Bethesda! What are you doing?!?

Post » Mon Jun 28, 2010 8:03 pm

I leave for a while and you botch Oblivion so very badly. Now I am hearing some things about Skyrim that make me concerned... I mean, no starting class is, er, different, but what is this about you killing MORE skills? And there are rumblings of a total point buy system? WTF? I was boned. Now I fear for my sanity! Why are you making me old before my time? I actually would like someone, preferably a dev, to take my hand, stroke me, and tell me it'll be ok. Please. I like you guys, really, but now I think things are going wrong. And Fallout 3 was so good... Dear Gods please tell me it's going to be ok... *curls up into the fetal position and svck his thumb*
In previous TES RPGs, the Attributes are the ingredients that you use when you create your character . . . you select the way your initial stat points are distributed across your Attributes.

This is what has always allowed us to make unique starting characters each time we play the game . . . this is the main ways that you determine what your character will be like.

This is now gone . . . and so far, nothing has be released about Skyrim's character creation system that will allow us to create unique characters.

I'm HOPING that we'll soon have some new information about being able to still create unique characters.

I'm a huge fan of Bethesda's TES games (how could I have a name like Arwen, and not love a RPG series that has elves?), and I'm hoping that they learned from Oblivion.

I'm hoping to be able to create a unique character in Skyrim.

I don't care how they accomplish that, or what they call it . . . as long as I can create unique character, at the beginning of the game . . . with inherent strengths and weakness that will always be part of that character . . . through the end of that game.
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Angela
 
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Post » Mon Jun 28, 2010 7:01 pm

II'm hoping to be able to create a unique character in Skyrim.

I don't care how they accomplish that, or what they call it . . . as long as I can create unique character, at the beginning of the game . . . with inherent strengths and weakness that will always be part of that character . . . through the end of that game.

The one possible solution to that which I'm sooo supportive of is: bring back and polish the Daggerfall's special character's advantage and disadvantage system at the character creation, please!
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Richard
 
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Post » Mon Jun 28, 2010 5:28 pm

I leave for a while and you botch Oblivion so very badly. Now I am hearing some things about Skyrim that make me concerned... I mean, no starting class is, er, different, but what is this about you killing MORE skills? And there are rumblings of a total point buy system? WTF? I was boned. Now I fear for my sanity! Why are you making me old before my time? I actually would like someone, preferably a dev, to take my hand, stroke me, and tell me it'll be ok. Please. I like you guys, really, but now I think things are going wrong. And Fallout 3 was so good... Dear Gods please tell me it's going to be ok... *curls up into the fetal position and svck his thumb*


Botch oblivion? That is your opinion, in my opinion they took it in a new direction and experimented with a lot of different features, some worked and some didn't.
No classes. Good, they made the right choice, now you can freely and naturally make your character who you want it to be without being restricted to the class you chose in the beginning of the game.
Removing skills. I can see why people would worry, I did at first to until i figured out why they did it. Mysticism is gone, but everything within mysticism is still in the game under the different spell trees, so no harm there. Acrobatics and athletics are gone, which makes sense if you think about it. Like Todd said, who really makes a character and says he is going to run and jump. Every character runs and jumps so why need a skill for it? But you can probably expect that there are still going to be ways of making your character faster and able to jump higher than others, it just doesn't need to take up one of your skills.
Total point buy system. I assume you mean a total number of perks you can have, well no one here really has the right to speak on this issue as we do not know anything about them other than they are in the game and stop at lvl 50. But I am sure that Besthsda knows what they are doing and are balancing them correctly.
Fallout 3 was so good Yes it was :), and they have already said that they have learned a lot and are improving from it.

No need to worry like this man, everything is going in the right direction. You seem to be only focusing on the little things that sound like bad decisions, like the skill cuts and the removal of attributes/classes, but you seem to be ignoring the real motives behind doing these things.
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Lavender Brown
 
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Post » Mon Jun 28, 2010 2:48 pm

Attributes were not the same as skills . . . attribute rarely increased (at least not permanently) when you leveled up. Your skills were the main things that increased, and you had control over which skills increased and how much each increased. Your initial attributes determined most of what was unique about your character and those unique strengths and weakness should remain throughout the game (Oblivion didn't do so well in this either, as it was too easy to max out all your skills).

So far all I'm seeing is removal of most of the attributes, the removal of Classes, the removal of Birthsigns . . . and using Perks and fast leveling in their place. This is NOT an improvement to me. I'm hoping that there are at least still Race and Gender differences . . . but they may be gone just like Class and Birthsigns.


At this point I must ask... are we playing the same game? In Morrowind and Oblivion I could increase my Atributtes permanently a lot, to a point where what I have chosen at the beginning of the game didn't matter at all.

I actually like the removal of classes. In Oblivion and Morrowind I had a problem (specially in Morrowind, where I had no chance to try the different skills before confuguring my character): I created a character, I played with it for a while and then I thought "I don't like how I have made my class (I usually created my own class), I have to create a new character". And the same happened again and again. Now I can play naturally and if I find something that I didn't plan to use, but I try and I like, I can change my playstyle without starting a new game. I find this nor only good for the sake of gameplay but realistic: we are what we do repetedly (at least, Aristotles said so). I aslo think that the Perk system adds a lot of customization, and that if done properly, it's gonna be great.

Oh, by the way, you can pay for carriages to travel, now.

Exactly. So we agree. Class is just one (somewhat silly) way of accomplishing something that makes more sense, giving your character some sort of past experience.

But why are people still laboring under the assumption that we won't get some skill point credits or some other way to give our starting characters some skills?

The attitude on these forums that just because a system is changing that all functionality must be lost is just incredible.


I agree. I would expect to have at least some "specialization" at the beginning, as we had in Fallout 3 in the G.O.A.T., for example.
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Rob Smith
 
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Post » Mon Jun 28, 2010 6:53 pm

Are you kidding me?

Quickly: Alchemy in the elder scrolls seems to be more like apothecary than alchemy... making potions and poisons?! Alchemy resulted in modern inorganic chemistry. It was the search to transform lead into gold.

Firstly, a potion is a consumable medicine or poison. There's no specification that it must be a liquid or that it can't be a paste. It just has to be stored in a bottle, so it could be any solid, liquid or gas.

Go and get some nice, creamy, goat's cheese. Not that processed cow crap made from artificial butter which has been made in some laboratory somewhere, or that other pathetic specimen which has been made into cheese after diluting a gallon of milk with all of the water in the Atlantic. But some actual, hand made goat's cheese made from milk that was squeezed out of the goat's udder and made into cheese in front of you. (I apologise if you live in an area in America/the world where the cheese is real cheese.. I went over to America last year and they treated butter like a mythological thing that didn't really exist. Then again, it was hostel food all the time so that's no reason for me to judge)

Then crush that cheese down and what do you get? You get a nice gloopy mess, which could easily be stored in a bottle and applied to your skin later to give you some kind of resistance to burns or cool burns already inflicted. Or it could be swallowed and give you magical resistance to burns. Whatever.

I'm not sure if you've noticed, but you still have that problem wherever you go. There's been no running water in TES (and shouldn't be), so you can't just fill your potion bottles with water in the lab, the universal solvent, because it STILL isn't available to you. You still have exactly the same problem. I always used my imagination and assumed that the reason my main character wasn't dead in the first week of the game was because he had a canteen from which he could take sips. and they just kept it simple by not making the game too hard core or limiting your potion bottles. Using the same assumption, the character could easily place some water in his mortar and pestle for easy mixing. It only doesn't make sense because of the heating aspect, but that's not necessary for a medicinal substance.

You could find HUNDREDS of examples of plant and animal products that give some advantage to the human body without needing to be heated before ingesting, and that crushing them increases the concentration of their goodness.

Case in point: Fruit.

Now I'm not saying that you should be able to use the alembic, the calcinator and the other apparatus in the wilderness without fire. That is silly, and I'm glad they changed it. But it would make more sense for the restriction to be placed on those equipment and those equipment alone rather than all potion making for everyone

(TO all those who point out that snow is solid and thus wouldn't melt to act as a universal solvent, I have hardly seen snow in my life, and I know that it melts when you raise it above zero degrees by bashing it with a solid object warmed by your hand)

On the other hand, I agree. It would be nice to have more unique potions :)


Sir, if I go to your clinic with a burn on my arm and you reach for a wheel of brie rather than a medicinal ointment I will be very upset with you.

No, I'm sorry, when I think of magic potions, I do not think of mashing up cheese in a mortar and pestle -- which, by the way, will not result in anything you could pour into a bottle. It will just give you a messy mortar and pestle. If you added some cilantro, onion, jalapeno, onion, and avocado, then maybe you could use your finely-tuned alchemical sense to make me a snack, and with the new cooking system it should be easy to make some tortilla chips. Anyway, the typical image of alchemical shenanigans is that of a fashion-challenged pointy-eared geek mixing together bubbling concoctions in a magical laboratory, not some guy deciding to sit down in the wilderness and break out the bunsen burner, oblivious to wind, weather, and abundant contaminants. Necessitating a laboratory makes it more special to me, and again, distinct from just casting spells in that it requires preparation ahead of time.
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Darian Ennels
 
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Post » Tue Jun 29, 2010 5:11 am

I'm seeing a lot of posts stating that people play this type of character or that type of character or that they play a certain way and they are upset that classes have been removed. I'm fairly certain you can play however you like, just that you're not being segmented into a role/class that you've chosen at the very beginning. This way, if you want to change your play style later on (for whatever reason) you can just use different skills. Having no major/minor skills is great because you're still gaining various levels of experience for everything you do. Basically, your actions define your starting class and they decide whether you remain a stealthy mage assassin or if you learn to become a heavy-armoured, hammer-wielding, Nordic warrior. It's basically creating duel-class and multi-class characters, but in real-time as you play out your game. To me, I think this is even more true to role-playing and "immersion" than ever before.

Anyway, I agree with many others, I'll have to play this game first to really have any meaningful feedback. As it stands it's all just pure speculation at this point. No sense losing sleep over it until 11.11.11. Besides, we're going to need all the sleep we can get because once Skyrim comes out I don't think many of us will be getting much sleep for a while.
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Sxc-Mary
 
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Post » Mon Jun 28, 2010 8:12 pm

I actually like the removal of classes. In Oblivion and Morrowind I had a problem (specially in Morrowind, where I had no chance to try the different skills before confuguring my character): I created a character, I played with it for a while and then I thought "I don't like how I have made my class (I usually created my own class), I have to create a new character". And the same happened again and again. Now I can play naturally and if I find something that I didn't plan to use, but I try and I like, I can change my playstyle without starting a new game. I find this nor only good for the sake of gameplay but realistic: we are what we do repetedly (at least, Aristotles said so). I aslo think that the Perk system adds a lot of customization, and that if done properly, it's gonna be great.
This makes for a PC with no past and no aptitudes prior to the minute the suddenly wake up as your character. I don't find that realistic at all.

(And personally... I dislike RPGs that shy away from player commitments. Its bad enough that players will reload when they don't get their way... but now it appears that games are steadily being designed to ensure that they always get their way; so that they like them ~they really like them. This ensures that they remain positive to the product, but it also ensures that they not only always tread the same comfortable path, but that the paths & mechanics are becoming more generalized for an averaged player preference.)

Great for sales ~awful for RPGs IMO.
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Andy durkan
 
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Post » Tue Jun 29, 2010 12:43 am

That's still bad [IMO]. It makes for a loose list of spells instead of an organized list of related ones. (And there should be varied schools; not a catch-all magic ability that treats spells like ammo for a hand shaped gun..)


They weren't really related, though. Mysticism was effectively a grab-bag of "we can't find a better place for all this crap" skill. Sure, thematically they had some stuff in common: they were mysterious and strange spells, the workings of which were not well-understood. But from a gameplay perspective? The school was all over the damn place.

Also, one more thing: Arwen, please stop abusing ellipsis points like a person who has to put ketchup on everything they eat. They're meant to be used under specific circumstances, just like all other punctuation. I can abide people misspelling on a forum like this, or mashing together massive paragraphs because they apparently can't find the enter key, since that's just the way of things on the Internet, but frequently... using... a punctuation... mark... that makes it... seem like... you're constantly losing... your train... of thought... is just poor form. When you get all offended by my comments and tell me how you want all the bad things in life to happen to me and me alone, please do so without extraneous strings of dots. I'm sorry, but I see people misusing them everywhere and it chaps my ass like nothing else.
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joeK
 
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Post » Mon Jun 28, 2010 5:12 pm

Removing skills. I can see why people would worry, I did at first to until i figured out why they did it. Mysticism is gone, but everything within mysticism is still in the game under the different spell trees, so no harm there. Acrobatics and athletics are gone, which makes sense if you think about it. Like Todd said, who really makes a character and says he is going to run and jump. Every character runs and jumps so why need a skill for it? But you can probably expect that there are still going to be ways of making your character faster and able to jump higher than others, it just doesn't need to take up one of your skills.

To be fair, I'd rather have the capabilities to have my character regularly train their physique by doing long/acrobatic jumps, long distance swimming and doing rapid sprints back and forth (with a gradual increase in their performance development, not by a "by-stages" system, which just seems less natural and too tacky by comparison). Heck, seeing that the newly named "stamina" attribute are supposedly having more prominent impact to gameplay than its older incarnation (fatigue), won't those two things should be much more relevant now than ever? Not to mention that your backpedaling speed are supposedly much slower this time by default, and this can be improved bit by bit by training your skill in mobility. Why don't they just merged those two skills under one umbrella of a new skill, then? It even opens up the possibility of an inclusion of relevant perks to it. Just name it "Mobility", "Agility", whatever. Since there's no more attributes where each skills were being tied to, then why do they keep on insisting on having an evenly divided number of skills?
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Camden Unglesbee
 
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Post » Tue Jun 29, 2010 6:30 am

They weren't really related, though. Mysticism was effectively a grab-bag of "we can't find a better place for all this crap" skill. Sure, thematically they had some stuff in common: they were mysterious and strange spells, the workings of which were not well-understood. But from a gameplay perspective? The school was all over the damn place.

Better they fix the collection than simplify (via further merging) no?



Perhaps (on the subject of physical skills), they could have had it cost stamina and not increment skills when stamina was low ~or perhaps improvements were halved unless done in a guild training hall.
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Kirsty Wood
 
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Post » Mon Jun 28, 2010 10:26 pm

Nice thread but you lost me at "Fallout 3 was so good"


Agreed.
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Jamie Moysey
 
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Post » Tue Jun 29, 2010 1:46 am

Better they fix the collection than simplify (via further merging) no?


Complexity is not inherently good. Packing even more miscellaneous crap into it would not be fixing the problem, it would be aggravating it. Moving spells to more gameplay-appropriate schools helps distinguish those schools as having a particular role. Telekinesis is perfectly in line with what Alteration is supposed to be about, and frankly I'm surprised that it wasn't in there to begin with. What exactly about telekinesis is representative of the fundamental subjectivity of reality? Mysticism was always described in the lore as a Zen-like thing. "What is the sound of one hand clapping," not "Whoa dude I totally just lifted up that rock with my mind that's far out man."

Anyway, my point was that having a school full of spell effects that match up with the advantages of other schools doesn't make much sense.
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Leah
 
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Post » Tue Jun 29, 2010 7:40 am

Complexity is not inherently good. Packing even more miscellaneous crap into it would not be fixing the problem, it would be aggravating it. Moving spells to more gameplay-appropriate schools helps distinguish those schools as having a particular role. Telekinesis is perfectly in line with what Alteration is supposed to be about, and frankly I'm surprised that it wasn't in there to begin with. What exactly about telekinesis is representative of the fundamental subjectivity of reality? Mysticism was always described in the lore as a Zen-like thing. "What is the sound of one hand clapping," not "Whoa dude I totally just lifted up that rock with my mind that's far out man."

Anyway, my point was that having a school full of spell effects that match up with the advantages of other schools doesn't make much sense.
Why not?

Simplicity is not inherently good either ~especially for an RPG... Its actually a common disappointment in them when they have it.
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Katharine Newton
 
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Post » Mon Jun 28, 2010 10:58 pm

At this point I must ask... are we playing the same game? In Morrowind and Oblivion I could increase my Atributtes permanently a lot, to a point where what I have chosen at the beginning of the game didn't matter at all.

I haven't played either game in quite a while , , , and I mainly played a very heavily modded version of Oblivion . . . so my OB experience may be somewhat different. And, by attribute, I'm referring to the Basic Attributes . . . not the Derived Attributes. In Fallout 3 and NV, attributes and skills were quite different, with attributes remaining mostly unchanged throughout the game. An Attribute by definition is "A quality or feature regarded as a characteristic or inherent part of someone or something."

I actually like the removal of classes. In Oblivion and Morrowind I had a problem (specially in Morrowind, where I had no chance to try the different skills before confuguring my character): I created a character, I played with it for a while and then I thought "I don't like how I have made my class (I usually created my own class), I have to create a new character". And the same happened again and again. Now I can play naturally and if I find something that I didn't plan to use, but I try and I like, I can change my playstyle without starting a new game. I find this nor only good for the sake of gameplay but realistic: we are what we do repetedly (at least, Aristotles said so). I aslo think that the Perk system adds a lot of customization, and that if done properly, it's gonna be great.

In Oblivion, you did not have to use a defined class, but could create your own unique custom class. In real life everyone has strengths and weaknesses . . . which means that we all come with restrictions (because no one excels at everything). Your strengths and weaknesses are your attributes. Attributes should (and this wasn't done well in MW and OB) be part of what makes a character unique . . . these should be inherent abilities . . . which should be separate from the learned skills.

Oh, by the way, you can pay for carriages to travel, now.

But it won't mean all that much if you can still have fast traveling for free, by just clicking on the map. I'm hoping that fast travel by carriages is only between the cities/towns. And I hope that there is no free fast travel from anywhere by clicking on the map.

I agree. I would expect to have at least some "specialization" at the beginning, as we had in Fallout 3 in the G.O.A.T., for example.

The G.O.A.T. was much like the TES Class . . . it just gave you your tagged skills (much like OB's Major Skills). But Fallout also used the "You're SPECIAL" book, at the very beginning of the game, which allowed you to distribute 40 points among your 10 Attributes. And these 10 Attributes were what made your character the most unique.
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Cameron Wood
 
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Post » Tue Jun 29, 2010 12:08 am

Sir, if I go to your clinic with a burn on my arm and you reach for a wheel of brie rather than a medicinal ointment I will be very upset with you.

No, I'm sorry, when I think of magic potions, I do not think of mashing up cheese in a mortar and pestle -- which, by the way, will not result in anything you could pour into a bottle. It will just give you a messy mortar and pestle. If you added some cilantro, onion, jalapeno, onion, and avocado, then maybe you could use your finely-tuned alchemical sense to make me a snack, and with the new cooking system it should be easy to make some tortilla chips. Anyway, the typical image of alchemical shenanigans is that of a fashion-challenged pointy-eared geek mixing together bubbling concoctions in a magical laboratory, not some guy deciding to sit down in the wilderness and break out the bunsen burner, oblivious to wind, weather, and abundant contaminants. Necessitating a laboratory makes it more special to me, and again, distinct from just casting spells in that it requires preparation ahead of time.


I love this guy.
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Connor Wing
 
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Post » Mon Jun 28, 2010 5:58 pm

In Oblivion, you did not have to use a defined class, but could create your own unique custom class.

Yes, it is good to be able to. But the thing is, ideally we should be equally capable of developing our own unique custom class as we play, too. This is not possible in Oblivion and the past games.
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jason worrell
 
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Post » Tue Jun 29, 2010 4:57 am

But it won't mean all that much if you can still have fast traveling for free, by just clicking on the map. I'm hoping that fast travel by carriages is only between the cities/towns. And I hope that there is no free fast travel from anywhere by clicking on the map.
Actually, I would hope for a lot more than that. The potential is there to distinguish pros & cons between the various modes of travel. Fast travel is foot travel ~always has been (and has always been broken too). I would hope that they make fast travel inherently riskier by adding in random encounters, while having commercial paid travel have less chance at ambush, and offer the PC allies (fellow travelers and/ or guards) in the event of an attack on the coach.

This would allow the PC to buy passage (on a standardized ~profitable route), or fast travel for free (with a reduced chance of fortunate encounters ~due to forced marching their way along and paying little attention to anything but the path), or regular real time travel with anything in their way (good or bad), being shown as usual.
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Laura-Lee Gerwing
 
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Post » Mon Jun 28, 2010 11:14 pm

The G.O.A.T. was much like the TES Class . . . it just gave you your tagged skills (much like OB's Major Skills). But Fallout also used the "You're SPECIAL" book, at the very beginning of the game, which allowed you to distribute 40 points among your 10 Attributes. And these 10 Attributes were what made your character the most unique.


I know, but the G.O.A.T: didn't say "Hey, you're a warrior. I doesn't matter if you learn magic and specialise in it, you'll always be a warrior, no matter what you do." I think that was my biggest problem.

I understand your view of Atributtes, and I share it. It's something that warries me of Skyrim. However, I think that Atributtes should change: they are what defines your character, but these properties can change. For example, I spend a lot of time using a one handed sword. I become experienced in 1-h swords (Skill), but I get stronger as well (Atributte), so when I decide to use a 2-h axe I have no skill, but I'm strong, so I strike better with it than somebody that has never used either a 1-h sword or a 2-h axe. In my "perfect system", skills would contribute to raise your Atributtes, automatically, and some related skills would beneficiate of this raising. I think it's the most natural aproach a game can take. The problem is that it would be very difficult to elaborate a system like this, I think, because the main problem of Oblivion's and Morrowind's Atributtes were that, in my opinion, their relation with skills didn't make much sense, in most cases.

I hope the Perks system to find a way to efficiently substitute Atributtes. We'll see.
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Kara Payne
 
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Post » Tue Jun 29, 2010 1:19 am

Actually, I would hope for a lot more than that. The potential is there to distinguish pros & cons between the various modes of travel. Fast travel is foot travel ~always has been (and has always been broken too). I would hope that they make fast travel inherently riskier by adding in random encounters, while having commercial paid travel have less chance at ambush, and offer the PC allies (fellow travelers and/ or guards) in the event of an attack on the coach.

This would allow the PC to buy passage (on a standardized ~profitable route), or fast travel for free (with a reduced chance of fortunate encounters ~due to forced marching their way along and paying little attention to anything but the path), or regular real time travel with anything in their way (good or bad), being shown as usual.


What you just described there is basically how fast travel worked in Daggerfall. I'd actually prefer that it work that way. Occasional random encounters (good or bad) stopping you on your path would be a good thing, so long as they are truly occasional and don't crop up every time I want to go back to town to repair my equipment.
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CRuzIta LUVz grlz
 
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Post » Mon Jun 28, 2010 5:58 pm

Actually, I would hope for a lot more than that. The potential is there to distinguish pros & cons between the various modes of travel. Fast travel is foot travel ~always has been (and has always been broken too). I would hope that they make fast travel inherently riskier by adding in random encounters, while having commercial paid travel have less chance at ambush, and offer the PC allies (fellow travelers and/ or guards) in the event of an attack on the coach.

This would allow the PC to buy passage (on a standardized ~profitable route), or fast travel for free (with a reduced chance of fortunate encounters ~due to forced marching their way along and paying little attention to anything but the path), or regular real time travel with anything in their way (good or bad), being shown as usual.

Just like in Daggerfall? Sure, I'd welcome that personally, but I can see how some might sees that as defeating the favorable quirks of the feature in the first place.
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James Baldwin
 
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Post » Tue Jun 29, 2010 1:42 am

Why not?

Simplicity is not inherently good either ~especially for an RPG... Its actually a common disappointment in them when they have it.

Pretty much. Plus there was no reason to get rid of Mysticism, other than just wanting to have less skills.
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Josephine Gowing
 
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Post » Tue Jun 29, 2010 7:22 am

I become experienced in 1-h swords (Skill), but I get stronger as well (Atributte), so when I decide to use a 2-h axe I have no skill, but I'm strong, so I strike better with it than somebody that has never used either a 1-h sword or a 2-h axe.

I agree in theory, but (side point), Strength without skill should not improve the results with an axe... If anything, it makes it more dangerous to the wielder than the opponent (unless they are prone). There is no benefit from having a greater damage attack that can't hit the target.

I would prefer that damage from strength be applied to successful hits, but either not to hits with a weapon unskilled, or instead like Fallout 3 where the PC has attenuated aiming until proficient.
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GabiiE Liiziiouz
 
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Post » Tue Jun 29, 2010 2:01 am

I have loved every TES title since they first came out, and have played every1 of them way longer then any other games I have ever come across, with the exception of the fallouts, loved the 2 first originals even tho I came across them like a yr after the second one came out, and way more enjoyed the last 2 then I did the originals, being as I dont care for 3rd person view point games that much, and i loved fallout 3 more then fallout NV, some things in new vegas r really cool, they did better animations on the running and jumping which has always bothered me in TES games, but overall they did some messed up things too like how many good sniper positions were open to us from abandoned bldgs (answer almost zero) ? That was a huge flaw for me and I hope Obsidion does much better in the future, I think Bethesda shoulda been on them for that and for having hills I couldnt climb in the middle of the map, but I digress from my original thought, morrowind was the best in their series (to my mind also), but that does not mean I did not love Oblivion too, and from what I have heard and seen so far on Skyrim, leads me to believe that this will truly be the love child of me and Beth lol JMO
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Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Tue Jun 29, 2010 1:50 am

Those two pages won't come fast enough...
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Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Mon Jun 28, 2010 9:59 pm

Pretty much. Plus there was no reason to get rid of Mysticism, other than just wanting to have less skills.

I think we can all agree that to acquire something that is sophisticated yet perfectly efficient is essentially what we all desire. It's never something you can easily pull off though.
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Leticia Hernandez
 
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Joined: Tue Oct 23, 2007 9:46 am

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