So far, my only criticism is the lack of attributes.

Post » Wed Mar 30, 2011 12:46 am

And on the OP's point: what's the difference between achieving 100 strength and achieving 100 weapon skill and getting all the perks in it?


Strength also did affect a character's encumberence and fatigue total, however fatigue can be moved to Stamina.
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Katey Meyer
 
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Post » Wed Mar 30, 2011 8:55 am

It was actually pretty fun conversation in this thread until certain people came in <_<

Hey, i'm contributing to the thread. Was that directed at me?
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J.P loves
 
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Post » Wed Mar 30, 2011 2:25 pm

This "I can't roleplay without attributes" is still elude me. Why do you need a number to remind you about some characteristics of your character?

It could hinder even hinder it, for example because intelligence is mainly a magic attribute, playing an intelligent non-magic warrior wasn't really a good idea. To help your RP you could add a little bit of intelligence to your character after every level up, but you would lose some valuable points you could've spent on more important things for a warrior like strength or endurance. And why would you raise the intelligence anyway? The game doesn't care about your RP, points spent on intelligence will be wasted if you won't use magic, or any related skills, which in a Warrior's case is quite possible.

So without attributes why shouldn't Skyrim be called an RPG? What attributes do anyway? They make the characters different from each other. The same thing can be done with skills and perks. You could say that there won't be as many combinations as there would be with attributes, but I don't think that's true. Oblivion had attributes, different characters will still feel similar just with different attributes.
So if Skyrim's an "action-adventure game" then I think all TES games were "action-adventure games" ever since Arena.

And on the OP's point: what's the difference between achieving 100 strength and achieving 100 weapon skill and getting all the perks in it?


Skill's going to be better, it's the actual skill itself. Strength's just an attribute that makes it better. That's my idea of it, anyway.
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gemma
 
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Post » Wed Mar 30, 2011 12:05 am

This "I can't roleplay without attributes" is still elude me. Why do you need a number to remind you about some characteristics of your character?

It could hinder even hinder it, for example because intelligence is mainly a magic attribute, playing an intelligent non-magic warrior wasn't really a good idea. To help your RP you could add a little bit of intelligence to your character after every level up, but you would lose some valuable points you could've spent on more important things for a warrior like strength or endurance. And why would you raise the intelligence anyway? The game doesn't care about your RP, points spent on intelligence will be wasted if you won't use magic, or any related skills, which in a Warrior's case is quite possible.

So without attributes why shouldn't Skyrim be called an RPG? What attributes do anyway? They make the characters different from each other. The same thing can be done with skills and perks. You could say that there won't be as many combinations as there would be with attributes, but I don't think that's true. Oblivion had attributes, different characters will still feel similar just with different attributes.
So if Skyrim's an "action-adventure game" then I think all TES games were "action-adventure games" ever since Arena.

And on the OP's point: what's the difference between achieving 100 strength and achieving 100 weapon skill and getting all the perks in it?


About the only thing I can think of is stat checks in dialogue & quest choices. (Like in Fallout - you can make different replies to Moira about the survival guide, if you've got high Int, Str, Cha, etc....)

Of course, like you say, alot of those things might not fit your character if the choices are aligned towards the "type" of character that normally has a high stat there. (i.e, if all the "high Int" responses were magical instead of just smart.)


Other than that? Yeah, it seems more rollplaying than roleplaying. :shrug:
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Farrah Lee
 
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Post » Wed Mar 30, 2011 7:05 am

Skill's going to be better, it's the actual skill itself. Strength's just an attribute that makes it better. That's my idea of it, anyway.


Yeah the attributes were like a modifer to a particular skill damage like Blade with Strength and also also some of the attributes did different things.
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2011 1:33 am

Hey, i'm contributing to the thread. Was that directed at me?


no, to some people that came in after :hugs:

It was a little out of context bc you changed what you said and I didn't notice lol
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~Amy~
 
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Post » Wed Mar 30, 2011 7:57 am

@Faulgor
People don't really want efficiency, they want more organic gameplay

Organic is not really nailing it I think - I mean, those who want attributes to stay also want organic gameplay; but what does it actually mean when put into practice?

I'm just wondering where this term of "natural evolution" comes from, becaue it doesn't make any sense, yet is repeated like a mantra.
Why call it natural evolution when it isn't; you could say it is like the natural evolution, but then why not just call it evolution?
And what does it adapt to by evolving? Nothing evolves just for the sake of it, it adapts to a certain environment, it's a test of traits, not another step towards a defined end goal.
And why bring it up when talking about the removal of "redundant" things? Removing redundancies is not an inherent trait of evolution, it can happen when it contributes to the survival, but it's much more common to build on redundancies than removing them.
The term itself does not mean anything without further explanation. :shrug:

Thanks for ignoring the rest of my post.

Urm, no problem?
Thanks for not contributing to the discussion.
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Brentleah Jeffs
 
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Post » Wed Mar 30, 2011 9:08 am

Well, attributes seem to be a popular topic, I know that for sure. But still, it's going to change the game more then a little bit, isn't it?
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RaeAnne
 
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Post » Wed Mar 30, 2011 12:52 pm

Not my fault, i was attacked, so why are you blaming me? I think the new system is going to allow for way more diversity with the 250+ perks. Sure, putting points into attributes is fun for a while, but it becomes very redundant. It's what we call "natural evolution".

"But he started it!"

:rofl:
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Jamie Moysey
 
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Post » Wed Mar 30, 2011 2:00 am

Organic is not really nailing it I think - I mean, those who want attributes to stay also want organic gameplay; but what does it actually mean when put into practice?

I'm just wondering where this term of "natural evolution" comes from, becaue it doesn't make any sense, yet is repeated like a mantra.
Why call it natural evolution when it isn't; you could say it is like the natural evolution, but then why not just call it evolution?
And what does it adapt to by evolving? Nothing evolves just for the sake of it, it adapts to a certain environment, it's a test of traits, not another step towards a defined end goal.
And why bring it up when talking about the removal of "redundant" things? Removing redundancies is not an inherent trait of evolution, it can happen when it contributes to the survival, but it's much more common to build on redundancies than removing them.
The term itself does not mean anything without further explanation. :shrug:



I can understand where you are coming from, but a lot of people did criticize that gameplay wasn't organic enough. What did Bethesda do? They came up with their own solution, doesn't make it bad though. We are just going to have to see if they were right in their decision. In this world, there is plenty of roads to take to make a game better and this the road they happen to take. You can't get mad and decide that they ruining the game because they didn't take the route you wanted.
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sunny lovett
 
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Post » Wed Mar 30, 2011 12:59 am

In Ob I modded the attribute system significantly. In the stock game you started out weak, stupid, annd clumsy and ended up strong, brilliant, and a vertiable acrobat. My change was to set the character more firmly at game start. You started the game with many more attribute points but added to them much less frequently. You could not reach 100 in everything, or even come close, so you had to decide what your character was going to be.

That is one aspect of P&P D&D that I miss. When I rolled a character's attributes that was pretty much it. You had defined the core attirbutes of your character. You could in D&D gain an attribute point on a rare occasion, but not very often. The leveling part was about skill acquisition and not character alteration.

Anyway, one man's PoV. I made mods that utterly changed Ob and enjoyed the heck out of it as a result. Most people wouldn't like them and bethesda has to sell to most people. Give me a wide open world and a construction set and I'm happy.
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JaNnatul Naimah
 
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Post » Wed Mar 30, 2011 9:19 am

I'd withhold criticisms, good or bad, until the game is released. I'm not too sure how fair it is to judge dynamics of a game that you haven't played, especially when we have no idea how it'll play.

not trying to bash your post, i just disagree
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Jesus Sanchez
 
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Post » Wed Mar 30, 2011 1:28 am

I'd withhold criticisms, good or bad, until the game is released. I'm not too sure how fair it is to judge dynamics of a game that you haven't played, especially when we have no idea how it'll play.

not trying to bash your post, i just disagree



exactly :celebration:
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Fanny Rouyé
 
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Post » Wed Mar 30, 2011 10:15 am

In Ob I modded the attribute system significantly. In the stock game you started out weak, stupid, annd clumsy and ended up strong, brilliant, and a vertiable acrobat. My change was to set the character more firmly at game start. You started the game with many more attribute points but added to them much less frequently. You could not reach 100 in everything, or even come close, so you had to decide what your character was going to be.

That is one aspect of P&P D&D that I miss. When I rolled a character's attributes that was pretty much it. You had defined the core attirbutes of your character. You could in D&D gain an attribute point on a rare occasion, but not very often. The leveling part was about skill acquisition and not character alteration.

Anyway, one man's PoV. I made mods that utterly changed Ob and enjoyed the heck out of it as a result. Most people wouldn't like them and bethesda has to sell to most people. Give me a wide open world and a construction set and I'm happy.


I do agree that was the main flaw with Oblivion was that you could reach 100 in attributes pretty easy and the govern skill/useless skill in order to get a +5. I think 1 or 2 attributes getting to 100 would've been better. I like my idea of having an automatic +5 in an attribute but only every 5 levels and having it be a 20-50 attribute system instead of a 30-100.
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Sherry Speakman
 
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Post » Wed Mar 30, 2011 10:09 am

I can understand where you are coming from, but a lot of people did criticize that gameplay wasn't organic enough. What did Bethesda do? They came up with their own solution, doesn't make it bad though. We are just going to have to see if they were right in their decision. In this world, there is plenty of roads to take to make a game better and this the road they happen to take. You can't get mad and decide that they ruining the game because they didn't take the route you wanted.

I'd never say that they objectively changed the game for the worse. Of course, everything is just my opinion, and I still fully expect Skyrim to be better than Oblivion.

I'd withhold criticisms, good or bad, until the game is released. I'm not too sure how fair it is to judge dynamics of a game that you haven't played, especially when we have no idea how it'll play.

not trying to bash your post, i just disagree

Oh, make no mistake, there will still be enough criticizm after release. :P
Of course nobody is speaking any final verdicts here, but what are you supposed to do while waiting for the game of the year?
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 12:39 am

I'd never say that they objectively changed the game for the worse. Of course, everything is just my opinion, and I still fully expect Skyrim to be better than Oblivion.


Oh, make no mistake, there will still be enough criticizm after release. :P
Of course nobody is speaking any final verdicts here, but what are you supposed to do while waiting for the game of the year?



Oh ok, my bad. no hard feelings? :thumbsup:
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 6:13 am

Being a long-time Elder scrolls player, I really think that removing some of the attributes is a bad idea. It's sure going to give me less control over my character's strength, for example. Not gonna get that feeling of "Hell yeah, strength 100, he'll beat the living daedric souls out of anyone who tries to kill him."

Not too good, Bethesda. Not enough to stop me from buying this, though.

Give some contructive criticism, at least. This is just a plain complain.
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Chris Duncan
 
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Post » Wed Mar 30, 2011 9:40 am

forgiven if gamplay is better :mohawk:

It won't, it will just make it easier for people who are too lazy to read what attributes do. :swear:
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Saul C
 
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Post » Wed Mar 30, 2011 2:08 am

This "I can't roleplay without attributes" is still elude me. Why do you need a number to remind you about some characteristics of your character?

It could hinder even hinder it, for example because intelligence is mainly a magic attribute, playing an intelligent non-magic warrior wasn't really a good idea. To help your RP you could add a little bit of intelligence to your character after every level up, but you would lose some valuable points you could've spent on more important things for a warrior like strength or endurance. And why would you raise the intelligence anyway? The game doesn't care about your RP, points spent on intelligence will be wasted if you won't use magic, or any related skills, which in a Warrior's case is quite possible.

Ahhh please don't confuse attributes as system and flawed implementation of attributes what was done by devs, if they cant implement attributes in better way thats not problem of Attribute system, thats problem of implementation.
I mentioned some threads ago mod Intelligence overhaul what expand features of intelligence furtherer then just increase of Magicka.

So without attributes why shouldn't Skyrim be called an RPG? What attributes do anyway? They make the characters different from each other. The same thing can be done with skills and perks. You could say that there won't be as many combinations as there would be with attributes, but I don't think that's true. Oblivion had attributes, different characters will still feel similar just with different attributes.
So if Skyrim's an "action-adventure game" then I think all TES games were "action-adventure games" ever since Arena.

First person, action role-playing, sandbox actually, and yes Oblivion has most bad implementation of attributes in series.
And on the OP's point: what's the difference between achieving 100 strength and achieving 100 weapon skill and getting all the perks in it?

Difference?
Oh well don't try disassemble blocks of RPG by parts and try put them against each other, attributes skills and perks work in synergy if implemented well, its the same if some one take spinal cord and brain from organism and then say thats brain not needed at all, because spinal cord control movement also.
Attributes are natural abilities you born with them and then they grown, your skills and perks is acquired abilities you learn them, remove attributes and you remove your natural side, its that same if races was axed.
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GEo LIme
 
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Post » Tue Mar 29, 2011 11:48 pm

Defined attributes would have been best.

Something like SPECIAL system in Fallout, oh well...
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john page
 
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Post » Wed Mar 30, 2011 10:26 am

Ahhh please don't confuse attributes as system and flawed implementation of attributes what was done by devs, if they cant implement attributes in better way thats not problem of Attribute system, thats problem of implementation.
I mentioned some threads ago mod Intelligence overhaul what expand features of intelligence furtherer then just increase of Magicka.


First person, action role-playing, sandbox actually, and yes Oblivion has most bad implementation of attributes in series.

Difference?
Oh well don't try disassemble blocks of RPG by parts and try put them against each other, attributes skills and perks work in synergy if implemented well, its the same if some one take spinal cord and brain from organism and then say thats brain not needed at all, because spinal cord control movement also.
Attributes are natural abilities you born with them and then they grown, your skills and perks is acquired abilities you learn them, remove attributes and you remove your natural side, its that same if races was axed.


I do agree that the design of the attributes was a main flaw not the attributes themselves. Strength determining encumberence isn't bad but you shouldn't need to put points into Hand To Hand when your a Blade Specialist just to get a +5. Hence why Automatic +5 every 5 levels is a better idea.
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Stephanie Kemp
 
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Post » Wed Mar 30, 2011 12:13 am

Oh, make no mistake, there will still be enough criticizm after release. :P
Of course nobody is speaking any final verdicts here, but what are you supposed to do while waiting for the game of the year?

speculation isn't the same thing as criticism. i understand voicing concerns and excitement, but not judging it.

i've learned my lesson. i wrote OB off the first time i saw my friend play it, but i ended up sinking over 100 hours into the life-vacuum!
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Judy Lynch
 
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Post » Wed Mar 30, 2011 10:16 am

I don't need to say Perks are bad or good because thats a change, if anything addition, and some people think when you say perks /= Attributes, you are immediately saying perks are an abomination, nowhere in any of my posts do i say perks are Bad, And Im jumping to conclusions kk.


when I say Perks are beneficial Im alluding to the fact that (and I love how my first post was Ignored considering H/M/S not being Attributes but BARS that display your STATUS not what your character can and cannot do) attributes ensure your not the jack of all trades IF DONE PROPERLY (I.E NOT LIKE OBLIVION) Perks you just choose to add to your character, there is no downfall beyond Ups I didn't get that so I'm mortally screwed and Can't fight so and so properly.

if one doesn't need "numbers" (mind you the entire game is about numbers :teehee: ) to RP, then how are Numbers inhibbiting you from rping?


what about Diseases? lewl are diseases going to start effecting Skills now? I have the sniffles so I get -10 with 1 Handed weapons? lol?

What about Alchemy?

Enchanting? is everything going to be purely damage dealing based? and that the player can know no downfalls beyond other enemies? so environmental hazards and diesases are even less of a threat than they were in Oblivion?



Mmmmk
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Kayleigh Mcneil
 
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Post » Wed Mar 30, 2011 6:45 am

Honestly I never felt like strength really increased my damage anyway
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Euan
 
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Post » Wed Mar 30, 2011 2:08 pm

Being a long-time Elder scrolls player, I really think that removing some of the attributes is a bad idea. It's sure going to give me less control over my character's strength, for example. Not gonna get that feeling of "Hell yeah, strength 100, he'll beat the living daedric souls out of anyone who tries to kill him."

Not too good, Bethesda. Not enough to stop me from buying this, though.


We'll all buy it. Most of us will likely rage.

When will these companies stop with this dumbing down (even if they can argue its not a dumb down?).

Perception means something; the perception of removing stats is: DA2 all over again.
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Milad Hajipour
 
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