No Classes - Glad, But Not Glad

Post » Tue Mar 01, 2011 9:37 pm

It wont change how I play, I never used the pre-made classes.



this right here, I am what you call a jack of trades player
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Becky Palmer
 
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Post » Tue Mar 01, 2011 12:37 pm

I'm glad they got rid of the whole system of classes. It's just not the way the game works. :thumbsup:

Huh? Obviously not now since they were cut, but what does that mean?
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Sara Lee
 
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Post » Tue Mar 01, 2011 6:03 pm

I'm very glad about the change [to a classless progression], but I can understand why some will miss it, even if it's just nostalgia. I think a really nice touch would be an optional class name text field (to accompany the name field), which might satisfy many players' fondness for choosing a named class without affecting the gameplay- and roleplay-related benefits of the classless system.
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Shaylee Shaw
 
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Post » Tue Mar 01, 2011 10:17 am

I wont miss it in the slightest, good riddence.
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CHARLODDE
 
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Post » Tue Mar 01, 2011 8:04 pm

I won't miss it. The class less fallout actually worked really well. Yes I know Fallout and TES are not the same but it proves that a system without classes works and is fun. In my opinion Fallout had a better skill progression then any of the TES series.
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Reven Lord
 
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Post » Tue Mar 01, 2011 7:48 pm

I never really cared for the classes, all it was to me was a title and thats about it.

But I'm wondering if will be able to pick skills that will be higher at the start like keltic viking said or will there be an optional tutorial like quest give us enough opportunities to level up some skills we would like.

I'm glad the major/minor is gone just annoying that I have to level up some minor skills to bring up my max attributes. Annoying.
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Lily
 
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Post » Tue Mar 01, 2011 11:32 pm

I like the change, i use a wide variety of skills and im always sitting there for 10 minutes while creating a class trying to decide what is the last major skill i want to use or what to specialize in
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Alina loves Alexandra
 
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Post » Tue Mar 01, 2011 8:19 pm

Frankly, most of the premade classes were horrible and I've always created a custom class. My only concern about the removal of class system is losing the initial skill boost, and the leveling speed bonus of my specialization (I usually specced Magic because most magic schools were very difficult to level).
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GEo LIme
 
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Post » Wed Mar 02, 2011 12:15 am

I cant wait to find out about the perk system, Will there be a perk for every skill available at every level up, so I can use destruction but take perks in 2 handed weapons so I can use these later on? or will perks only be available that are relevant to the level of the skill they are in.

for example

if my character is level 25 I get access to all level 25 skill perks whatever the level of the skill

or will I only get access to level 25 perks for skills that are at or above level 25 lists.


If the perks are Oblivion style, it's ok...but not if it's Fallout 3 style...

Anyway, if they can be modded out of the game (if it happens to be Fallout 3 style), I'm certainly gona mod it out.
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Tyrone Haywood
 
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Post » Wed Mar 02, 2011 12:22 am

I suppose I'm probably one of the few who are bummed that the whole class element is being taken out of Elder Scrolls. For me, it gave the game a unique feel. Especially in Morrowind because of the huge list of skills I had to choose just a few from. I really hope they don't take out the Birth Signs too, but I haven't heard anything about that yet.

However, I am glad about one aspect of losing the class system: No more stealth, magic and combat specialization.

I thought it was kind of pointless for them to make you choose one fighting style to specialize in, which would then make the other two fighting types a pain to develop.


Honestly, a skill not being "Major" didn't really make it that much harder to use. Most of the time, I picked Majors I wasn't going to use, and used non-picked weapon & armor skills, so that I could control my leveling...... (needless to say, I always used the custom "Adventurer" class)


I'm looking forward to the new system, just to be able to play without having to constantly be keeping track of which skills you've gotten points in and what your stat bonuses will be. And standing in my house casting a 1 pt conjure/alter/illusion/destruction spell a billion times to "force" my next level when I had enough skill gains to get three +5 stat bonuses.


...of course, if the new leveling & monster scaling system doesn't work, I'll miss being able to control how fast I level. :D
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chirsty aggas
 
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Post » Tue Mar 01, 2011 6:04 pm

It wont change how I play, I never used the pre-made classes.
Same here; always made custom characters to fit my playstyle.
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Richard
 
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Post » Tue Mar 01, 2011 11:06 am

I don't recall ever using the pre-made classes. Kinda hard to miss what you never used.
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Carys
 
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Post » Tue Mar 01, 2011 5:30 pm

You know tho, it kind of strikes me as odd (and a little frustrating) that we can't start the game with higher skills. If I want to start the game with someone who's good with swords and not so good with magick, that should be possible. It would seem a little tedious to have to level up all skills from their lowest racial point, and the only way that would be possible to is to have a multitude of easily defeatable enemies, which I can only imagine would be implemented with level scaling, even if it is only of the "radiant story" variety.

Yeah the whole being born a prisoner and growing up in jail thing with zero worldly skills thing is so stupid.

Stop starting your games like that, Bethesda.
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bonita mathews
 
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Post » Wed Mar 02, 2011 2:20 am

Yeah, I always made a custom class so I wont miss the class system at all.
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Josee Leach
 
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Post » Tue Mar 01, 2011 6:21 pm

I wish they still had classes, or at least the option to make/name a class. I just liked the idea of making an Arcane Assassin or any other custom class and having it show on my character sheet. Made me feel more attached somehow to the character I was playing. I don't care if there are no major/minor skills. Even if all skills start at 5, then modified for race, and I would "be what I play", putting a class name to the character helps get me into the RP aspect of the game.

Yeah, I know, you are going to say, "well you can still keep that class name in your head" but it still feels a bit removed. I do like the fact that the new system seems to make playing a character more open and not restricted by what you picked as major skills. Just would like to keep the names.

But I'll be fine the way it is. Can't wait to see how the perk system works (never played FO3 even though I played, and like, the first two)
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Jennie Skeletons
 
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Post » Tue Mar 01, 2011 3:56 pm

the new system sounds a lot like the GCD mod from morrowind..

ie you start your game and levelling up just sort of happens in the background.

im glad theyre getting rid of the major/minor skills though.. no more 'wut da best build for mage'? topics.
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Dorian Cozens
 
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Post » Tue Mar 01, 2011 4:28 pm

The main potential problem I see with this is where they start your skills, and what types of abilities are readily available to you. If you are at level five or level ten in everything, will you be able to acquire the abilities needed to level your skills up with reasonable accessibility. E.G. If you have a level five in conjuration, restoration, alteration etc., will your character have to search every city in Skyrim just to find a spell with low enough casting requirements for them to actually use towards improving that skill set?
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StunnaLiike FiiFii
 
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Post » Wed Mar 02, 2011 1:42 am

I liked the classes because they provided your character with a sort of identity, what I didn't like was the wacky way it made you level up. The system would actually incentivize picking a class with skills you never intended to use, and then just pay train your way up in the skills you really like.

What I'd like to see is the game class you as you play... so based on the type of character you end up playing, Bethesda will assign you a class, and that class will affect the way the world views you and the way you interact with the NPC's.
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Adam Baumgartner
 
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Post » Wed Mar 02, 2011 12:21 am

It wont change how I play, I never used the pre-made classes.


They're getting rid of ALL classes. Not just pre-made ones. It will most definitely change how you play.

Regardless, I think this new system has a good chance to be an improvement. I just wish we could still NAME our non-existent class :sadvaultboy:
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Sandeep Khatkar
 
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Post » Tue Mar 01, 2011 6:09 pm

I was disappointed at first but then I realized how much of a pain it was to always level up certain skills so you could pick 5-5-5 attributes and then after a while realizing you picked bad skills or attributes etc.

The classes are pretty much there in Skyrim, you just kind of make your own as you're playing.
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hannaH
 
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Post » Tue Mar 01, 2011 9:09 pm

I think it's pretty consensual in this forum that the removal of classes is overall a good thing. At first i was kinda perturbed too, but then once i realized all the implications of getting rid of classes i was pretty happy.

I agree. When I first heard about classes being removed I was pretty off-put, but once they talked about the changes they've made to the leveling system in place of having a class system, I was pretty happy with what was said.
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Chavala
 
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Post » Tue Mar 01, 2011 10:27 pm

They're getting rid of ALL classes. Not just pre-made ones. It will most definitely change how you play.


It wont change actual play-style that much at all.

Oblivion - I love mages. I mainly used the 6 magic Skills and Sneak. These leveled me up.
Skyrim - I love mages. I'll mainly use the 6 magic Skills and Sneak. These will level me up.
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Emily abigail Villarreal
 
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Post » Tue Mar 01, 2011 7:25 pm

Even though the system is gone, are the names still there? It's not like Esbern will say something like "I was with the Blades, we were a group of customized classes that serve in secret for the empire" Just saying lol
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Monika Fiolek
 
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Post » Tue Mar 01, 2011 5:47 pm

I'm very glad about the change [to a classless progression], but I can understand why some will miss it, even if it's just nostalgia. I think a really nice touch would be an optional class name text field (to accompany the name field), which might satisfy many players' fondness for choosing a named class without affecting the gameplay- and roleplay-related benefits of the classless system.

I completely agree. I always used custom classes, so I won't miss the base classes at all, but having that title of "assassin" "barbarian" "battlemage", I think just having the title kind of adds to your sense of self or purpose in the game.
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Dewayne Quattlebaum
 
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Post » Tue Mar 01, 2011 2:55 pm

I used custom class, but I never changed it from "Adventurer".

Of course, since my Major skill selections were always "a bunch of skill I picked off the skill list to 1) provide the stat bonuses I wanted, 2) be easy to level up in a training room, and 3) never actually use in the field", it was kind of hard to distill down to a class name.



...maybe Munchkin. Or MinMax. :rofl:
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Krystina Proietti
 
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