in a video game is going to be doing something while you are crafting and that something is more than likey going to be fighting skills.

The fact I have to explain this show how narrow minded you really are.



Making the whole world level up because the PC learn something ?


Once again, and you keep failing to address this point: How does improving your self, while at the same time your enemies remain static make the game more balanced, fun, and realistic?


I can also add that someone also pointed the hole in this argument about how he can spend the same time walking in circle and the foes won't level up, so the "time spent" argument is just inconsistent.


Because time spent and what you do during that time are not mutually exclusive. No one denies there is a mechanism in the game design based on the players actions. You are reducing the argument to a time spent with out addressing player actions is missing the point. It not just about the time. The game world does revolve around you. It has to or it would be less of a experience. Basic game theory for a single player game. You do nothing, the computer does nothing. You so something the computer does something. It is a mechanism to add balance to a scaled environment for practical application in a video game.

Yeah, you ignore the arguments showing you wrong, then pretend they weren't made, but I'm the troll.


No, I have not. I'm right. I'm more than explained my position. I'm not wrong and we can go talk to an expert on game theory and he'd/she'd tell you the same thing. You present arguments with fallacies and illogical comparisons when taking into context the subject matter.


I've yet to talk about balance, which is a point that is, even though it's not unimportant, completely different than the one about the logic of level scaling (for the record, I don't consider that level scaling is a necessity, nor even a good way, to balance, but again that is another point).


Of course not, you do not understand what balance means. You think allowing a player to be the only one to progress is realistic. After all the, world is in daze when you read a book and in no way should we expect anyone to improve on any particular skill when you are reading that book. It would be unrealistic if they improved on something you read that book (that's sarcasm).

So far, I've asked "where is the logic ?", and the answers received have amounted in something like half insults and hypocrite statements (like "you don't have answered it" when the answer is right in the previous post), one quarter of completely beside the point answers and one quarter of reasoning that just don't hold water.


So 100% of us are wrong and you are right. Narcissism does not even begin to describe your condensing and ignorant nature.

Quite simple. You learn something, someone else learns something. If that is unrealistic or illogical to you, your an idiot.

Yeah, you spend your time throwing "idiot", "ignorant", "troll" and other name, ignoring the points made and skipping arguments and then saying they aren't made, but *I*'m the one starting a flame war. Yet again, hypocrisy much.


Problem is, I'm right when I say those things. I'm sure you can understand my contempt for your ignorance.
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NEGRO
 
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Post » Fri Dec 09, 2011 12:59 am

Solution:

Crafting does not raise your character level.
Crafting is moved instead to crafting level.
Crafting perks are moved to the crafting level.
Crafting level cannot surpass your character level.
Crafting materials are much harder to find.
Crafting trees are expanded greatly giving you more options of customization with trees.
Crafting trees now force sacrifice so you cannot get "the best" choices from all 3 trees and skip the other perks that are widely viewed as "pointless".
Crafting now offers the ability to create more unique and unusual items.(Random output depending on knowledge and strength of ingredients/materials)
Crafting potions that affect your Enchanting, Smithing, or Alchemy abilities removed.
Non-Combat Companions introduced that will gather crafting materials for you once a day and sell items for you in a store.
Armor and Weapon Dyeing added.
Appearance Slots added. (Clothing and Appearance items added)
Spellcrafting added and replaces Enchanting.
Spellcrafting allows players to combine and craft virtually any spell (system more akin to Daggerfall)
Enchanting now is only done by NPCs. Tiers of enchantments and recipes scale with the player and can be found. These enchantments cost ingredients and gold.(Mage Guild)
Pickpocketing, Lockpicking, and Speechcraft reworked.
Pickpocketing - The effectiveness of this command works off of awareness only. (This is a check off of the Sneak skill and takes into account awareness ie noise from armor perks etc.)
Lockpicking - Removed from the game. "Open" spell added to the game for players who invest in Magicka.
Speechcraft - This ability is separate. Depending on the choices you make dictate the options and Persuasion techniques you can employ. (Reworked to work more like Mass Effect's Paragon/Renegade system)


I understand this concept and I'm sure many other do as well and while I would personally not enjoy this change in the game state, I can see where others might. With that said, no one is stopping anyone from doing the very things you mention and most can be done with out mods, with a little help from the console. So remarking how the game is flawed is a bit misleading when we can change the variable to our particular taste. The game does not stop you or I from doing some of those things yet people complain that the game is flawed because gamesas is not the one making you do it. I hope that made sense.

Another point is, how is making a game more restrictive and controlling better for character development? The key, what gamesas has done well IMO, has allowed the player to make decision on his or her progress that has real impact on the world they are playing in with out having overly restrictive and controlling limitations.
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Megan Stabler
 
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Post » Fri Dec 09, 2011 2:07 am

I usually play these types of games Gear>Combat skills
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Leah
 
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Post » Thu Dec 08, 2011 10:52 pm

The only skills that really add nothing to your combat effectiveness are Speech and Lockpicking. Pickpocket is questionable but you can pickpocket equipped items later on. Enchanting and Smithing are both skills that can really make your character powerfull, especially if you use weapons (even at 80 Smithing you can almost double the damage of a standard Ebony bow).
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Maria Leon
 
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Post » Thu Dec 08, 2011 3:28 pm

I actually find Alchemy, Enchanting, and Smithing broken when it applies to fighting.

I am level 32 and maxed my Smithing skill. My dagger does 140 damage (IIRC) and the Bow does 200+ damage (without enchantments even, this is pure smithing). It is trivially easy to 1 sneak shot kill most enemies. To think Smithing and Enchanting does not aid in combat is pretty blind.
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Kathryn Medows
 
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Post » Thu Dec 08, 2011 4:32 pm

I understand this concept and I'm sure many other do as well and while I would personally not enjoy this change in the game state, I can see where others might. With that said, no one is stopping anyone from doing the very things you mention and most can be done with out mods, with a little help from the console. So remarking how the game is flawed is a bit misleading when we can change the variable to our particular taste. The game does not stop you or I from doing some of those things yet people complain that the game is flawed because gamesas is not the one making you do it. I hope that made sense.

Another point is, how is making a game more restrictive and controlling better for character development? The key, what gamesas has done well IMO, has allowed the player to make decision on his or her progress that has real impact on the world they are playing in with out having overly restrictive and controlling limitations.


What? This changes crafting for the better. It expands the options you have for crafting, doesn't artificially level you up, makes you pick what you want to specialize in (you can still do all 3 trees you just won't have the top tiers from each), makes crafting powerful items more difficult, and reworks 3 skills that pretty much everyone says are pointless in a manner that does not change their function. This does not add restriction, it just paces a game a little better. The majority of the content and itemization is incredibly short-lived or bypassed. That isn't by making this "decisions" you take a few steps and upgrade whole tiers within a matter of minutes (this isn't even going out of your way to do so). This doesn't penalize anyone, it just fixes a broken system. When I say broken, I mean a system you can exploit WITHOUT the use of a console command, glitch, or anything other than just playing the game in a standard way. Players (like the OP) who complain about choosing a crafting path now do not get 1 shot from mobs because their combat abilities are low.

This promotes players to pursue the game and explore, rather than sit in town and craft the best items within a few hours.
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Emily Graham
 
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Post » Thu Dec 08, 2011 2:52 pm

Do you seriously think that when you read a book the rest of the world is doing nothing? This does nothing to support your argument when clearly when you are reading that book, other people are doing things as well that have an impact on their disposition. In a video game with scaled environments those variables exist as well but are reduced for practicality and viability toward the game design and purpose.


Well, the world definitely won't become a WAY more dangerous place while someone learns how to cook or sneak. It's like... it was at one level during last few hundred years, and I came and learned how to sneak, and suddenly a bear becomes 3x stronger, lots of animals get out of their caves, traders get rare materials and stuff in their shops and the whole world makes a giant leap forward.

Yeah, sure....
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Cameron Wood
 
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Post » Thu Dec 08, 2011 10:23 pm

The only answer that I got which was actually related to the question was "because while you were forging, they were practicing". But it sounds much more like rationnalization (i.e. "trying to twist in a reason for something that just doesn't make a lot of sense to begin with), because it's terribly inconsistent (you can spend weeks walking, nobody will learn anything, but if you spend two hours fighting or brewing potions then everyone suddendly got better at fighting) and it's just MUCH of a stretch (if everyone was always improving each time someone learn something, why everyone isn't an expert at everything by now, considering the years that happened before the game even started ?).


So you understand the concept of video games compared to real life. Bravo. Of [censored] course video games stretch reality. Its the ability to make it seem real with such "rationalizations" that has appeal to players. Although not 100% accurate to reality compromises are made for both realism and game play, even more so with a fantsy game such as Elder Scrolls. Not accepting this fact of game design is ignorance.

I need to attack another point now. You talk of realism or the lack there. It's such a stretch for you to think that a monster will learns things as you learn.....yet its much easier to accept that their are talking lizards, talking cats, people who fire magic from their finger tips and any number of other things as being more "realistic". This goes nothing to the fact of giants swinging their clubs and sending you to oblivion and back. How do you rationalize that as being realistic?


Only if the answer is actually relevant to the question and not just a way to sidetrack. If you're going to say "it makes sense because it's logic", and I ask "how it is logic ?" and show an absurdity in the reasoning, you can't just then switch gear and talk about balance, because that's not what your argument was in the first place (I'm using the "you" in general here, not you in particular). You can use balance as an additionnal reason, but that doesn't make your initial claim of "it's logic" any more true.


You learn something....I learn something. You do something, I do something. You disagree? Now this is where you bring up the walking in circle and reading a book. Here is where that argument fails. Its a video game which has a described purpose. It has content that has a described purpose. That entire content is based around the player. These are facts. When the player waits, the villains wait.....when the player levels up, the villains level up. When the player improves the villains improve. You learn something, it learns something. Simple logic. It is not hard.


Look at the answers in this thread. Does the avalanche of "OP is an idiot" and the circus of logical fallacies as answer to a very simple question give the idea that proponents of level scaling are having a "rational debate" ?.


Your not at all. You talk about how unrealistic something is in a game that has talking lizards. Now how [censored] logical is that.
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Becky Palmer
 
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Post » Thu Dec 08, 2011 10:57 pm

The fact I have to explain this show how narrow minded you really are.

Well, basically all your post is throwing such kind of insults, mix them with "I'm right !!!!" and logical fallacies and to conclude that I'm the "arrogant narcissic".
I think I can sum it up with the word I used to describe you before : "hypocrite", and I don't really see the point wasting any more time.
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victoria johnstone
 
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Post » Thu Dec 08, 2011 10:36 am

Your not at all. You talk about how unrealistic something is in a game that has talking lizards. Now how [censored] logical is that.


A humanoid being, covered in scales? I don't see why that's impossible.
There's NO contradiction between logic and fantasy. These 2 things don't contradict each other at all.
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Enie van Bied
 
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Post » Fri Dec 09, 2011 12:17 am

its a design choice bethesda went with but i do think the OP has a point.

I think certain non combat skills should not add to your level gain. Especially a skill like speech.
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Lori Joe
 
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Post » Thu Dec 08, 2011 11:49 am

What? This changes crafting for the better. It expands the options you have for crafting, doesn't artificially level you up, makes you pick what you want to specialize in (you can still do all 3 trees you just won't have the top tiers from each), makes crafting powerful items more difficult, and reworks 3 skills that pretty much everyone says are pointless in a manner that does not change their function..


"Better" is subjective and I'll agree to disagree on that topic. However, restricting and limiting something makes it harder to expand and really that was my point. Many players who understand its a video game that allows you to make choices and create an environment that suits their particular taste know that these controls and limitations are not really needed. This is highlighted by the players ability to make changes to the game state based on their own discretion via the console or mods. I'm not sure how limiting other players ability to do something from the get go is the right way to approach the stock version of a game. I would think it'd be much easier and more efficient to allow player to implement their own restriction as they see fit as they experiences the game. Whether that be self control, mods, or the console.

This does not add restriction, it just paces a game a little better.


Again, not arguing if its better. But it does add restrictions and controls to prevent OP's ability to power-level of which i personally have not needed.


The majority of the content and itemization is incredibly short-lived or bypassed. That isn't by making this "decisions" you take a few steps and upgrade whole tiers within a matter of minutes (this isn't even going out of your way to do so).


I have to disagree with this. I have 50 some odd hours and I'm only a level 21 and I've leveled up when it was time. I have no problems with players limiting themselves, just do not place those same restrictions on me from the start because someone can not exercise self control when playing the game. For me it boils down to players wanting the developer to have more control over the gaming experience rather than allowing the player to decide how he/she wants to experience it. The point is we all have the option currently to play the game how ever we want to. Whether that be OP, what I think is a dumb idea, of becoming a crafter, or me ignoring that facet of the game for RP reasons.

T
his doesn't penalize anyone, it just fixes a broken system. When I say broken, I mean a system you can exploit WITHOUT the use of a console command, glitch, or anything other than just playing the game in a standard way. Players (like the OP) who complain about choosing a crafting path now do not get 1 shot from mobs because their combat abilities are low.


For some reason players think its better not to have consequence for the decisions you make in game, or more specifically how your character progresses. To me, what makes this game great is the fact I have a real say over the type of character I play and the decision I make means something to the long-term viability of that character. The suggestion there is a standard way to play is bogus, IMO. I'm not saying that to be rude or mean but you can be a sneak/sniper.....you can be a tank, you can be a mage......you can be a summoner...you can be any combo of those thing have unique differences on how you play the game.

The game can only be exploited if you are trying to do it. Look at OP.....you think he wanted to be a crafter? No, he wanted to get all the best stuff and go whoop some ass.....well it does not quite work that way, unless you wanted it too. He exploited the game and it resulted in a bad experience for him. The idea he spent all that time crafting in order to take a less standard approach to the game is [censored]. He wanted exploit the game.

This promotes players to pursue the game and explore, rather than sit in town and craft the best items within a few hours.


No one tells them to do that. I have no problems pursuing the game and exploring with out having the difficulties that come with trying to exploit the crafting system.
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Felix Walde
 
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Post » Thu Dec 08, 2011 5:17 pm

Akka your leaving your argument far too narrow and leaving out everything else that would be affected by adjusting said "logic" that your have beef with.

therefore if we keep the discussion based soley on the "logic of" (ignoring game mechanics and such which substitute reality as the cause and effect...wich would in itself dissolve this argument) and not pay attention to how it affects the rest of the game...we will cause more problems. So i frankly...refuse to abide by the "talk about the logic of this statement to exclusion to anything else regardless of repercussions of possible solutions to said issue" it results in the end...a flawed solution and therefore inneffective debate. so widen your gaze if you want anything solved.

you say there is no logic to making a dagger and enemies becoming better.

well if you want to look at this logic, you have to look at ALL logic. for not looking at all logic would be hypocritical to say the least.

why does it take 30 seconds or less to create a dagger? logically it would take much longer, specially with such archaic tools
why isnt all the correct tools/methods represented on how to craft each particular weapon/armor? logically there would be a wider variety of tools
why does the day/night pass by so fast. logically it should take 12 hours or so...unless they exist in some sort of hyper world where time itself is sped up (this is partially correct...explain later)
why would someone in full elven gear resort to banditry? logically they could sell it and live the rest of there lives in comfort


why does a potion magically make you do more damage wit a bow?...ahh...thats magic...thats not a problem!

so where does the magic line end....? you could use it to explain the enemies getting more powerful (magic woo!) ah but thats not logical.

in the end, there is a very simple reason as to why.

its a game, it has game mechanics. and....suspension of disbelief.

you accept you can create a entire dwarven set perfectly the first time and magically aquire said schematics for them while making a iron dagger..make the entire set in 30 seconds or so...but the thought of enemies getting more powerful as you level up...is absurd?

your asking for logic in a game that can only make sense if you suspend logic to a degree, and this is part of it.

so why do enemeies get stronger as you level up? because this game is in fact scaled..meaning if your little number near your char goes up (your level) they get stronger as well...this isnt circular or anyting, this is how beth designed the game. they could have made it scale differently yes...but atm they scale to that little number that tells you your level.

it makes just as much sense as a static world not getting stronger as you are magically the only being on the planet that can further him/herself.
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Victor Oropeza
 
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Post » Thu Dec 08, 2011 4:49 pm

Well, basically all your post is throwing such kind of insults, mix them with "I'm right !!!!" and logical fallacies and to conclude that I'm the "arrogant narcissic".
I think I can sum it up with the word I used to describe you before : "hypocrite", and I don't really see the point wasting any more time.


Peace!

For the record you failed at every juncture to explain the issues I presented about your argument. You've yet to explain or address how you having better equipment than your enemy, while having the same combat abilities, is fun, balanced or realistic. You made a statement you were unable to prove.

That's how I whoop an ass! B)
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victoria gillis
 
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