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

Post » Thu Dec 08, 2011 5:48 pm

I agree for the most part. Smithing, lockpicking, enchanting, and probably a few others I didn't think of shouldn't count towards level up.

I do think schools of magic should count towards level up though, since they are all useful in combat. Same with sneak, since it is used for stealth based combat more than anything else.
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I love YOu
 
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Post » Fri Dec 09, 2011 1:14 am

How do you expect to level your combat skills when your not using them! Lay of the other skills and start fighting some giants!
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Sami Blackburn
 
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Post » Thu Dec 08, 2011 3:48 pm

A lot of people roaming this forum really blows my mind man. Makes GameFAQ forum feels like a rocket scientist convention.
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Jonny
 
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Post » Thu Dec 08, 2011 8:54 pm

Hi there!

The flaw is an easy find: when you have perks like smithing that which are increasing your level but adding nothing to your combat strength we have a problem.


No, we don't.

At one time in the game i had 30 block, 60 one hand, 60 light armor, 75 smithing, 70 enchanting, 60 Lockpicking, 70 speech and 50 restoration(and some other non combat skills on 30-40). As you see about 325 skill points are coming from non-combat-skills. And only 150 from combat skills. This means: 2/3 of my level is coming from nothing then skills that dont help me to fight.


That means you spend 2/3 of your time improving non-combat skills. The bandits and monsters you face spend a much larger proportion of their time gaining combat experience.

1. If i only train my combat skills, my level is much lower but my combat efficiency is much higher. That means: more damage against lower level mobs in cause of the level scaling. This makes the game for pure combat chars too easy.

But your gear is worse, with the exception of lockpicking, since lockpicks are more important than the skill.

2. The opposite is it makes the game harder if you train too much things who add nothing to combat. Without any good reason. Why should the combat difficulty be increased if you train speed, smithing and lockpicking too much? This makes no sense at all.


Yes it does, you are training to be a blacksmith, the enemies you fight are training to be combatants. Combatants beat blacksmiths in fights, unless the blacksmiths superior equipment makes up for the skill difference.

3. Think about mixed chars like thieves. Sneaking is hard already. Until about 50-60 you don't have a real chance to sneak up to someone without being noticed(at reasonable speed and with light armor) So you train about three additional skills like pickpocketing, lockpicking and sneaking. And the only reward is that you have a hard time with your enemies since they are strong, you have only light armor and sneaking is very weak.


Which is why you rely on lockpicking/pickpocketing to buy strong gear, possibly including invisibility scrolls so you can end fights quickly using sneak attacks.


4. You are not stronger AT all if you bring TWO Handed Weapons, ONE Handed Weapons, Archery, Destruction and so on all to the same level. You can't use your bow while casting spells. And you dont use a two handed weapon while you use a one handed weapons. So why do you need to face stronger enemies if you train them all equally?


Okay, you could argue for overlap between 2H and 1H weapons. But switching between ranged spells and ranged bows, becoming excellent at neither, while your enemies focus on just being good archers or just good mages means your enemies should be stronger than you. Training 1H and archery makes you stronger in a different way. You can do some damage from afar, and don't need to run when enemies get close.

Final Question is: why would anyone scale your enemies based on your pure level?


Because they want an open-world RPG rather than a linear RPG and want to add strategy to character development.

I think there is a mistake in your thinking process! :D Oblivion had something similar. Your level were increased with your skill-ups, too. The difference is that you had the attributes back then. You trained for example Repair, Lockpicking and pickpocketing and got the possibility to increase for example strength, agility and speed on level up. So: even when you've trained only non combat skills you got stronger in combat anyway because strength and other attributes increased your combat skills, too.


The flaw in Oblivion was that you were punished for using primary skills, because you would level up without enough attribute points to assign.

There is a chance to get your level-scaling to work, anyway. What would you think about a secondary(internal) combat-rating. Based On this combat rating you level your creatures and items. Not based on the overall level.

The combat rating is calculated based on 4 of your combat skills: 1. skill is the highest armor skill(Block, Light Armor, Heavy Armor). 2.+3. skill are the two highest weapon skills(magic schools of destruction and conjuration is counted as a "weapon", too) 4. Skill is the highest crafting skill. (Potions, improved weapons and a perfectly enchanted armor makes you stronger in combat, too). So you have up to 400 skill-points. You can now use this Rating to determine the enemy strength and loot quality. :hubbahubba:


I think it would remove the strategy from character development.You would go from having good and bad decisions, to having good decisions and power-maximizing decisions.
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Darian Ennels
 
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Post » Thu Dec 08, 2011 8:03 pm

The only thing I dislike really is how selling stuff increases your level. They need to make it like past games where haggling is what increases your level and not make that an automatic thing.
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Crystal Clarke
 
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Post » Thu Dec 08, 2011 8:16 pm

The amount of blind fan-boyism is really mind-bogging.
It's not the first time such thread appear, each time the same completely idiotic "arguments" (and that's a very loose use of the word, considering they are nearly entirely made up of strawmen and reductio ad absurdum) are made in a knee-jerk defense of a system that has some very obvious flaws.

No, it's NOT logical to become weaker in fighting ability because you have learnt to brew potions or to forge a cuirass. Someone saying it is should really stop for a while and consider the logical absurdity.
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joseluis perez
 
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Post » Thu Dec 08, 2011 10:00 pm

.... 3. Think about mixed chars like thieves. Sneaking is hard already. Until about 50-60 you don't have a real chance to sneak up to someone without being noticed(at reasonable speed and with light armor) ...


O.K. I do not understand why people keep saying sneak is hard. I am only on my first playthrough, am level 17 and have 90 in sneak... I follow behind farmers and guards (close enough that I could pick-pocket them) as they walk along the roads and am in light armor "running" ... so I do not understand how people can say that they are level 50 and can not sneak.
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Shannon Marie Jones
 
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Post » Thu Dec 08, 2011 11:09 pm

A lot of folk here are essentially saying the OP isn't playing the game properly because he's implied that he's concentrated on support skills over combat skills, but a BIG part of the Bethesda marketing for Skyrim (and Elder Scrolls) is that this game is all do about doing what you want how you want and playing it your way. The OP is pretty much telling us all that the game mechanics by their very nature are preventing him from doing this and it is hampering his ambitions in the game, so while his argument may not be meeting with much support or sympathy, it is not my mind entirely invalid.
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Antonio Gigliotta
 
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Post » Thu Dec 08, 2011 6:04 pm

Hi there!

The flaw is an easy find: when you have perks like smithing that which are increasing your level but adding nothing to your combat strength we have a problem.



I stopped reading right here.

Improved weapons and armor add nothing to your combat strength?! Are you stupid or really stupid?
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remi lasisi
 
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Post » Fri Dec 09, 2011 1:53 am

Not a bug. Not a flaw. Not a glitch.

Just a personal choice as to how you want to play the game.


LvL 30 crafter < LvL 30 mage/warrior/hunter/ect.

Makes perfect sense. The system has worked flawlessly with me.
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ruCkii
 
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Post » Thu Dec 08, 2011 12:11 pm

You do it to yourself you do, you and no one else.... :whistling:
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Jeff Tingler
 
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Post » Thu Dec 08, 2011 12:51 pm

so if i spend my whole life grinding things up with my mortar and pestle I wont be able to one hit kill a dragon with my battleaxe? THAT MAKES NO SENSE!?!?!?


With the fortified strength, weapon prowess potion, resist potions, healing potions, and the rest of the pill popping you will become a veritable uber buffed Popeye on super spinach who could well one shot that dragon.
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Chloe Yarnall
 
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Post » Fri Dec 09, 2011 1:19 am

The amount of blind fan-boyism is really mind-blogging.
It's not the first time such thread appear, each time the same completely idiotic "arguments" (and that's a very loose use of the word, considering they are nearly entirely made up of strawmen and reductio ad absurdum) are made in a knee-jerk defense of a system that has some very obvious flaws.

No, it's NOT logical to become weaker in fighting ability because you have learnt to brew potions or to forge a cuirass. Someone saying it is should really stop for a while and consider the logical absurdity.


Use the damn potions/ craften armor / Enchants to make you stronger! You can make pots/enchats that fortify abilitys to make up for your lack of combat training.

Some people choose to go out and hit crap with a sword and find their gear through exploration.

You aren't weaker! you just havent become as strong and my big armed skull mashing nord.

Don't get upset because you though you'd be special if you hit level 40 before seeing anything past dragonreach.
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Emily Jones
 
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Post » Thu Dec 08, 2011 10:07 pm

The only skills I can agree that won't add to your combat ability are pickpocket, lockpick and speech. Everything else comes in handy if you know what you are doing.

If you didn't quite follow, here's why all the other spells add to combat:

One-handed, destruction, two-handed and archery are all very clear why.
Light armor, heavy armor and block are also quite clear, they keep you alive.
Smithing, enchanting and alchemy can be used to make your existing weapons and armors more powerful and also let's you use poisons and potions which heal you mid-combat.
Restoration and alteration are like a second layer of armor, they keep you alive.
Sneak makes you able to hide from enemies even after being seen and make for lethal sneak attacks.
Illusion let's you calm and opponent, or frenzy them to attack their friends. Many consider it OP.
Conjuration is another version of armor, it let's you summon a minion that takes all damage for you.


Pickpocket and speech increase your money, which can be used to improve your gear and other skills. Theoretically, lockpicking does the same, but I haven't had to buy any lockpicks yet, and I can open master locks, so I agree lockpicking is useless (it should have been combined into pickpocketing with lockpicking perk line).
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LijLuva
 
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Post » Thu Dec 08, 2011 11:59 am

protip:

1. Level smithing
2. Equip your OP shiz
3. Run at giant, hold block for 10 minutes and level 5 times

/game over
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priscillaaa
 
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Post » Thu Dec 08, 2011 10:39 am

Another one of these...*sigh*

I leveled up to somewhere between 25-30ish pretty much only getting skill ups in Enchanting, Smithing, and Alchemy. I then USED those skills when I went adventuring to help me out. The game was still challenging but fair. It's not a problem with the leveling system, it's a problem with a lot of people not taking advantage of what they learned outside of combat.



Enchanting, Smithing, and Alchemy are all essentially combat skills. You don't really have a point. You can't take advantage of skills like lockpicking or speechcraft in combat, it's simply not possible.
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Suzy Santana
 
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Post » Thu Dec 08, 2011 4:24 pm

It amazes me to no end how much people want to be restricted or told how to play with these games. It even more baffling that people do not understand the great ability and flexibility to dynamically change the in game experience based on the players action. I guess people do not understand the control they have to change the dynamics to suit their personal play style, they much rather have gamesas restrict what they can or can not do so the player does not travel down the a particular path that may lead to certian outcomes. i.e. getting your ass whipped because you spent all your time making [censored] and not learning how to fight. Seems to me, some players want their cake and eat it too. Remember OP you chose to level those things, now deal with the consequences of your decisions. That flashy new sword means little if you have idea how to swing it. I think that is great balance.
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Brad Johnson
 
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Post » Thu Dec 08, 2011 11:51 am

Use the damn potions/ craften armor / Enchants to make you stronger! You can make pots/enchats that fortify abilitys to make up for your lack of combat training.

That's not the point.
The point is that by learning smithing or alchemy, your combat skills have become comparatively weaker. There is no logic in that, period. It's not because I learn to do something else that everybody suddendly becomes better at fighting. That's absurd.
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An Lor
 
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Post » Thu Dec 08, 2011 1:25 pm

Agree with OP.

It can be argued either way though. Doesn't really matter since there's a difficulty slider.
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!beef
 
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Post » Thu Dec 08, 2011 10:42 pm

A simple level calculation modifier would fix everything. Example: Since enemies scale directly according to the character's level, why not just integrate non-combat skills with a reduced modifier, so instead of skills like speech modifying level gain at 100% after an increase, have it only affect leveling by only 50% or 25% where as direct combat skills, like one-hand, would modify level increase at a full 100%. This being said, how do we know that this hasn't already been implemented in Skyrim?

Personally, I haven't had much issue with level scaling even though I focus quite a bit on Smithing (currently lvl 51), but my main combat skills aren't far off (Bow, One-handed, and main armor around low to mid 40s). That being said, for those that are arguing against the OP with statements such as, "Well, you're becoming stronger overall by being able to buy/forge better armors" this really doesn't hold validity. Think of it this way, how is leveling to 35 mainly because you got Smithing and Enchanting to both 80+ while your combat skills are still in the low 30s help when you're fighting at level mobs with 60+ in their base combats? Sure you'll have better armor that you either purchased for rock bottom prices or reinforced with uber magic, but it's just a matter of time before the big tree falls hard. It's not going to help the fact you're chipping millimeters off their health bar because it feels like you're jabbing a toothpick at them since your offensive skills are so low.
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Destinyscharm
 
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Post » Thu Dec 08, 2011 9:45 pm

They should have put in a tutorial for the user settings. (Difficulty settings change, FTW)
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kirsty joanne hines
 
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Post » Fri Dec 09, 2011 2:27 am

That's not the point.
The point is that by learning smithing or alchemy, your combat skills have become comparatively weaker. There is no logic in that, period. It's not because I learn to do something else that everybody suddendly becomes better at fighting. That's absurd.


You're half right. Your combat skills have not become weaker. They just haven't become stronger. But I will agree that seperating crafting from combat level makes sense to vary the play style. But if the player intentionally levels all noncombat skills then they are intentionally not trying to make a combat based character. Maybe they should roleplay a shop in a town and sell bread or something.
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Anthony Santillan
 
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Post » Thu Dec 08, 2011 11:54 am

So people are suggesting the player is the only one who should have the ability to train, i.e. grow and become more powerful during the course of the game? That is illogical and unrealistic, in my opinion.

If combat skills were comparable at all times the game would break as the smithing, enchanting, alchemy would have an even greater impact on battles. In fact, it would define them.

Why should the player have that advantage? To me that limits the dynamic and very real consequences when deciding what skills to practice making the game less interactive.
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Erin S
 
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Post » Thu Dec 08, 2011 4:09 pm

That's not the point.
The point is that by learning smithing or alchemy, your combat skills have become comparatively weaker. There is no logic in that, period. It's not because I learn to do something else that everybody suddendly becomes better at fighting. That's absurd.


..But you don't become weaker by leveling smithing/alchemy/enchanting. Just the opposite really.. those skills can make your character very powerful even if you haven't leveled up a combat skill.

Now skills like lockpicking/speech are a different story. I don't like that improving those also levels up enemies because they don't directly make your character stronger in any way.
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Hot
 
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Post » Thu Dec 08, 2011 11:13 pm

You're half right. Your combat skills have not become weaker. They just haven't become stronger. But I will agree that seperating crafting from combat level makes sense to vary the play style. But if the player intentionally levels all noncombat skills then they are intentionally not trying to make a combat based character. Maybe they should roleplay a shop in a town and sell bread or something.


But you can't totally discount crafting skills, as the combination of all crafting skills is a stronger character build than heavy armour, one handed, and blocking.
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D IV
 
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