Class/No class poll

Post » Sun Oct 17, 2010 2:03 pm

The Morrowind/Oblivion class system was flawed. People don't want to be stuck with only the skills they choose in their class (major skills) and want the freedom to improve their minor skills as they want. Thus players will improve their power rating by increasing minor skills. As a result, player level should increase when you level any skills or else the challenges you face won't be adapted to your power rating anymore.

Spoiler
So first change to do is to make you level when you increase any skill and not just the major from your class.

Then the second flaw in Oblivion. Every 10 increases in a stat you get a x5. Every 10 increases in a major skill you get a level up. As a result, you need to level 20 times minor skills and 10 times a major skill to get the max possible x5 multipliers. The system actually made much much much stronger classes that increases twice as many minor skills as their major skills. Leveling attributes is VERY important, mostly for END, STR, and INT (max HP, carry capacity and max MP). Everyone needs a lot of HP so the strongest mages tended to have very high skills in armorer (cause cloth using mages got a lot of stuff to repair right?), block (cause blocking with a staff works sooo well, well at least it gives you stuff to repair if you somehow get your armorer to 50) and heavy armor cause the mages with the best armor in the game are those that need the most HP right? And since HP gain isn't retroactive, you'd tend to get low level mages with ultra high armorer/block/heavy armor skills long before they level their magic skills.

Second change : attributes are out.

Third flaw which is kinda the direct oposite of the first. Since players that increase 2 minor skills for every 1 major skills are SO much stronger than players that play their class as it was meant to be, game balance is thrown out the window. Is the level 10 world difficulty tuned up for a min-max perfect x5 powergamer that leveled Destruction magic to 100 at level 1 before even starting playing the game or for some casual player that chose the Bard class and went to a speechcraft spree in between making 200 pots of restore stamina after raiding the local farms?

Third change : all skills cause level ups, major and minors in a way that rewards more specialisation. A player that got all 18 skills from 5 to 10 will surelly not be as strong as a player that got both one weapon and one armor skill to 50. From this comes the idea that leveling a skill from 49 to 50 fills up the bar to next level up much more than a 5 to 6 increase.


The system they propose is great. It's exactly like Oblivion except that all skills are major skills really :P The only "weak" part of it is the HP/Magika/Stamina level ups where you pick by hand what you want. I don't think it's too bad since linking them to some skills could force people to level skills they do not want to use just for the effects on the stats. Or you could create a skill which direct effect is to increase your max HP? But it would be a pain to define how that skill levels like most "passive" skills in Oblivion (Athletics anyone?) Choosing at each level up a HP or Magika or Stamina bonus is fine I guess.


Exactly. This is a fine show case for how to point the problems and explain the improvements. :goodjob:
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Mariana
 
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Post » Sun Oct 17, 2010 8:52 am

In a way they are making everybody make a custom class and for some reason I don't like this. I don't want to be able to level up my mage by improving my smithing skill or other non mage skills it just doesn't seem right but you never know it may work. I thought I would be the first post for the people that are against this.
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Neliel Kudoh
 
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Post » Sun Oct 17, 2010 10:02 am

I will miss the awesome pictures though, but I really never pay it any mind, I just get up all my skills
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Rob Davidson
 
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Post » Sun Oct 17, 2010 10:47 am

In a way they are making everybody make a custom class and for some reason I don't like this. I don't want to be able to level up my mage by improving my smithing skill or other non mage skills it just doesn't seem right but you never know it may work. I thought I would be the first post for the people that are against this.

If a mage does some smithing, does he get a bit more experienced in smithing skill? No?

But of course he gets a bit of experience in that skill, and you can call the overall level as the overall experience level of a character, including all his skills, and the fact that the skills that you are more experienced with, goes in favor of the point that you mentioned.

He is not a good smith, so he gains less overall experience from smithing.

But he is a great conjurer, so he can gain much more overall experience from conjuration.

So you can not complain about the whole setup.
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Makenna Nomad
 
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Post » Sun Oct 17, 2010 12:40 pm

So we don't even get to choose skills anymore, we just choose which of the 18 we want to use whenever we please? If thats the case I don't like that either the game to me will have no replay value because I can play all classes with just on character.
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Sweets Sweets
 
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Post » Sun Oct 17, 2010 8:55 am

Well then every character CAN be jack of all trades (not bad maybe)
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Shianne Donato
 
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Post » Sun Oct 17, 2010 5:44 pm

The system sounds very promising - just please give me some box where I can type in a personalized name & description for my character concept, like in Morrowind!!
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Sharra Llenos
 
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Post » Sun Oct 17, 2010 3:45 pm

Well then every character CAN be jack of all trades (not bad maybe)


Maybe, most people try to be a jack of all trades character. Freedom to be want you want to be is the greatest feature of all of the Elder Scrolls games, and no one will put a gun to your head to be something you don't want to be :whistling:
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Monika Krzyzak
 
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Post » Sun Oct 17, 2010 4:27 am

I always looked at classes as a...recommendation for what you wanted to play. Mostly for people who can't be arsed to set up all the skills they want themselves. Since we apparently won't be setting up any skills at all the class system is now obsolete. All you'd get from a class would be the name. Now I think your class name will come about from what skills you choose to develop.
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Vincent Joe
 
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Post » Sun Oct 17, 2010 10:28 am

Well then every character CAN be jack of all trades (not bad maybe)

Couldn't you be a jack of all trades in Morrowind and Oblivion? Levelling minor skills didn't level the character but they still increased attributes. It's pretty much the same now.
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Darlene DIllow
 
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Post » Sun Oct 17, 2010 1:58 am

While I did not care about the classes much before I like to have a class as a part of "role playing identity" thing. It does not matter if it influences many things or not, more like... I plan to play this character in a specific way, and I'd like to be able to make a "statement" when I start it, and for some title to remind me of what I am supposed to be role playing. I always used NPC classes in Morrowind - Necormancers, Nobels and so on, while it did not mean much game play wise it allowed me to imagine my characters background and previous live better.
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Mariaa EM.
 
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Post » Sun Oct 17, 2010 5:35 am

So we don't even get to choose skills anymore, we just choose which of the 18 we want to use whenever we please? If thats the case I don't like that either the game to me will have no replay value because I can play all classes with just on character.


I believe it was mentioned that we choose minor and major skills and the game chooses what we are by what choices we have made.
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Danny Blight
 
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Post » Sun Oct 17, 2010 6:09 am

Removing the artificial character Class distinctions could be a good thing, IF the system that replaces it is better, but it should be remembered that such things have long served as useful guidelines. As long as they're merely "guidelines", and not "barriers" (like the way they're used in games such as D&D), I have no problem with them. If the new system works "better", I'm all for it; if not, the forums will be ablaze with complaints in November.

Besides, in Nord country, there's a distinct lack of "class", so this fits in nicely.
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Prisca Lacour
 
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Post » Sun Oct 17, 2010 1:36 pm

I voted no - I liek the new system better. Your choice of class never really meant anything in Oblivion.
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Budgie
 
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Post » Sun Oct 17, 2010 12:48 pm

I like that they got rid of the class system.


This. I never used the pre-set classes anyway. I also didnt particularly care for it when i wanted mid game to use a sword, but i didnt have swords as a major skill so i wouldnt gain as much benifit from it.
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sexy zara
 
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Post » Sun Oct 17, 2010 1:40 pm

So we don't even get to choose skills anymore, we just choose which of the 18 we want to use whenever we please? If thats the case I don't like that either the game to me will have no replay value because I can play all classes with just on character.


I had a feeling some people would have this issue with the new system. It doesn't concern me 'cause I always make a custom class but I know some people choose different classes for RP purposes. I would recommend to the devs to include some kind of box where you could add your character's background story like in some other games.
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Catherine N
 
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Post » Sun Oct 17, 2010 5:44 pm

I had a feeling some people would have this issue with the new system. It doesn't concern me 'cause I always make a custom class but I know some people choose different classes for RP purposes. I would recommend to the devs to include some kind of box where you could add your character's background story like in some other games.


Something like that may work. I just don't like the idea of going through the game and doing everything with one character, which it sounds like this new system is helping you do. I just think that this really brings down the replay value, you no,longer have to play the game more than once if you can do everything easily with one character. I may be wrong we'll just have to wait and see if this new system works or not and hopefully it does.
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Chavala
 
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Post » Sun Oct 17, 2010 6:17 pm

Yes. But only because I won't have a class name.
Being able to make a custom class added a lot for Roleplaying to me.
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Mario Alcantar
 
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Post » Sun Oct 17, 2010 4:49 pm

I am sort of torn on this. In one hand I only ever play custom created classes so I understand what they are aiming for. I just hope the class system doesn't develop the "Fable" syndrome as I will call it where EVERY class became a jack-of-all-trades. Subtlety seemed lost.

In Fable you are either:
-A fighter, with some magic and ranged
-A mage, with some fighting and ranged
-An archer, with some magic and melee

There seems very little separating the definition of class archetypes using their system. What I think always separated TES from other series was the allocation of major/minor skills + stats for defining what class you are, it provided a bit of literal definition to who you are. I am all for getting rid of the predefined list of classes (which primarily just served as skill "templates" anyways) but hopefully we still do have limitations to keep us focused on a particular role.

And before you ask, NO I am not saying Skyrim = Fable here!!! I will just hold out further judgement until I see exactly how it works in Skyrim.
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Ella Loapaga
 
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Post » Sun Oct 17, 2010 6:36 am

I dont mind them removing it, although I hope it is done well enough so that there is an incentive to play the game with multiple character types. It seems they are going towards a FO3-like system where you didn't pick a class but you got "Tag!" skills in the beginning. I never made a new character in FO3 because it seemed kind of pointless.

One of the things I love so much about TES was that you had to think about what type of character you wanted to play if you wanted them to be really effective. Like picking a Nord for a warrior or a High Elf for a mage and pick the right birthsigns and major skills and so on. I have faith that Beth will implement somthing innovative to address this. I just hope that there is incentive for rolling new characters.
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Stephanie Nieves
 
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Post » Sun Oct 17, 2010 5:52 am

It should b lik reality, you'r not born a babarian or whatever, you choose to be it.
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Rebecca Dosch
 
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Post » Sun Oct 17, 2010 7:50 am

Nope, I'd rather not have a predetermined class, but rather forge my own characters skill and attributes as I go, just as you would in real life.
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Wanda Maximoff
 
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Post » Sun Oct 17, 2010 2:04 pm

I don't care much, I always went custom. The only thing I will miss, is the ability to name my characters class something awesome.
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Trevi
 
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Post » Sun Oct 17, 2010 5:47 pm

As I wrote in a different thread, it makes sense in this particular case since we are playing a character that is somewhat predefined (he/she is dragonborn and the profession could be defined as dragonslayer). However I would mind if they were to stick to the idea in future games.
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.X chantelle .x Smith
 
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Post » Sun Oct 17, 2010 3:54 am

I think getting rid of classes helps balance things. For instance, in Oblivion you would choose not to tag sneek, but then go and spam it till its all the way to one hundred. You'd be a low level because it didn't increase your level at all, but you'd be a god because of the leveling system. None of the weak guys would be able to know you were coming. Now no matter what you do your level will go up, thus taking the world around you up along side you.

I dont know if it will take away from replayability entirely. You'd choose what you wanted your character to be at the beginning and you'd work towards that. A character that was better with a sword could go hunting with a bow, but they wouldn't have to. Its basically what you choose to do. But I do see how it could take away a bit from making multiple characters so you could try different classes. Personally I like the idea, but I dont know what I'll like best for sure until I have the game on my screen.
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Greg Swan
 
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