How will the game world work without attributes?

Post » Tue Jan 11, 2011 6:08 am

What did luck do in Oblivion? Besides the worthless effective skill increase?


EDIT: I really do not see how mocking resistanceknight for absolutely no reason would help your cases either.

One thing is for sure: every time I bet money in the Imperial Arena and I used a luck spell I won.
Going there with a character with less luck points will most of the time end to you loosing the bet.
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Tyrone Haywood
 
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Post » Tue Jan 11, 2011 6:49 am

What did luck do in Oblivion? Besides the worthless effective skill increase?


EDIT: I really do not see how mocking resistanceknight for absolutely no reason would help your cases either.


luck effected every thing in a small way, its what adds a bit of dynamacy to the game. without luck you just get random loot based off of no particular information, with a luck level to act as a base to tell the game that you are a luckier than normal person your more likily to get better stuff. it also is good for people who prefer to do the automatic lockpicking function rather than manually doing it. it may not affect every thing in a dramatic way but it was one way how they added dynamacy to the game.
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Charlotte Henderson
 
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Post » Tue Jan 11, 2011 3:24 pm

meh... while being able to role-play someone is who "lucky" may not work out so well in Skyrim it should be designed around not being able to increase your "luck". So you will probably notice characters being a bit luckier on average, but not as lucky as they could be in Oblivion.
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GabiiE Liiziiouz
 
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Post » Tue Jan 11, 2011 12:07 am

What did luck do in Oblivion? Besides the worthless effective skill increase?


EDIT: I really do not see how mocking resistanceknight for absolutely no reason would help your cases either.




:facepalm: who says it needs to be exactly like Oblivion? new game, do something new with it...and ffs Resistance knight wasnt the only one Tieing Luck based on Skill perks.....and how is saying someone is silly when the concept of Luck and Skills are two different things Mocking? it wasnt even ment to be mocking, I swear.....I swear...
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Batricia Alele
 
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Post » Tue Jan 11, 2011 4:13 am

meh... while being able to role-play someone is who "lucky" may not work out so well in Skyrim it should be designed around not being able to increase your "luck". So you will probably notice characters being a bit luckier on average, but not as lucky as they could be in Oblivion.


thats fine if your not excited or want to role play as a lucky character, but other people will so they really shouldn't be excluded. and luck was not that easy to increase in OB, you had to select luck rather than one of the other three picks and you could only ever increase luck one point at a time since it had no governing skills. the best way for having high luck for a short time was using spells or potions but that doesn't really make a character a lucky character as much as it makes them a trickster alchemist or mage.
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Claire Jackson
 
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Post » Tue Jan 11, 2011 12:34 pm

Overall, I can not say that I am for or against attributes. You will become more effective with skills you use anyway and spells, items, effects can modify your stats the same without attributes. So... I guess it all just comes down to how BGS implements everything. Guess we will have to wait and see.
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JAY
 
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Post » Tue Jan 11, 2011 1:45 am

Overall, I can not say that I am for or against attributes. You will become more effective with skills you use anyway and spells, items, effects can modify your stats the same without attributes. So... I guess it all just comes down to how BGS implements everything. Guess we will have to wait and see.


well I don't get hyped about it any more because I know its happening, I mean I really hate that its happening and I can't say I trust bethesda to make a game that I like any more, but I am thinking that it will be possible for modders to fix it with the CK so :shrug: I really like what they are doing with skills, I mean making it so that there is a benefit to using all of them, I just wished that they kept attributes as well because they can't be replaced with perks (and they aren't, thats just a bs myth fan boys came up with) but are being replaced with the h/m/f attributes which just macro the old process which is imo going to make character creation a night mare.
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Gill Mackin
 
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Post » Tue Jan 11, 2011 6:41 am

and they aren't, thats just a bs myth fan boys came up with

Lol.
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Abi Emily
 
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Post » Tue Jan 11, 2011 3:52 am

There are now 3 Attributes and 18 skills
So instead of increase for example: Intelligence you increase Magica. The three attributes are Magica Stamina and Endurance.
So there are no more class system where you pick skills that you will raise to raise your level,
so now ANY skill increases your level, but higher skills level you up faster.
And when you finally level up you choose a perk and 1 of those 3 attributes that remain.
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Kahli St Dennis
 
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Post » Tue Jan 11, 2011 11:34 am

Possible Replacements
Agility: Stamina, Archery, Security, Sneak
Endurance: Health, Stamina
Intelligence: Magicka (absolutely a replacement), Conjuration, Alchemy, Enchanting
Luck: POINTLESS!
Personality: Speechcraft, Illusion
Speed: Stamina, Health, Sprinting ability
Strength: Stamina, One-handed, Two-handed, possibly Hand to Hand
Willpower: Magicka, Stamina, Alteration, Destruction, Restoration

I added skills (most are confirmed) for good measure. This is all speculation, of course.

I won't miss attributes at all, btw.
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Star Dunkels Macmillan
 
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Post » Tue Jan 11, 2011 6:21 am

There are now 3 Attributes and 18 skills
So instead of increase for example: Intelligence you increase Magica. The three attributes are Magica Stamina and Endurance.

It's Health, Magicka, and Stamina.
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Jamie Lee
 
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Post » Tue Jan 11, 2011 6:27 am

Lol.


what I said is exactly how it has happened. the devs never once said that perks were what was replacing attributes since perks already existed in OB, what is really replacing the old set of attributes is H/M/S. so like has been said, attributes still exist, just in the form of three macro attributes that have no governing skills.
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Miguel
 
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Post » Tue Jan 11, 2011 5:04 am

EDITED REPOST

Possible Replacements
Agility: Stamina, Archery, Security, Sneak
Endurance: Health, Stamina
Intelligence: Magicka (absolutely a replacement), Conjuration, Alchemy, Enchanting
Luck: POINTLESS!
Personality: Speechcraft, Illusion
Speed: Stamina, Health, Sprinting ability
Strength: Stamina, One-handed, Two-handed, possibly Hand to Hand
Willpower: Magicka, Stamina, Alteration, Destruction, Restoration

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Vahpie
 
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Post » Tue Jan 11, 2011 3:47 am

what I said is exactly how it has happened. the devs never once said that perks were what was replacing attributes since perks already existed in OB, what is really replacing the old set of attributes is H/M/S. so like has been said, attributes still exist, just in the form of three macro attributes that have no governing skills.

Very true, but the perks in Oblivion are no where near what the Skyrim perk system encompasses. Honestly, the perks in Oblivion are a joke.
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Tanika O'Connell
 
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Post » Tue Jan 11, 2011 12:31 pm

Very true, but the perks in Oblivion are no where near what the Skyrim perk system encompasses. Honestly, the perks in Oblivion are a joke.


there will be more of them, and you will pick them diliberatly rather than unlocking them, but thats were the difference will end :shrug:

Oh! except we will probably get some more good ones like the acrobatics perks that alter combat rather than the ones that just make your fatigue regenerate slightly faster. imo thats why I don't want any perks that replace features from attributes because that would be that many less perks that make the game fun rather than picking them for character development.
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Louise
 
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Post » Tue Jan 11, 2011 4:07 pm

Perks are based off the birthsigns. Gaining luck based of skill isn't how it works. You gain the luck by working hard on being a good theif. Once you become a theif good at picking the lock to get some loot, the stars "bless" you and help guide your way by giving you more luck.
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Rhi Edwards
 
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Post » Tue Jan 11, 2011 7:51 am

Perks are based off the birthsigns. Gaining luck based of skill isn't how it works. You gain the luck by working hard on being a good theif. Once you become a theif good at picking the lock to get some loot, the stars "bless" you and help guide your way by giving you more luck.


can you provide us a link to an artical or interview in which any of this was said?
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Wane Peters
 
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Post » Tue Jan 11, 2011 5:55 am

Yes it added a minimal amount to everything.

CAN YOU FEEL THE DEPTH AND VARIETY THAT WOULD BRING?

Actually it did more than that. It effected everything of chance. It did even more in Morrowind. It should be implemented and added on to, not cut.
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Nany Smith
 
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Post » Tue Jan 11, 2011 3:34 am

Actually it did more than that. It effected everything of chance. It did even more in Morrowind. It should be implemented and added on to, not cut.


The concept of a Luck attribute is contradictory. Luck should be random, not defined by a number.
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Jessica Colville
 
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Post » Tue Jan 11, 2011 2:21 am

Hey, I'm hoping someone can help me, I'm not up to date with all the press releases and Skyrim info that is floating around on the internet but I keep reading about the replacement of attributes with "perks". So I was just thinking, how will the world of Skyrim work without attributes?

What I mean is, how are they going to address the situations from the old TES games that required attributes to work?? Or have I missed something??

Theres 3 attributes: Health, Magicka, Stamina/Fatigue
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Queen Bitch
 
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Post » Tue Jan 11, 2011 12:10 pm

The concept of a Luck attribute is contradictory. Luck is random, not defined by a number.

It has to be defined in a scale, hence the numbers. Representations through variables, its what makes an RPG. Every reason to have luck and no reason not to. Cutting it makes the game more linear.
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Hilm Music
 
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Post » Tue Jan 11, 2011 1:16 am

can you provide us a link to an artical or interview in which any of this was said?


http://www.1up.com/previews/elder-scrolls-skyrim-seven-things-need-to-know?pager.offset=1

I know Todd talked about how the birthsigns were twisted, and now they're simply consilations that guide your character's path rather than choosing them right off the bat. Can't find that interview for the life of me though.

Anyway, putting aside if its a good idea to do that to birthsigns and atributes or not, I was just trying to show how there could be a way to increase luck even without the atribute there. Not all the perks have to be clear cut, you gaining a new move or ability. They could be a little more mystic in nature too, if they so wish to take it that far.

My point at the end of the day though, is that a Security perk that increased the gold you find in the stuff you open isn't so crazy.
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Lakyn Ellery
 
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Post » Tue Jan 11, 2011 12:52 pm

http://www.1up.com/previews/elder-scrolls-skyrim-seven-things-need-to-know?pager.offset=1

I know Todd talked about how the birthsigns were twisted, and now they're simply consilations that guide your character's path rather than choosing them right off the bat. Can't find that interview for the life of me though.

Anyway, putting aside if its a good idea to do that to birthsigns and atributes or not, I was just trying to show how there could be a way to increase luck even without the atribute there. Not all the perks have to be clear cut, you gaining a new move or ability. They could be a little more mystic in nature too, if they so wish to take it that far.

My point at the end of the day though, is that a Security perk that increased the gold you find in the stuff you open isn't so crazy.


there are 3 main nebulae if i'm remembering right, the warrior thief and mage. the perk trees are located in their respective nebula

ex:

two handed perk tree is found on the warrior nebula

marksman perk tree is found on the thief nebula

destruction perk tree is found on the mage nebula



"Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher.

Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world."


http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/28/skyrim-menu-system-overhaul.aspx
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Sam Parker
 
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Post » Tue Jan 11, 2011 3:10 pm

http://www.1up.com/previews/elder-scrolls-skyrim-seven-things-need-to-know?pager.offset=1

I know Todd talked about how the birthsigns were twisted, and now they're simply consilations that guide your character's path rather than choosing them right off the bat. Can't find that interview for the life of me though.

Anyway, putting aside if its a good idea to do that to birthsigns and atributes or not, I was just trying to show how there could be a way to increase luck even without the atribute there. Not all the perks have to be clear cut, you gaining a new move or ability. They could be a little more mystic in nature too, if they so wish to take it that far.

My point at the end of the day though, is that a Security perk that increased the gold you find in the stuff you open isn't so crazy.


now could you explain what that link had to do with any thing.

okay, you were giving an example in which you thought it could be implemented, not saying that that was how it was as of OB or how it was going to be in SK (based on interviews). for a moment I thought you were...
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Taylah Haines
 
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Post » Tue Jan 11, 2011 1:25 am

The concept of a Luck attribute is contradictory. Luck should be random, not defined by a number.


It has to be defined in a scale, hence the numbers. Representations through variables, its what makes an RPG. Every reason to have luck and no reason not to. Cutting it makes the game more linear.


What do you think skills are for? Weak argument. :facepalm:
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Franko AlVarado
 
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