endgame skill requirements

Post » Mon Apr 25, 2011 7:11 am

i remember the first character i played in morrowind he was a BA kajit archer with my trusty backup longsword and while i could tear through anyone in my path to world domination i was utterly useless with blunt and shortsword but there i was walking around for threee hours hitting people hundres of times just to level them up when i just finnaly wanted to beat it

how would we all feel if they were to do something like that again at the end of skyrim ( i know highly unlikely as dragon shouts will probably have more to do with defeating alduin than the normal skill but hey it could happen)
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Vivien
 
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Post » Mon Apr 25, 2011 10:13 am

All you had to do with Shunder and Kneeling was hit the heart. You really didn't need to level up those skills to beat the main quest. I don't think you should have to have certain skills at a high level to beat the main quest in Skyrim. That would force players to use certain skills, and that's not good.
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luis ortiz
 
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Post » Sun Apr 24, 2011 11:57 pm

i do think they should bring back having to have a certain skill set and proficiency to work your way up in a guild.
in oblivion it took zero effort to be the head of every single faction, and once you were you felt just as powerful and special as when you started.

it adds length/replay value, and gives you the feeling that they don't let just anyone at that level of the guild.
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Matthew Barrows
 
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Post » Mon Apr 25, 2011 5:01 am

i do think they should bring back having to have a certain skill set and proficiency to work your way up in a guild.
in oblivion it took zero effort to be the head of every single faction, and once you were you felt just as powerful and special as when you started.

it adds length/replay value, and gives you the feeling that they don't let just anyone at that level of the guild.



It would make sense for guilds to have skill requirements, but the OP is talking about the main quest having skill requirements, and that's not good.
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Paul Rice
 
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Post » Sun Apr 24, 2011 7:43 pm

guild requirements: Yes

MQ requirements other than overall power: No
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Joie Perez
 
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Post » Mon Apr 25, 2011 12:43 am

guild requirements: Yes

MQ requirements other than overall power: No

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Lillian Cawfield
 
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Post » Mon Apr 25, 2011 6:58 am

I don't think all guilds should have skill requirements. As far as you are useful to the guild...

I think the only guild apearing in any TES game until now, that need to have skill requirements is the mages guild, as is focused in the study of magic itself. Should they add craftman's guilds or a fencer's guild (focused in swordplay not in merc works like fighter's guild), it would be justified to put skill requirements.

About main quest, no. There shouldn't be skill requirements.
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Ella Loapaga
 
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Post » Mon Apr 25, 2011 9:49 am

It would make sense for guilds to have skill requirements, but the OP is talking about the main quest having skill requirements, and that's not good.

agreed
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Bedford White
 
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Post » Sun Apr 24, 2011 8:14 pm

Getting into the guild would mean you should have a skill that's high enough, or enough fame (infamy if its one of those kinda guilds) to join. Once your in, it shouldn't matter as long as you are useful.

And instead of a number check, I'd much rather have an actual test. Be it a writen one for the mages guild, or a cave to clear for the fighters guild that's set at a certon level. The computer checking the number of a skill is boring and unimaginative and not very realistic. You shouldn't be able to look at a guy and for some reason know they have a 54 in alteration. You should hand them an alteration scroll that needs you to have a skill of 54 to use. Or something along those lines.
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Kate Murrell
 
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Post » Sun Apr 24, 2011 6:50 pm

Getting into the guild would mean you should have a skill that's high enough, or enough fame (infamy if its one of those kinda guilds) to join. Once your in, it shouldn't matter as long as you are useful.

And instead of a number check, I'd much rather have an actual test. Be it a writen one for the mages guild, or a cave to clear for the fighters guild that's set at a certon level. The computer checking the number of a skill is boring and unimaginative and not very realistic. You shouldn't be able to look at a guy and for some reason know they have a 54 in alteration. You should hand them an alteration scroll that needs you to have a skill of 54 to use. Or something along those lines.

True. it's basically a skill check (This is a Hard lock, open it with magic to rank up means you need to have a high enough Alteration to open it) but it seems realistic.
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Connie Thomas
 
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Post » Mon Apr 25, 2011 9:19 am

True. it's basically a skill check (This is a Hard lock, open it with magic to rank up means you need to have a high enough Alteration to open it) but it seems realistic.


It wouldn't even be that hard to come up with some cool ideas. Its always jarring when npc's bring up numbers. If it were up to me, things like atributes and skills would all be under the hood...but that's just me. The guild master shouldn't say, "You're been the most active member I've ever seen in the guilds. Its obvious you love your work, and you do it very well. But you see, your destruction skill is only a 20. Get that to a 35 and we'll talk."

They should say, "You're been the most active member I've ever seen in the guilds. Its obvious you love your work, and you do it very well. I think I'll give you the test to see if you're ready to rank up. If you think you're ready, go ask for a D rank dual in the training room. Bruno will set you up with another mage, and you'll both dual."

And then in the dual, if you win or at least use a spell that requires your destruction to be over 35, you'd advance. It sure would be a whole lot more fun than a skill check.
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Liv Staff
 
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