Clearing some misunderstandings(Attributes)

Post » Wed Mar 30, 2011 11:21 am

How are attributes not redundant? Lets go through it. Redundant. Not Redundant. Debatable.

Agility
- Affects your total Fatigue - Just let me increase my Stamina.
- Damage dealt by ranged weapons - I have an archery skill for a reason.
- Steadiness in combat - Shouldn't a skilled swordsman be able to maneuver effectively in combat?
Endurance
- Affects your total Fatigue - Just let me increase my Stamina. (doesn't mean you can take less damage)
- Affects your starting Health - Let the races have different starting health, magicka, and stamina (yeah but they are all the same for each instance...
- Gives you more Health when you level up - Just let me increase my Health. (only when you level up, not as a result of bonuses
Intelligence
- Affects your total Magicka - Just let me increase my Magicka (ditto)
Luck
- Modifies every skill slightly for formulas
Personality
- Affects your ability to gain information from NPCs - I have a speechcraft skill for a reason. (your speechcraft doesn't mean your likeable)
- Lets you get better prices - I have a mercantile skill for a reason, or at least mercantile perks in speechcraft (Still doesn't mean your likable, a trader could treat you like an ass)
- Makes it less likely for aggressive enemies to attack you - Why can't this be handled by speechcraft? (because you don't talk to enemies)
Speed
- Affects how fast you move - this used to be very redundant with athletics, but now it's at least slightly redundant with the ability to sprint and increase my stamina to sprint longer.
Strength
- Affects your total encumberance - This could just as well be handled by stamina (...no Stamina is the amount of energy availible, doesnt mean you can lift or more than a woodelf if your a nord)
- Affects your total Fatigue - Just let me increase my Stamina. (only on level up no variations in increase)
- Increases melee weapon damage - Can't my weapon skills do this? (yeah if you want one handers to do massive damage and maces to do less because you didnt perk them
Willpower
- Affects your total Fatigue - Just let me increase my Stamina. (sigh)
- Affects magicka regen rate - Not quite sure how this will be handled (oh my, your stuck?)

That's everything I believe. http://www.uesp.net/wiki/Oblivion:Attributes

Yeah, here is your http://img713.imageshack.us/img713/6686/tiapft.jpg. You just gotta pray hard enough.



.........Absolute win.......:lmao:

I'm adding that to future criticisms of the game when it comes out, this will be blatantly used lol!
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Miss K
 
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Post » Wed Mar 30, 2011 12:31 am

I for one am glad that attributes are gone, as well as the stupid "pick a class" thing early on in the game.


I 100% agree with Todd that when playing oblivion in the starting dungeon you are having fun killing monsters using a variety of tools available. But once you pick those class skills you feel stuck and forced to use them in order to level up (that and why use a blunt weapon when your blade skill is 25 and your blunt is only 5?).


The fallout 3 perks were awesome, and I just wished there was more and a greater variety. It seems Bethesda is truly plays their games as 280 is plenty and should be great!
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 8:23 am


The fallout 3 perks were awesome, and I just wished there was more and a greater variety. It seems Bethesda is truly plays their games as 280 is plenty and should be great!


If FO3, with its 92 perks including DLC's and quest perks of which you are not garunteed to get all of them in one play through are lacking Variety.

What makes you think 280 perks that are for skills, not quest perks will have more variety?
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Karen anwyn Green
 
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Post » Wed Mar 30, 2011 9:28 am

It bothers me a bit that everyone thinks of perks as Beth's great new invention, although they just copied something that RPGs had for decades and they could have had since TES I.
You know what I think would have been innovative on Beth's part? Removing Health and Magicka (yeah yeah, not a first one either, but rare). Those are the really unrealistic 'attributes', yet they axed all the other ones.



We don't think that it is a new invention, we think that its a better system=)
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El Khatiri
 
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Post » Wed Mar 30, 2011 3:12 am

.........Absolute win.......:lmao:

I'm adding that to future criticisms of the game when it comes out, this will be blatantly used lol!


Glad you liked it :)

Those who don't like redundancy shouldn't worry too much. I think there will soon be a mod that lets you skip all those overly complex things, so you get the same result in a more streamlined way.
You know. The things between you and the end credits. The game.

I've reached the point where I am profoundly annoyed by this argument from redundancy. I bet you also think having more than one gender is redundant because you can reproduce asixually. Yet sixual reproduction is responible for all the complexity of life we see today.
I think it was worth it.
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Dean
 
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Post » Wed Mar 30, 2011 2:07 pm

I loved perks in Fallout 3. They were neat and fun. Only thing I don't like that much is the name perk :P
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Solina971
 
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Post » Wed Mar 30, 2011 8:19 am

I loved perks in Fallout 3. They were neat and fun. Only thing I don't like that much is the name perk :P



Yeah, but I don't know what they would call it if not perks
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Haley Merkley
 
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Post » Wed Mar 30, 2011 10:18 am

Yeah, but I don't know what they would call it if not perks


Traits, abilities, Talents....
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lucy chadwick
 
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Post » Wed Mar 30, 2011 2:52 am

I've reached the point where I am profoundly annoyed by this argument from redundancy.


Just the other side is annoyed with the argument of this change is a"dumbing down" of the game. Unfortunately both sides will never see that they can't agree, and will just keep using the same arguments forever. Hooray for the internet.
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Andres Lechuga
 
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Post » Wed Mar 30, 2011 10:31 am

"doesn't mean you can take less damage" - Not... quite sure what you mean there.
"yeah but they are all the same for each instance..." - They were barely different before. I can't remember if it was Morrowind or Oblivion where specialization gave you a +10 boost to the two attributes, but that means either +20 health and +20 fatigue, +20 magicka and +10 fatigue, or +10 fatigue. Big deal, you'll probably be able to get that within a few levels.
"only when you level up, not as a result of bonuses" - Bonuses? I think you mean things like fortification? Like fortify/drain health/magicka/fatigue? Or do you mean how endurance affected your strength by giving you 1/10 in points at level up? So it's handled slightly differently now.
"your speechcraft doesn't mean your likeable" - "Speechcraft affects disposition, i.e., how people react to you and how much they like you. Speechcraft can also be used to lower the disposition of some NPCs below their aggression rating as an alternative to a Frenzy spell."
"Still doesn't mean your likable, a trader could treat you like an ass" - I just don't see why my haggling ability should be a composite of two closely related stats. That seems like a redundancy to me.
"because you don't talk to enemies" - So when exactly did they get to know my personality? Appearances are deceiving.
"...no Stamina is the amount of energy availible, doesnt mean you can lift or more than a woodelf if your a nord" - "stamina -noun - strength of physical constitution; power to endure disease, fatigue, privation, etc."
"yeah if you want one handers to do massive damage and maces to do less because you didnt perk them" - Ultimately when you're fighting with sharp or even blunt metal objects, your skill and experience with that particular type of weapon is more important than how much you can lift.
"oh my, your stuck?" - Let's keep the entire broken, redundant system just because it isn't immediately obvious about how to handle one little detail... yeah...

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Nikki Morse
 
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Post » Tue Mar 29, 2011 11:23 pm

Traits, abilities, Talents....



no, no, no......those don't cut it, it has to be called perks. There is no other way around it, it just has to be called perks.
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Céline Rémy
 
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Post » Wed Mar 30, 2011 10:37 am

Last post last page
I'll address your last points with this little snippit :P just because I am strong, doesn't mean I can be strong for long, just because I am brimming with Magicka, doesn't mean Im smart, just because I have a ships load of health, doesn't mean I can brush of damage with a laugh. Attributes did this, and if they were refined, they would do a hell of alot more. Life isn't about pressing buttons :P especially in a game thats telling you to live another world.


Hmm NOOOOOOOOOOOOOOOOOOOOOOO

I AM NOT saying keep the old Attribute system lol, I agree hold heartedly the old system was flawed, it needed work, but the plus fives and Attribute micromanaging was entirely due to Levelscaling, and players not wanting to have all their hardwork mean nothing because enemies skipped along with with you in strenght and equipment.

FIX it, I could easily bring up some intricate system on how Skills, Attributes and Perks could make an amazing interplay and give something the likes of which not witness in time immemorial, I don't have a Problem with perks stop addressing the otherside like they have an issue with perks, we're saying stop flushing the annoying Perk replaces attributes bit there are examples given to even the extent Todd Says Perks hold relations to Skills and that that relationship is supposed to "make up for" no attributes.

If the Old system was redundant then FIX it not axe it and Say Health Stamina and Magicka are Atrributes, they aren't. Attributes Made those bars what they were as well as effecting the Skills and aspects of the character, if it svcked, Change it, make it matter and have that fleshed out in the game, no one is going to recognize your a theif purely on perks, and why should perks say whether or not Im a theif in game? should not my Attributes and Skills of which impart are visible to the ingame chars state that Im a thief? why should I have to rely on spells to charm people and make them *think* Im a good person? is speechcraft not the art of acquiring information through Hostile or friendly vocabulary? what if my speechcraft svcks? I know a few Likable people who aren't eloquent in their choice of words, and since when is it bad to use simple words to get simple or even complex points across? Speech craft doesn't equate to a Good or Bad personality and is just another drop in the bucket to the *blank slate* business going on here.



no, no, no......those don't cut it, it has to be called perks. There is no other way around it, it just has to be called perks.



:lmao:
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 10:21 am

I haven't seen the HUD. I wonder if the health meter will look like a row of little hearts. Maybe you can get more hearts (increasing your health) from completing quests and finding them in secret places. At level up, if you choose to increase health, you can get an extra heart.
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Eoh
 
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Post » Wed Mar 30, 2011 6:25 am

I remember my little brother saying when he played Fallout for the first time...

"I wish Oblivion had perks!"
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Pants
 
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Post » Wed Mar 30, 2011 2:56 pm

I remember my little brother saying when he played Fallout for the first time...

"I wish Oblivion had perks!"



That is enough proof right here. A child's laughter lets us know when the Developers does something right.
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Laura-Lee Gerwing
 
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Post » Wed Mar 30, 2011 10:25 am

That is enough proof right here. A child's laughter lets us know when the Developers does something right.

Oh, let's not even go there :rolleyes:
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Siobhan Thompson
 
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Post » Wed Mar 30, 2011 8:59 am

I guess nobody cares about the perk system anymore.....my job is done=P
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Sammygirl500
 
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Post » Wed Mar 30, 2011 1:47 am

I know I am going to love this new system. With the attributes, sometimes I would catch myself focusing on leveling, rather than playing. I would level everything accordingly, so my character was perfected(every single attribute at 100). The new system will solve this for me, because it will be impossible to get every perk. I think this new system is going to work great.
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Zosia Cetnar
 
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Post » Wed Mar 30, 2011 4:58 am

What I dont get is how they will implement the attributes like agility and luck, which don't really fall under the three categories. Other than that, I really like the idea.

Perks for things like luck; like on FO3 how you could get perks that make you find more caps in containers, or have a much higher chance of getting a critical hit on an enemy amd a lot of agility/speed-type skills are in the Stamina category.
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Nicole M
 
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Post » Wed Mar 30, 2011 9:41 am

There's three ways attributes could be "fixed'.

One is making them more static, like in Fallout. This will never happen just because of the game's philosophy of evolving your character during the game, not character creation.

Second would be making attributes matter more, making them less redundant (yes, I went there), but that would require a big change in skills. Skills won't have numerical number or at least that won't matter as much on the usage, instead it would be perks that matter more.

Third, remove attributes, let the skills manage most of the parts (like always) by themselves. Oh wait... silly me this is "axing" not "fixing". How could I mix the two up?
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bimsy
 
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Post » Tue Mar 29, 2011 10:45 pm

I know I am going to love this new system. With the attributes, sometimes I would catch myself focusing on leveling, rather than playing. I would level everything accordingly, so my character was perfected(every single attribute at 100). The new system will solve this for me, because it will be impossible to get every perk. I think this new system is going to work great.


As long as they don't remove trainers, leveling won't change for me. At all. :shrug:

Maybe they should remove them. Their whole creed is that you get better in things you do, but I only got better in things I bought.
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Jessica White
 
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Post » Wed Mar 30, 2011 1:18 pm

Attributes are gone from the game, replaced by magicka, health and stamina. If you really really over simplify it, yes those three things are our new attributes. But they aren't attributes per ce, it's the root of them, as Todd says it.
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A Dardzz
 
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Post » Wed Mar 30, 2011 2:49 am

As long as they don't remove trainers, leveling won't change for me. At all. :shrug:

Maybe they should remove them. Their whole creed is that you get better in things you do, but I only got better in things I bought.

Not in Oblivion. You could only train 5 skill per level up and you needed 10 skill increases for a level.
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Micah Judaeah
 
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Post » Wed Mar 30, 2011 8:27 am

I completely understand the reasoning behind removing the stats, and it's a logic move, game-play wise. For me it really just kills part of the relationship I usually have with an RPG character. I wish they would go back to the old 3-18 range attribute system from ye RPGs of olde, without increases to those attributes except in under really special circumstances. That gives me a better picture of my character, and it also makes it a lot more exciting when you actually do get that +1 to Strength either from divine intervention, a potion or magic book or something you really fought hard to get. The automatic attribute increase at each level was useless and just made it all feel so automated.
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Sasha Brown
 
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Post » Wed Mar 30, 2011 1:00 pm

As long as they don't remove trainers, leveling won't change for me. At all. :shrug:

Maybe they should remove them. Their whole creed is that you get better in things you do, but I only got better in things I bought.

Well what next need to be removed from game also? Why all want remove some feature from game while better to fix it?
Trainers was fixed in Oblivion because of training sessions was limit per level, while in Morrowind no any limitations for training was besides money.
Trainer can teach unique perks, and can have unique quests and personalities, for example require sparring for combat perks, hunting for archery, brewing unique potion out rare ingredients, etc, not just train for money, also they can has training limit so cannot teach skill higher then they have by self or have skill requirement before PC can start learn from them.

BTW Intelligence overhaul mod add feature what change cost and number of training session per level according to character Intelligence, so character actually become smarter with Intelligence not just increase his Magicka limit like Todd say.
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Arnold Wet
 
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