Bethesda! What are you doing? Part Deux!

Post » Wed Sep 29, 2010 1:00 am

TES has always been a RPG where you BUILD your character at the very beginning of the game in the way that you want to play that game.

This unique character build (which, in the previous games, have included things like Race, Gender, Class, and Birthsign DIFFERENCES) represents your character's Abilities at that point in their life . . . which is at age 20 or 30 or whatever (not when you were born).

Your abilities at the beginning of the game should consist of your inherent Attributes (that won't change much) and your Learned Skills (which should improve as you level up). Attributes should define your character's inherent strengths and weaknesses . . . giving your character a bonus in one area, means that you have to give yourself a penalty in another area.

The problem is that too many people hate having any limitations on their character . . . yet these same people state that OB's character build was broken, because of how they were able to max out all their skills.

So do you want limits or not? You cannot have it both ways.

I think perks will define our character's uniqueness much much more than attributes ever could do.
You're partly right about inherent strengths and such through birthsigns, but the difference it actually and factually make is minimal, and if they would make birthsigns more powerful to give them a bigger meaning, it would really be problematic and make the character do big choices in the very beginning of the game, with no turning back and without yet actually have played to see what path he/she wishes to focus on.

However, as much as we know, we might get to choose a basic set of health, stamina and magicka (thus the effects of the attributes) from the start. If we don't get to do that, that's fine, since we level up quickly at the start anyway.
We still have race differences. I'm guessing gender differences will be there slightly too. Class is still present, but in a much much more specificied and unique form, which we get to develop through the actual game. Birthsigns... well, they're minor effects are gone, but their meaning is transfered into the constellation menu.

I think Bethesda has made a good choice of these things. To me, it makes so much more sense and is not as messy as before and at the same time allows us to be more unique and to define our players more throughout the game, without having to worry of making decisions the first minutes that will forever affect our player (and which we might regret later once we actually understand what those decisions mean).
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Racheal Robertson
 
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Post » Wed Sep 29, 2010 7:55 am

To the OP: I couldn't/didn't want to read the whole thread, Its pointless, it seems you post just for attention seeking purposes, if you have a problem with the game then just don't buy it, you really and honestly think your opinion is going to change anything? is Todd Howard and team redesign the game because of you?
Don't like it, don't buy it.
I, for myself, will be enjoyng as much as I can Tes 5, like many million others.
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victoria johnstone
 
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Post » Wed Sep 29, 2010 8:02 am

So do you want limits or not? You cannot have it both ways.

There is a limit, it's just different.

Not lost, gone or away, different.
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marina
 
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Post » Wed Sep 29, 2010 12:49 am

Everything is just behind the scenes now, so you don't have to pick from a list of stats. It gives the game a mire organic feeling.



haha bullzzzzzzzz eye
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BRAD MONTGOMERY
 
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Post » Wed Sep 29, 2010 10:45 am

Pardon my ignorance but when was it stated that birth signs are out?
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Victoria Vasileva
 
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Post » Wed Sep 29, 2010 4:01 am

War, huh? YEAH! What is it good for?

Absolutely nothing...


What I thought of as soon as I thought your post :P

On topic, I think what some people need to realise is that, while classes and attributes and what have you have been removed, their EFFECTS have not nessecarily gone, just under another name. I'm sure there will still be a stat or something that affects encumberence and melee damage, another one for Magicka and so forth. Birthsigns never really did much in the long term, as they were all attribute bonuses or powers that could be easily made up for in the late game, and surpassed is most cases of the powers.
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Lakyn Ellery
 
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Post » Wed Sep 29, 2010 5:03 am

The character build at the BEGINNING of the game is gone . . . THAT feature which I feel was one of the BEST features in TES was removed.

Fast leveling and Perks and automatic skill point distribution is not nearly the same . . . it is a totally different way to play TES.

It is a MUCH more simplified system, which will prevent me from having a unique character at the BEGINNING of the game.
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K J S
 
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Post » Tue Sep 28, 2010 8:36 pm

The character build at the BEGINNING of the game is gone . . . THAT feature which I feel was one of the BEST features in TES was removed.

Fast leveling and Perks and automatic skill point distribution is not nearly the same . . . it is a totally different way to play TES.

It is a MUCH more simplified system, which will prevent me from having a unique character at the BEGINNING of the game.

i think skyrims take on character creation is interesting to say the least you gradually come into your role as an archer a mage a fighter or any other class you can make....the hard way
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Nice one
 
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Post » Wed Sep 29, 2010 3:12 am

The character build at the BEGINNING of the game is gone . . . THAT feature which I feel was one of the BEST features in TES was removed.

Fast leveling and Perks and automatic skill point distribution is not nearly the same . . . it is a totally different way to play TES.

It is a MUCH more simplified system, which will prevent me from having a unique character at the BEGINNING of the game.

... And why does that matter so much? What matters more is how much you can define your character throughout the entire game imo; and since you level up fast, that "uniqueness" and starts very early, ALMOST at the beginning of the game.

I'd say that the grand uniqueness and how much you can define your character throughout the rest of the game (200-600 hours), without having to worry of making decisions the first minutes that will forever affect our player (and which we might regret later once we actually understand what those decisions mean), values MUCH higher than to have a unique character in the first 15-30 minutes of the game.

The reason I mentioned 15-30 minutes is because that's assumable for what it takes for us to level up the first time and get a taste of different ways of doing things.
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le GraiN
 
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Post » Wed Sep 29, 2010 7:44 am

I don't share any of the OP's concerns. All the changes looks good, I think.

I have a concern nagging me in the back of the head though.

To me it looks like this;

Morrowind: Deep and interesting world with lots of replayability.
Oblivion: Shallow and uninteresting world, but still a lot of replayability.
Fallout 3: Deep and interesting world with no replayability. (I don't find it fun to play again.)

Worst case scenario, it's an uninteresting world with no replayability. (That I don't find it fun to play again.)
Best case scenario, it's a deep and interesting world with lots of replayability.

I hope my worries are unfounded.
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Jade Muggeridge
 
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Post » Wed Sep 29, 2010 1:20 am

The character build at the BEGINNING of the game is gone . . . THAT feature which I feel was one of the BEST features in TES was removed.

Fast leveling and Perks and automatic skill point distribution is not nearly the same . . . it is a totally different way to play TES.

It is a MUCH more simplified system, which will prevent me from having a unique character at the BEGINNING of the game.

I could go on and on how the first levels always felt the same no matter how unique character you created, and the real differences would only show up later on... but I would be wasting my breath.

But going on how this will be so simple/bad/horrible/unRPGlike/bland is just baseless...
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Peter lopez
 
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Post » Wed Sep 29, 2010 12:07 am

I don't share any of the OP's concerns. All the changes looks good, I think.

I have a concern nagging me in the back of the head though.

To me it looks like this;

Morrowind: Deep and interesting world with lots of replayability.
Oblivion: Shallow and uninteresting world, but still a lot of replayability.
Fallout 3: Deep and interesting world with no replayability. (I don't find it fun to play again.)

Worst case scenario, it's an uninteresting world with no replayability. (That I don't find it fun to play again.)
Best case scenario, it's a deep and interesting world with lots of replayability.

I hope my worries are unfounded.


I agree with everything but Fallout 3, I do think there is some replayability value out of the game but not on the level of an Elder Scrolls game. I hope for the best case scenario too and it definitely sounds like we will have a bunch of reasons for multiple replayability which I contribute to the 10 races.
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Lisha Boo
 
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Post » Wed Sep 29, 2010 11:54 am

I agree with everything but Fallout 3, I do think there is some replayability value out of the game but not on the level of an Elder Scrolls game. I hope for the best case scenario too and it definitely sounds like we will have a bunch of reasons for multiple replayability which I contribute to the 10 races.

...and perks.
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claire ley
 
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Post » Wed Sep 29, 2010 2:48 am

I agree with everything but Fallout 3, I do think there is some replayability value out of the game but not on the level of an Elder Scrolls game. I hope for the best case scenario too and it definitely sounds like we will have a bunch of reasons for multiple replayability which I contribute to the 10 races.

To me it sounds like tons and tons of replayability. More than ever :)
Perks + Radiant Story + more unique races + really detailed world so there's much of us to explore and see + it is also confirmed to be more hidden stuff in the world.
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Cheryl Rice
 
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Post » Tue Sep 28, 2010 9:19 pm

I don't see the problem. If i use a sword... and I get better at a sword by using it... what's the difference between that and using a sword, then levelling up, the clicking a + a few times and getting better at using it?
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ijohnnny
 
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Post » Wed Sep 29, 2010 11:35 am

*sigh* :facepalm: I'd love to get that link where you people are getting the notion that Attributes are running under the hood when Todd didnt say squat of anything even remotely similar to that, he said H/M/S and skills/perks are supposed to do what attributes did, now think hard for a moment.


He got rid of Attributes because in his/their mindset people only raised Attributes for boosts to Skills/Health/Magika/Fatigue so in their flawless judgement, "removed the Middleman" so that everything is effected Direclty by the player, How clicking a box to raise H/M/S and clicking Perks is more Organic Is BEYOND -------ing ME

its not that we are calling foul on something we've never experienced yet, he gave straightforward information about it if there was anything more behind hit, he like factions/Spell combo's etc etc would have said theres more, but we aren't talking about it yet, he never said anything is running under the hood/ Raci al perks / Perks that effected H/M/S no, he said H/M/S and perks are supposed to do what perks did...and "that they are in there somewhere" like really? really? Movement speed and character mobility seems to have taken a crap because their skills are out as well and you don't get 8 way Directional movement effects from raising stamina, it doesnt even take critical or overthinking to see what he said because he clearly said it, he didnt hint at anything, he didnt say Raising Health also raises this and that Or that raising stamina raises jump speed/ run sped and allowed you to dodge, no nothing like that Bethesda or those relevant to the particular matter -knew- it would cause a shiostorm hence the "hold on now but why did you Raise intelligence? to raise your magicka right? well now you do that directly -FULL STOP- nothing more nothing less ok?


and some of you people don't see a problem with this?


again I'd love a link where he said H/M/S effects more than H/M/S that Attributes are under the hood and all these other Soothsayer examples people are giving despite the clear statements he made with no room for getting it mixed up
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Julie Serebrekoff
 
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Post » Wed Sep 29, 2010 3:27 am

He got rid of Attributes because in his/their mindset people only raised Attributes for boosts to Skills/Health/Magika/Fatigue so in their flawless judgement, "removed the Middleman" so that everything is effected Direclty by the player, How clicking a box to raise H/M/S and clicking Perks is more Organic Is BEYOND -------ing ME

So there were other things attributes did that skills/health/magicka/fatigue didn't?

Like what?
And which of these can't be put into perks, under any other skill?
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Mariana
 
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Post » Wed Sep 29, 2010 5:41 am

Strenght


There are 1handers perks, underneath one handers are all relevant one handed weapons


then there are 2 Hander perks seperate tree, and all relevant 2 hander weapons underneath that

I can level a giant with a 2 handed War hammer, but not a one handed hammer?


Speed/Jump/Dodge


just to name a few, since we've already had this disucssion before.

you know what, nah I don't want to have this discussion again, because you may make statements independant of whats already been said by Todd :shrug:

When he cuts out the middleman, effectively they are stating What attributes did for skills are already there in Perks, then you read H/M/S is increased independantly of everything else during level up....how is this Organic?
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 29, 2010 9:26 am

So there were other things attributes did that skills/health/magicka/fatigue didn't?

While I think we'll be fine without certain attributes such as intelligence, there is still the issue of things like carry weight. There are two ways to address these through perks and skills alone:

1. A convoluted formula that uses certain skill levels to make a rough summation of how much your character should be able to carry as assumed by their skills. Something like, say, 100 - 200( 1 / [skills added] ) + ( skills added ) / 6. It allows for just as much diversity in players and NPCs' encumbrance as the old attributes allowed, except difficult to understand, having been founded upon an intangible formula. Where does that sound familiar? http://uesp.net/wiki/Morrowind:Combat#Attacks

2. Alternatively, we use perks! After all, perks can do everything, right? Possibly, and I myself think the perks system could be pretty well-developed, but have fun trying to explain something such as encumbrance being in a weapon skill tree. "By swinging your sword so often, your shoulders and back muscles are stronger." Oh, but worst of all, this isn't a nice gradual progression like the previous games! I'd rather not go from a weapon skill of, say, 47 to 48 and then magically gain an additional 20 units of max encumbrance.

Both of these, frankly, sound way less natural than if we simply had attributes covering for them. Or let me guess, you want to tie it to fatigue so that the nimble, small-framed who is good at running long distances is also somehow able to carry 10 claymores? I myself am partly behind removing attributes, but I still think they may be putting a bit of an unnecessary damper on character diversity by cutting it down to only three. :confused:
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Mariana
 
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Post » Tue Sep 28, 2010 9:32 pm

You have to understand.. It's for the greater good of Elder Scrolls -_-
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Manuela Ribeiro Pereira
 
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Post » Wed Sep 29, 2010 11:08 am

You have to understand.. It's for the greater good of Elder Scrolls -_-


They did say the same thing when Spears were taken out. :biggrin:
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xemmybx
 
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Post » Tue Sep 28, 2010 11:42 pm

lol, so now you're arguing about what the devs DIDN'T say.

You people are complaining about something you've had no experience using. It's like saying an its like saying an Iron is less effective at removing creases because it uses less heat, but it has a wider contact area.

As for characters not being Unique from the get go.
Um, how vastly different were they anyway?
Most of my characters have been near on identical aside from when I've decided to make a mage over a fighter. My stealth characters have been sweet stuff all different to my all out warrior characters for the first 10 levels or so. After that they really take off.

So I don't see the point of selecting everything straight up. The way the new system is described is much more intuitive and flowing. I'll reserve judgment for when I actually play a game how ever, as allot of it will depend on how the system is executed.
If done poorly, it could easily destroy the game.
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Eire Charlotta
 
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Post » Wed Sep 29, 2010 4:25 am


snip
Speed/Jump/Dodge
snip


We can probably increase them by choosing perks (and enemys can nullify those perks). It's really stupid, I'll give you that, but there you have it.

I understand your pain, but I don′t share it.

That don't cover attributes, I know.
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Robert Jackson
 
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Post » Wed Sep 29, 2010 8:01 am

Strenght

I can level a giant with a 2 handed War hammer, but not a one handed hammer?

Yes.

The two requires different kind of strength or something...

Speed/Jump/Dodge

Nearly all could be done under armor, sneak, or any other thief skill.

...if we exclude the possibility of general perks...
you know what, nah I don't want to have this discussion again, because you may make statements independant of whats already been said by Todd :shrug:

If you say so...

While I think we'll be fine without certain attributes such as intelligence, there is still the issue of things like carry weight. There are two ways to address these through perks and skills alone:

Carry weight could be put in as a perk, but I'll be honest, I don't know under which.

If nothing else, we can have backpacks...
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Chloe :)
 
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Post » Wed Sep 29, 2010 1:41 am

lol, so now you're arguing about what the devs DIDN'T say.


Because people are using what the Devs didn't say as a reasoning for why "everythings gonna be alright, you're all just whiners"
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Isabel Ruiz
 
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