I increased my character's intelligence so he would be more

Post » Wed Mar 30, 2011 4:09 am

Well you are not right, attributes work as base for skills, govern them and account of chances were skill was used, attributes was not just number in-between, they was fundamental and basis of skills and parameters,

We lost basis, we lost even more variability in game, we lost an fundamental feature of RPG thats represent our character uniqueness.

Attributes only gave a tiny hidden boost to skills that was completely ignored once you reached 100 in a skill anyway cause skill values were capped at that. Nothing more or less.

Just think about this
No more variability in spells since many spell effects was based on attributes,
No more variability in enchanting by the same reason

If by "many" you mean "none", yeah.

No more variability in alchemy, forge about such classical stat based potions

Alchemy potion strength will be decided by your alchemy skill. Train Alchemy, get better pots. The Int bonus for alchemy from Morrowind was broken like hell anyway. Stat potions will be lost, and so what? There's no attributes so no need for such potions that's all.

No more variability in poisons what poisons will affect now our characters.

What? The only things that affected poisons was poison resist and magic resist if the poison source was a spell or enchantment.

No more variability in disease they was interesting feature of TES

I'm not sure I follow you here. Diseases just drained your attributes and skills over time with no varying factor
No more variability in requirements for guilds
No more variability in skill chances checks

Did you even play Oblivion? There's NO skill chances checks. Heck there's barely no chances checks left and it isn't exactly a bad idea either.
And many other features thats will go with attributes, oh well I hope on better dialogues thats involves more checks thats will expand dialogue system in Skyrim,

Skills can expand dialogs as much as attributes. Both happened in the Fallout games.
but now I feel the will be similar to JRPG when activating NPC again will work like ask more instead of classical dialogue tree.

Are you drunk or something? When was last time you talked to an NPC twice in a TES and he didn't just say the exact same things each time and what the heck does it have to do with attributes removal in the first place?
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue Mar 29, 2011 11:32 pm

Surely as the player avatar is a persona of yourself, the avatars intelligence should be based on you own.
But its not ~for many (hopefully most). The fundamental idea behind role playing is to experience the world |a world, (or just existence) as a different person or creature, and how they react to the world; not as one's self.

If I'm role playing a character who is not mechanically inclined and has never tried picking a lock ~then I cannot base it on me; and I should play it without any (of my own) familiarity with locks and other machines.

On the flip side... If I'm roleplaying a master thief who is very mechanically inclined and an absolute expert with locks, then I can't base it on me either, because the character has skills and habits that are not my own.
(This is why I dislike the lock pick game, as the master thief should be able to handle any lock without help, and should not be subject to my mistakes in the minigame; while the novice should not be able to get past locks because I happen to have been able to open them.)

This also goes for a socially adept merchant that can wrap a mark around his finger and sell them the bridge into town ~again, this couldn't (and shouldn't) be based on me, but on the unique character that I am roleplaying. Its the idea that they would do something, because they were [personally] good at it and would likely succeed, where another might usually fail.
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Wed Mar 30, 2011 4:46 am

Well there is an problem, Skyrim is not Pen and Paper RPG, its computer game thats model some parts of Pen and Paper RPG and additionally add actions component, as all computer based RPG it will have certain limitation for complete roleplay.
Smart warrior and dumb barbarian have the same combat skills, both train two handed weapons for example, both can furious in combat, difference will be in reaction in dialogues but does TES before make dialogues depend of attributes and skills or include large selection of PC answers? No it was so rare then saying about realization of our character via dialogues will be very hard, oh hell Oblivion even mostly not provide any choices and consequences to quest.
But if there will be more attributes skills and other checks, if dialogues will not so plain, if quests was not so straight and have more branches, we can roleplay character better.

Except "traditional" dialogues were never a strong point of the TES series. Dialogue choices were always more generalised more like just keywords other than full sentences. This is done for the sake of more freedom, otherwise there would be pre-set conversation options everywhere, leading closer to the Dragon Age 2 category, which as I think not many people liked in this forum.

So I doubt we'll see a more improved dialogue system in TES any time soon.
Well you are not right, attributes work as base for skills, govern them and account of chances were skill was used, attributes was not just number in-between, they was fundamental and basis of skills and parameters,

No, that's Fallout.

In Fallout if you raise an attribute you can see the skills rising, in TES you don't see anything because these bonuses only apply when you use the skill, but the skill level has a stronger effect on your actions than attributes.
We lost basis, we lost even more variability in game, we lost an fundamental feature of RPG thats represent our character uniqueness.
Just think about this
No more variability in spells since many spell effects was based on attributes,
No more variability in enchanting by the same reason
No more variability in alchemy, forge about such classical stat based potions

No more variability in requirements for guilds

Skill level add variety.
No more variability in poisons what poisons will affect now our characters.
No more variability in disease they was interesting feature of TES

There were no variability in poisons or diseases, ever. You only had a chance to get poisoned/infected depending on endurance and disease/poison resistance, but if you're hit the effects were the same.
No more variability in skill chances checks

What skill chance check?
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Wed Mar 30, 2011 2:41 am

Attributes only gave a tiny hidden boost to skills that was completely ignored once you reached 100 in a skill anyway cause skill values were capped at that. Nothing more or less.


If by "many" you mean "none", yeah.


Alchemy potion strength will be decided by your alchemy skill. Train Alchemy, get better pots. The Int bonus for alchemy from Morrowind was broken like hell anyway. Stat potions will be lost, and so what? There's no attributes so no need for such potions that's all.


What? The only things that affected poisons was poison resist and magic resist if the poison source was a spell or enchantment.


I'm not sure I follow you here. Diseases just drained your attributes and skills over time with no varying factor

Did you even play Oblivion? There's NO skill chances checks. Heck there's barely no chances checks left and it isn't exactly a bad idea either.

Skills can expand dialogs as much as attributes. Both happened in the Fallout games.

Are you drunk or something? When was last time you talked to an NPC twice in a TES and he didn't just say the exact same things each time and what the heck does it have to do with attributes removal in the first place?


You are focusing too much on Oblivion while ignoring what attributes can do in potential, and did do in other games.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Wed Mar 30, 2011 1:05 am

Here's one issue with removing stats: No chance for stat-based dialogue or options checks. In Fallout 3 or New Vegas, lots of options opened up based on stats, and without intelligence, you are going to not have a stat on which an option could be measured against. Of course, I guess the reverse of that is that people don't like being told what THEY can or can't do simply because of an arbitrary number, which I certainly understand. We'll just have to see how Bethesda manages their dialogue.





That sums up what we don't know yet. The previous games used the "useless" stats internally. Npcs reacted differently to players or other npcs with different attributes. If you you used the console, you could check the disposition of npcs towards a player with a high personality or a low personality. Oblivon, in particular, didn't use those differences as well as it could have, but a lot of mods like Toaster's CSR did use it effectively. I'm sort of wondering if attributes will actually be hidden from the player instead of totally removed from the game. That would allow the developers to continue using a fairly complex system without having to rebuild its functionality from scratch.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Tue Mar 29, 2011 11:27 pm

That's it then...

Character generation is super-simple: you pick a race and tweak how you look. That's it.

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

"We stripped the attributes to the core health, magicka, and stamina. Before you tell me, 'you took away Intelligence!' I would say, 'but why are you raising Intelligence? Probably to raise your magicka, right?'
I would have said 'No'. It may be futile in TES (dunno), but I would increase it so as to have a wiser PC, (and preferably have that be acknowledged in the dialog and opportunities made available).

you focus purely on the core three you were raising anyway.
Sounds like they did a survey.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Wed Mar 30, 2011 5:36 am

That sums up what we don't know yet. The previous games used the "useless" stats internally. Npcs reacted differently to players or other npcs with different attributes. If you you used the console, you could check the disposition of npcs towards a player with a high personality or a low personality. Oblivon, in particular, didn't use those differences as well as it could have, but a lot of mods like Toaster's CSR did use it effectively.

Between the 3 primary attributes (health, magicka, and stamina), skills, and perks, I don't see anything they could do before that they can't still do. Perks are going to have skill requirements (as per recent articles), which is actually an improvement over Oblivion, where you could, for example, still improve your intelligence or personality despite not using any skills related to them. It also allows to be more precise in these psudeo-attributes... eg, in Oblivion, you had "Intelligence". Well, there's many types of intelligence (eg, book-smarts vs street-smarts), so a simple "Intelligence" attribute is very vague and/or broad. There's multiple ways to measure strength (eg, muscle brute vs lithe martial artist vs sumo wrestler). Perks allow for that differentiation, and helps clear up the mess attributes caused with previous games... just look at the various levelling mods for Oblivion, to see what I mean.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Wed Mar 30, 2011 2:21 am

What did intelligence do in previous games? Increase Magicka pool.
What was intelligence replaced with in Skyrim? Magicka pool increase.


Most attributes are simply pointless with the new skill levelling system. It will be way more fluid and believable.
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Tue Mar 29, 2011 9:30 pm

What did intelligence do in previous games? Increase Magicka pool.
What was intelligence replaced with in Skyrim? Magicka pool increase.


Most attributes are simply pointless with the new skill levelling system. It will be way more fluid and believable.
Yeah but why stick to the old idea, when you could have the character's intelligence radically affect NPC conversation, and open up new options in quests.
(This could even go both ways, where the characters attitudes could restrict interaction with some NPC's and even inspire distrust; or the opposite PC build could innocently question or attempt something that would never occur to the high INt PC). :shrug:

*Why should Intelligence have such a limited effect in the game ~Its an RPG right?
Right? :unsure:

*Just a thought...
In MS-Flight is there a 'pilot skill' or 'pilot IQ' that affects the control of the plane? I dunno ~never played it; (I'm downloading the trail right now), but I assume not, as the point is to be flying and to fly the plane, not to be a particular pilot and fly how they would do it. Simulators don't need an Intelligence attribute.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Mar 30, 2011 7:12 am

*Why should Intelligence have such a limited effect in the game

Because "intelligence" is such a vague concept, and they way attributes worked in previous games led to a bunch of headaches. Everything you could previously do with attributes, you can still do now (assuming they have appropriate perks). In addition, it lays the groundwork to be much more defining and creative.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Wed Mar 30, 2011 5:55 am

Because "intelligence" is such a vague concept, and they way attributes worked in previous games led to a bunch of headaches. Everything you could previously do with attributes, you can still do now (assuming they have appropriate perks). In addition, it lays the groundwork to be much more defining and creative.
Really? I would think that it lays the groundwork to be much more homogenous.

How (hypothetical and opinion) would it be more creative?


Some of these perks seem awfully contrived. Like the Axe perk for bleed damage; when absolutely anyone skilled with an axe (or even a novice) would inflict a horribly bloody, bleeding wound with one.

These perks might well just be merit badges pinned on boy scouts [IMO].
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Wed Mar 30, 2011 9:50 am

Really? I would think it lays the groundwork to be much more homogenous.

Well, think of it this way. You could have an "intelligence" attribute, or you could have perks for Language (speaking to daeda, goblins, etc), History/Lore (learning enemy weaknesses, secret information about places, etc), Arcane (using Magicka more efficiently), Social (how to extract information from people, making them less or more aggressive towards you, without changing their disposition)... suddenly, you have many more classes of intelligence to pick from and work into gameplay. You can have two intelligent characters be completely different... vs encouraging many types of characters to all be intelligent in the same way because the one attribute helps in a lot of ways.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Wed Mar 30, 2011 10:03 am

Well, think of it this way. You could have an "intelligence" attribute, or you could have perks for Language (speaking to daeda, goblins, etc), History/Lore (learning enemy weaknesses, secret information about places, etc), Arcane (using Magicka more efficiently), Social (how to extract information from people, making them less or more aggressive towards you, without changing their disposition)... suddenly, you have many more classes of intelligence to pick from and work into gameplay. You can have two intelligent characters be completely different... vs encouraging many types of characters to all be intelligent in the same way because the one attribute helps in a lot of ways.
But none of those examples are intrinsic to intelligence. One can be a genius and illiterate as well as monolingual, and even so introverted as to not be able to speak very well (in game terms).

Intelligence does positively affect certain skills, but does not provide them, or guarantee understanding.

IMO the stat should add a bonus to existing skills and play a commonly checked part in dialog interaction; and serve as a requirement for certain opportunities in the game; (dedicate your stats elsewhere and those opportunities are not available). Its moot at this point, but I consider it a sad turn of events.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Wed Mar 30, 2011 6:05 am

But none of those examples are intrinsic to intelligence. One can be a genius and illiterate as well as monolingual, and even so introverted as to not be able to speak very well (in game terms).

As I said, there are many types of intelligence. You can be a complete genius in understanding language, while very dumb when it comes to history. Or you can be a genius when it comes to using magicka, while barely being able to speak your own language.

If you only had one Intelligence attribute, and had it do more than simply increase your magicka pool, how would you differentiate between a character that really knows their history and lore, and one that knows how to use magic really well? You're forcing characters into being intelligent in multiple ways through the one attribute, whereas skills and perks allow you to be intelligent in more specific ways.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Wed Mar 30, 2011 5:43 am

You're forcing characters into being intelligent in multiple ways through the one attribute
That's how it is though. Being a genius and illiterate means you never learned to read; but [barring optical or psychological infirmity] you might have an easier time picking it up. Intelligence does apply across multiple skills. Just being really good at something is a talent.

*I'd certainly accept some perks as being talents. :tops:
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Wed Mar 30, 2011 8:27 am

That's how it is though. Being a genius and illiterate means you never learned to read; but [barring optical or psychological infirmity] you might have an easier time picking it up.

Key word being "might". You can have a great understanding of magic, while still having a hard time understanding foreign languages. You can have a great understanding of history, while not grasping magic.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Wed Mar 30, 2011 5:25 am

Not because I wanted more Magicka.

Just wanted to clear that up since there seems to be some confusion on this subject!

Cheerio!

Quite plausible really, but otherwise irrelevant.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Tue Mar 29, 2011 8:07 pm

Key word being "might". You can have a great understanding of magic, while still having a hard time understanding foreign languages. You can have a great understanding of history, while not grasping magic.
I have to use 'might'; its preemptively and politically defensive.

Yesterday, I mentioned an Orc character, that was not exceptionally bright, but was determined. He could not master any complex spells, but managed to train himself to be able to cast the ones he did learn a great many times before exhaustion set in.

Is this even possible in Skyrim? (I know that we don't know enough yet to know.)
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Mar 30, 2011 5:00 am

Not because I wanted more Magicka.

Just wanted to clear that up since there seems to be some confusion on this subject!

Cheerio!

:foodndrink:

My morose Orc mage hasn't gained a point in personality. He'd surely like to, but he's just too sad and depressing and he puts people off and that's the way it is. He is, however, quite intelligent, for what that's worth. My little slip of a Bosmer girl has an enormously high personality score, simply because that's who she is. My brutish Nord warrior actually has lower intelligence than the default (I changed it through the console), specifically because he is, even by Nord standards, as dumb as a post.

I like being able to do those things. I'll miss not being able to do them.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Tue Mar 29, 2011 10:13 pm

I believe actually learning something should give you some intellect.. Like reading a book.. I believe it was a great idea for getting rid of the things half the people didn't understand...
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Wed Mar 30, 2011 12:16 am

Okay now that was funny!


GENIUS! :celebration:
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Wed Mar 30, 2011 10:37 am

We lost basis, we lost even more variability in game, we lost an fundamental feature of RPG thats represent our character uniqueness.
Just think about this
No more variability in spells since many spell effects was based on attributes,
No more variability in enchanting by the same reason
No more variability in alchemy, forge about such classical stat based potions
No more variability in poisons what poisons will affect now our characters.
No more variability in disease they was interesting feature of TES
No more variability in requirements for guilds
No more variability in skill chances checks


Attributes did not have that kind of scope on the game. I think your overplaying attributes role in the game. Just because they "governed" a skill doesn't mean they affected the skill. In actuality, it was more like the skills governed the attribute as it was what decided which gets more points on level up. There were only a few attributes that affected only a few skills and it was negligible at best. Attributes gave a very little boost to the character and were basically useless. They have been condensed to the three attributes they all affected and all their side effects are still in the game in a different place. Then we have 280 perks to choose from and as far as we know we can only get 50 on each character. So the "loss of variability" has no basis and is in fact the opposite as we gained exponentially more customization and "variability". Have to look at the big picture instead of just seeing the phrase "no longer in the game"
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Wed Mar 30, 2011 3:45 am

As I said, there are many types of intelligence. You can be a complete genius in understanding language, while very dumb when it comes to history. Or you can be a genius when it comes to using magicka, while barely being able to speak your own language.

If you only had one Intelligence attribute, and had it do more than simply increase your magicka pool, how would you differentiate between a character that really knows their history and lore, and one that knows how to use magic really well? You're forcing characters into being intelligent in multiple ways through the one attribute, whereas skills and perks allow you to be intelligent in more specific ways.


This argument is a straw-man as you are arguing the descriptive detail and qualification of a person in attributes vs. skills perks. False anology as no one, to my knowledge, is advocating removing skills and or leaned perks from an game, much less this one. More accurate comparison is skills aside as they can/do exist in both scenarios: What better defines the character you are playing: 8 arbitrary and not completely accurate mathematical qualification of a person (str, agility, constitution, intelligence, personality, wisdom, and luck) versus three arbitrary mathematical figures describing people/character via health stamina magica?


If i were to describe new upcoming character as 100 health, 50 stamina character then a 50 health 100 stamina character you have no clue what gender, what race, or the background/history/base abilities of what is being played as health/stamina are so generic umbrella adjectives that a slew of items fall under their purview. The race, gender, I choose to change the visual avatar on the screen is meaningless as health/stamina do not define anything or anyone. Whereas using attributes, or any other system for quantifying an individual, if I were to assign number to the above stats or letter grades, anything you would have a somewhat better picture of whom is being created/described/played. Yes, attributes or any other mathematical system in comparing people based upon chosen criteria will not be all encompassing and can catch every variable or exception, but much like Democracy - it is the worst system there is, except for all the rest.

Riddle me this: what health/stamina (as magic doesn't exist) would you assign: Winston Churchill, Michael Jordan, Pele', Einstein, Barack Obama, and Mother Theresa when each was say, 20. What is the mathematical probability of someone else successfully putting the figures you come up with with the names? Would or would not that probability change if you were to mathematically assign figures to their strength, dexterity, bodily constitution, intelligence, wisdom, willpower, etc, etc?

What excited me about Bethesda's overarching creed "play whoever you want to be, go where you want to go, etc, etc, etc" is precisely my problem with the oversimplification/crude abstractness of the three "attributes" which are very poor descriptors for TES V. I am not playing "who i want to" as every person with the exception of a few points of health and energy is like every other person as the variables are greatly reduced and poor descriptors to boot. I am playing clone version 1, avatar chosen E, next time close version 2,avatar chosen H.

Mordy:'None of those. It would be the 21/18 numerical mathematical figures describing your capability to perform some specific category of tasks. ". My ability to bench press is a bodily ability not a leaned trait, my bodys ability to fight off disease is a natural trait and not a learned ability - please attempt the riddle above and you should see my point.
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Tue Mar 29, 2011 7:48 pm

The OP has an interesting point. If you have a score that makes it clear your character is smart, dumb, charismatic, these scores can affect your RP experience and quest choices as a player.

In the case of being strong, dextrous, lucky, or possessing an iron constitution, you can RP all you want, but the game mechanics will make it clear by the effect those stats have on your health, carry weight, critical chance, etc.

Since the SPECIAL-type attributes are gone, we can make use of perks and an improved skill leveling mechanic in order to flesh out some of these RP character traits.

  • Want to play a weakling? Don't get the extra carry weight, 2H sword, heavy armor or hand-to-hand perks.

  • Want to play an agile, lucky archer? I'm sure there will be some appropriate perks and you can invest skill points in archery.

  • Want to play someone very smart or very dim-witted? Magicka point allocation, skill points from practicing the schools of Magic, alchemy and enchantment, as well as magic related perks

User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Wed Mar 30, 2011 11:16 am

Not because I wanted more Magicka.

Just wanted to clear that up since there seems to be some confusion on this subject!

Cheerio!


Just seems like something personal to your roleplaying experience to be perfectly honest. You need someone to hold your hand and tell you your intelligent, when in actual fact it could just be cleared up with a different word in its place.

I think what Bethesda meant, was that Magicka was the general stat that intelligence affected, and going by that, the main reason anybody would increase it would be to gain more magicka. I'm guessing those who played as mages would attain this style of play. You're talking about something unrelated in a sense to what they meant, something person to your experience. Seems a little selfish really. You can't expect them to cater to every roleplaying style out there. With a game the size and scale of Skyrim, theres almost an infinite amount of things to do and ways to play. They can't cover all that. They can only create a template for you to work with.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

PreviousNext

Return to V - Skyrim