IGNs newarticle

Post » Tue May 03, 2011 6:12 am

Whats next, they get rid of luck?
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Epul Kedah
 
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Post » Mon May 02, 2011 8:06 pm

Wouldn't work. Anybody can run fast or jump high in TES you just have to work at it. Why were they not just combined? Then we would have perks. Unless there are general perks and they just haven't announced them. Although that would seem to go against what they are saying.

You can raise health or magicka or stamina upon every level. The more you raise stamina the faster/longer you can run. Raise health and you can carry more. Raise magicka and willpower goes up. Makes sense. Plus we don't know what all the skills are yet, so one of them could very well govern speed. Makes sense. Thank you Beth.
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courtnay
 
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Post » Mon May 02, 2011 7:35 pm

Whats next, they get rid of luck?

Hopefully.
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Cassie Boyle
 
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Post » Tue May 03, 2011 12:00 am

You can raise health or magicka or stamina upon every level. The more you raise stamina the faster/longer you can run. Raise health and you can carry more. Raise magicka and willpower goes up. Makes sense. Plus we don't know what all the skills are yet, so one of them could very well govern speed. Makes sense. Thank you Beth.

Just because a character has a lot of stamina wouldnt mean he can automatically run faster. Plus, what about jumping? There was no reason to get rid of the skills. From your comments I can see that you'd be cool if they gave you a linear action game.
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Luis Longoria
 
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Post » Mon May 02, 2011 8:18 pm

There was no reason to get rid of the skills.

Yes you've made your point. More than once. It's obvious no matter what anyone says that is going to be your response. Sorry you feel that way.

Thanks Beth. I love your new system.
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roxanna matoorah
 
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Post » Mon May 02, 2011 8:29 pm

disappointed with the attributes, but i guess the develpoers know what theyre doing. great looking screens and nice info :) im happy
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Alex [AK]
 
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Post » Tue May 03, 2011 4:10 am

Well, what skills do we know of so far?

Combat:
1-Handed
2-Handed
Smithing

Stealth:
Marksman
Sneak
Alchemy
Speechcraft

Magic:
Destruction
Alteration
Restoration
Conjuration
Illusion
Enchant

Gone: Mysticism, Athletics, Acrobatics

With A+A gone, I fear we will see the return of Heavy Armor and Light Armor - two of the more redundant skills. However, I can't really think of useful perks for them. I hoped we could get rid of "no encumberance with heavy armor". If there were an armor skill, I'd rather have one for all types of armor, including unarmored.
Security is quite limited as well, unless they add more rewarding opportunites to open locks or disarm traps. And again, how many perks could there be? One lockpick lasts you a lifetime, hooray.
Mercantile is hopefully merged with Speechcraft. Hand-to-Hand and Block could make a return, but frankly I don't know if they should. H2H could go with 2-Handed combat, and I don't think blocking needs its own skill at all - not in a system where you further specialize your skills.

I really can't think of any useful skills besides the ones we know about, except athletics and acrobatics - and they definitely removed those. They said they want to remove redundant aspects of the game, but all skills left seem quite redundant to me.
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Andrea P
 
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Post » Mon May 02, 2011 10:02 pm

So we are not going to be able to jump high or run fast? Dumbest info release yet.

Pete confirmed that attributes have been folded into skill perks AND health/magicka/stamina.
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josh evans
 
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Post » Mon May 02, 2011 10:23 pm

So as you can see they had to get rid of Attributes in order to use this system. Basically Health replaces Endurance, Magicka replaces Intelligence, and Stamina replaces Willpower. Speed is at a set amount, Personallity is gone and probably will be focused on The Speechcraft skill or it's equilitent, The Radiant Story replaces luck, and the Weapon Skills replace Strength/Agillity


I was thinking that the article made it sound like Health, Magicka and Stamina are the actual attributes, which will absorb the role of the other attributes. Health might govern both strength and endurance; Magicka might govern intelligence and willpower; and Stamina might govern speed and agility so that increasing this base attribute also increases the respective "invisible" attributes. Either way, this system doesn't sound horrible. It sounds like we won't have to worry about number crunching in order to get the correct multiplier to max our stats.
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Portions
 
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Post » Tue May 03, 2011 12:30 am

Concerning the issue of removed attribute bonuses from enchanted items:

One way to replace them would be to make Fortify Skill enchantments more valuable. However, in Oblivion, there was no real effect when you pushed your skills above 100.
Do you think this will change in Skyrim?
And how would Speechcraft or Sneak at 200 even make sense?
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RAww DInsaww
 
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Post » Tue May 03, 2011 8:04 am

The orcs looks so cool, after seeing that i just might have to play an orc as my first character rather than a nord. THE DECISION IS SO HARD :shakehead:
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Anthony Rand
 
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Post » Mon May 02, 2011 11:43 pm

The orcs looks so cool, after seeing that i just might have to play an orc as my first character rather than a nord. THE DECISION IS SO HARD :shakehead:


orc orc orc! :hubbahubba: Now that we know what they look like I'm wondering what benefits they will get
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Hope Greenhaw
 
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Post » Mon May 02, 2011 7:46 pm

With A+A gone, I fear we will see the return of Heavy Armor and Light Armor - two of the more redundant skills. However, I can't really think of useful perks for them. I hoped we could get rid of "no encumberance with heavy armor". If there were an armor skill, I'd rather have one for all types of armor, including unarmored.
Security is quite limited as well, unless they add more rewarding opportunites to open locks or disarm traps. And again, how many perks could there be? One lockpick lasts you a lifetime, hooray.
Mercantile is hopefully merged with Speechcraft. Hand-to-Hand and Block could make a return, but frankly I don't know if they should. H2H could go with 2-Handed combat, and I don't think blocking needs its own skill at all - not in a system where you further specialize your skills.
Agreed, merging all armour-skills into a heavily specialization-dependent one would probably be the best approach here and quite realistic, too - a character who uses heavy armour a lot learns to move in lighter types as a matter of course and vice versa, but doesn't get much out of it unless she specializes in her chosen type.

By the same token, someone who's good at manipulation/persuasion can most likely bargain no worse, but for true mastery in either sub-talent she would have to dedicate her attention to that path.
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Sweet Blighty
 
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Post » Tue May 03, 2011 8:11 am

orc orc orc! :hubbahubba: Now that we know what they look like I'm wondering what benefits they will get

The Orc looks great, but so does that environment in that screen!
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luis dejesus
 
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Post » Tue May 03, 2011 7:17 am

I can't say this thing with the attributes is not worrying, but at the same time I can't help but to have faith in Bethesda since they have made 2 of my favorite games of all time. I guess time will the if they manages to implement the skill progression in a way that is satisfying, makes sense and gives enough depth.

Oh and the visuals truly look great, love everything about that Orc screen!
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Curveballs On Phoenix
 
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Post » Tue May 03, 2011 5:03 am

That Orc is fantastic! Two different eyeballs seam to be confirmed!
And that khajit is unbelivably cool too!
And thank Bethesda! Lanterns!
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Tom Flanagan
 
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Post » Tue May 03, 2011 5:08 am

great article although this worried me a bit.......

"Finally, we reach a room completely covered in spider webs – we know where this is going. Sure enough, a black, fanged arachnid the size of an SUV quickly emerges and sets about svcking our life out through some newly carved fangholes. Todd manages to wipe it out fairly quickly by spamming his Frost Rune – a spell that acts basically as a mine, drawing a mark on the ground and erupting in magical ice death when an enemy steps on it."

its one of the reasons i hate TES magic because you they apparently dont have any cooldowns on them again. this means you can just spam spells forever. i really wish they would look at cooldowns or limits like in DnD.
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Laurenn Doylee
 
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Post » Tue May 03, 2011 2:50 am

They probably changed how athletics and acrobats to balance out the combat. If you increase your stamina you move faster and there are likely perks that make you move faster. We just wont see our characters running 40mps and jumping 3 feet above our opponents while they are moving at a snails pace. Or I can be completely wrong about the perks and stamina part. They simply took those skills out to balance the combat. Not have you moving like the flash.
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Da Missz
 
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Post » Tue May 03, 2011 1:48 am

great article although this worried me a bit.......

"Finally, we reach a room completely covered in spider webs – we know where this is going. Sure enough, a black, fanged arachnid the size of an SUV quickly emerges and sets about svcking our life out through some newly carved fangholes. Todd manages to wipe it out fairly quickly by spamming his Frost Rune – a spell that acts basically as a mine, drawing a mark on the ground and erupting in magical ice death when an enemy steps on it."

its one of the reasons i hate TES magic because you they apparently dont have any cooldowns on them again. this means you can just spam spells forever. i really wish they would look at cooldowns or limits like in DnD.


Heck no that's one of the best things about the magic in TES.
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Nathan Risch
 
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Post » Mon May 02, 2011 9:22 pm

The orc and khajiit looked awesome. I'm glad orcs no longer have round basketball heads like in oblivion. ^_^ lol
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Laura Hicks
 
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Post » Tue May 03, 2011 9:49 am

Streamlining should not be synonymous with 'dumbing down'. It has been used as a euphemism for that, but in essence it is a positive thing.


The good thing I was referring to was the lack of any negative feedback, not a lack of lists. Personally I think you will still be able to view more than one item at a time in a 'list', and actually have to select it for the detailed 3D representation. But we'll have to wait and see...


The fact that the articles are all praise makes me leery of them. No game is all praise. Of course, if they said negative things about it now, Beth might not give them info next time.

As for lists and item info, if FO3 was anything like NV, then all you saw was the list of items and you had to click them to see any info. I, personally, don't like that. It takes longer to go through the list and look for things, be it comparing damage or armor between items, looking low/high condition items or whatever other reason you might have.
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Steven Hardman
 
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Post » Tue May 03, 2011 1:08 am

Not as big as Skyrim. Don't kid yourself.


What's your point? The reason Skyrim uses cells is so that it only has to load small bits of it at a time. So ultimately, it's probably handling similar levels of information at a time.
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Philip Lyon
 
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Post » Tue May 03, 2011 8:19 am

They simply took those skills out to balance the combat. Not have you moving like the flash.

The problem is, 'moving like the flash' is a perfectly appropriate combat tactic for many fighter types...
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Benito Martinez
 
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Post » Tue May 03, 2011 9:59 am

great article although this worried me a bit.......

"Finally, we reach a room completely covered in spider webs – we know where this is going. Sure enough, a black, fanged arachnid the size of an SUV quickly emerges and sets about svcking our life out through some newly carved fangholes. Todd manages to wipe it out fairly quickly by spamming his Frost Rune – a spell that acts basically as a mine, drawing a mark on the ground and erupting in magical ice death when an enemy steps on it."

its one of the reasons i hate TES magic because you they apparently dont have any cooldowns on them again. this means you can just spam spells forever. i really wish they would look at cooldowns or limits like in DnD.

Todd probably had everything maxed out for the demo.
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Alex Vincent
 
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Post » Tue May 03, 2011 9:48 am

Todd probably had everything maxed out for the demo.


i hope so..............if giant spiders can be killed just as easily as rats in the game...........oh wait. i HATE spiders. this might actually be good news for arachnaphobes like me. :) i just hope that it doesnt translate into other enemies as well. if i can kill giants by just spamming spells i will be sorely disappointed..........spiders its ok though and in fact i wouldnt mind them only having one hitpoint.
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Dalton Greynolds
 
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