Less inclined to do multiple play throughs?

Post » Wed Sep 01, 2010 7:16 pm

So far, I believe I am liking the feel of the "no classes" system. It seems to be a natural evolutionary step away from extremely restrictive class boundaries.

And no, I do not want to be a "Jack of all Trades" and become head of all the factions in the game with one character.

My characters are born within their respective races, that include positive and negative attributes.

However, my characters are not born to a specific archtype. What they will become will be detmined by character development.

With the new perks system, each character will have choices with consequences, and as in real life, will develop in response to the different environments each one may encounter in the world of Skyrim.

There will be, however, a self-imposed, but flexible developmental outline (concept) for each character. Each one will be designed in such a manner as to allow multiple playthroughs using different character types. In other words, my characters will be what I want them to be, within game limitations.

That being said, each of us can choose, or not, to model our characters after certain archtypical classes.

For some, this helps resolve character identity by creating a mental image so that the player understands who, or what their characters are.

This also aids in communicating character concepts to others. For example, even though there are no formal classes, I can indicate that I have plans to create shamaness, and bard archtypes. Most players will have, at least, a minimal concept of my characters.

Although my characters will not belong to a specific class, they will most certainly have it.
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Emmanuel Morales
 
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Post » Thu Sep 02, 2010 12:52 am

no. "set" skills did not mean I could not use other skills, they just did not contribute to leveling up. I think the only way this change will have negative impact is on RP'ing since people like to have a class name for their characters, and honestly they could have kept that part without having to keep "set" skills.
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Miss Hayley
 
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Post » Wed Sep 01, 2010 8:32 pm

Actually, this system will result in more play-through if you understand how TES works...and the fact that it never really had classes.


You are limited to 50 perks, out of 280. You can't become a master of all trades, unlike TES3/4 were everyone ends up the same if you wanted.
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Teghan Harris
 
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Post » Wed Sep 01, 2010 10:25 pm

After reading all the reply's I realize the question should have been: will the new skill/leveling system in Skyrim make you want to play though multiple times.

And yes with the perk limit per character, playing over a few times will be a must to see all the different high level perks.
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lacy lake
 
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Post » Wed Sep 01, 2010 9:40 pm

Not at all, trying out different perk combinations on characters that are specialized in different ways will keep me coming back FOREVER
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Taylah Haines
 
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Post » Wed Sep 01, 2010 5:45 pm

Not really. I'd rather say that the addition of perks will actually give more of a reason to do multiple play throughs. In Morrowind and Oblivion I usually eventually ended up with a char with pretty much all skills maxed out that swapped back and forth between stealth, magic and melee combat, whereas now with the perks I won't be able to be a jack of all trades but actually have to specialize ^^

In theory you could do that, in practice it was far harder, at level 25 if was very hard to start fighting with a novice skill as in you get frustrated and die a lot.
Now add perks, who will focus specialisation even more
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Tiffany Castillo
 
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Post » Wed Sep 01, 2010 6:30 pm

1. I made a Morrowind game a few weeks ago, and I had short blade as a minor skill and destruction and a misc. skill. I never use short blade, but I always use destruction. I wish I choose that instead of short blade for a minor skill, for the skill boost. And I feel like sometimes I only use a skill just because I choose it for a major/minor skill. I may not like that skill, but I use it anyways just because I choose it. Removing classes will make it so you can change what you want to focus on, and make the game more enjoyable for each playthrough.

2. I thought I heard somewhere that quests where dynamic (potentially the main quest too, I think I heard) and varied depending on your skills, so depending on what skills you focus on, your gameplay experience from questing will change. I feel like that will make the game more replayable, promoting a change in skills for replaying.

Spoiler
I had a better explanation, but I accidently hit the "back" button on my web page.

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Jordyn Youngman
 
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Post » Wed Sep 01, 2010 11:23 pm

Before all i m rulling out the ones that max all to 100, there s no point in such but bragging. Once you acquire a certain lvl there s no point in going on, the rest is just a question of time not skill or challenge or anything related.

The new system will restrict your gameplay evolution.
Its mean as todd sayd: to try to incentive pure classes, but in the other hand it will take out the hability to mold your character the way you want.
In such i mean a RPGish play not a ACTION play.
The system will grab your bests skills (so far 2) and give you mission based upon it, and level you upon it. It means you lvl upon the use of your highest (2)skill on which you receve constant incentive to use, and you don t level anymore upon the general evolution of the character
Depending on how much Bethesda push this kind of thinking the new system will be a straightjacket choice and hibryd class killer.
In the older system the whole character evolution was considered, not just what you had higher, And in Morrowind and before you could balance your evolution throught the leveling system.
Of course there s always the mindless that bragg about how they do corrupt and abuse the system and are so great by that, bringing a flock of insane followers that shout in the developers ears like a cloud of crows afraid of a new scarecrow, the dev maddened by the buzz overreact and create shackles that kill your freedom.
But the fact is that any system is corrupt and you will pobably have some mindless that bragg about how they do corrupt and abuse the system and are so great by that, bringing a flock of insane followers that shout in the developers ears like a cloud of crows afraid of a new scarecrow, the dev maddened by the buzz overreact and create more shackles that kill your freedom.
May the gods be cursed!!! The sane have their freedom clipped because fools cry in the gods ears, like clouds of swamp mosquitoes take upon human flesh.

Its exactly the same piracy antipiracy circle, antipiracy will always loose as long the mindless aren t beheaded.
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Miragel Ginza
 
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Post » Wed Sep 01, 2010 11:33 pm

Edit: Oh I guess I should contribute something to this discussion. Classes in TES games have always been pointless, especially with the stupid system they used that encouraged constant abuse. Not gona miss that part.

Between Perks and the Radiant Story, I may play this more than OB. Burned through about 6 discs.


360?
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Alessandra Botham
 
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Post » Wed Sep 01, 2010 6:28 pm

why do multiples cept to have different characters i pretty much ignore the main quest >.>
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Minako
 
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Post » Wed Sep 01, 2010 3:57 pm

why do multiples cept to have different characters i pretty much ignore the main quest >.>

I personally find out what the major guilds are and make one character for each of them. The I usually do a purely merchant character and a survivalist character who never enters main cities.
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James Potter
 
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Post » Wed Sep 01, 2010 3:30 pm

Technically speaking classes in Oblivion were just a means of giving you a headstart in that classes skills. You could still reach 100 in every skill and if you didn't mind efficient levelling then in every attribute other than maybe luck. You could still create a class more suited to magic and play a warrior, or a class more suited to stealth and play a mage. The only thing that changes is that you don't pick your class at the beginning, you mould your class to your playstyle as you play (at least, to my inderstanding).

The way the new system in Skyrim was described also suggests that a character who specialises in one-handed bladed weapons will not be able to then also specialise in archery or in magic, therefore in fact making it more likely that you will be given reason to creat another character.

In Oblivion, if you really wanted to, you could make a character, who is, by statistics, a mage, and make him into an assassin who is as good at all the stealth skills as someone else's character who was made to be an assassin from day one and still is. In Skyrim, to my understanding, you would instead have to create a new character if you wanted your assassin to be as good an assassin as a character made to be one.

But I think most of us play TES more than once over purely from love of the game. I know I do, and I like being able to go toe-to-toe with the toughest foes and also be able to sneak about. Example: in Fallout 3 I managed to sneak up behind a super mutant master and a super mutant brute and sit on the bench which was about a foot behind them, in Enclave power armour and they didn't notice. Skyrim looks ready to force players like me to play a little more by the rules. Don't get me wrong, I will find a way to still be a powerful mage-warrior mix with a halfway decent sneaking ability. I just might now be able to do it quite the way I used to.
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Natasha Biss
 
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Post » Wed Sep 01, 2010 8:14 am

Not at all, I've always rather enjoyed the lower levels in these kind of games. Not much gear, skill levels svck, fights can be difficult if your not careful. (That is if it's not like Oblivion and completely leveled, haven't done much reading on that) But still, no.
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Misty lt
 
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Post » Wed Sep 01, 2010 10:19 am

No.
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JR Cash
 
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Post » Wed Sep 01, 2010 12:53 pm

Not I!
I'm gonna make at least a couple dozen of characters in Skyrim.
Knowing me alot of them will end up being the same class haha
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Alexandra Ryan
 
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Post » Wed Sep 01, 2010 3:25 pm

Not really. I'd rather say that the addition of perks will actually give more of a reason to do multiple play throughs. In Morrowind and Oblivion I usually eventually ended up with a char with pretty much all skills maxed out that swapped back and forth between stealth, magic and melee combat, whereas now with the perks I won't be able to be a jack of all trades but actually have to specialize ^^

this
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Courtney Foren
 
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Post » Wed Sep 01, 2010 9:04 am

I hope they take this into account and make mutually exclusive factions
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Chris Duncan
 
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Post » Wed Sep 01, 2010 9:59 am

What? hell no. I prefer hybrid characters, and the new perk system will probably make a 'mage' class branch off and speciallize in particular magic schools. Combat characters will specialze in one hand/shield, two hand. one hand and spell, not to mention in specific weaponry. Stealth could be a deadly archer, or a nimble cutthroat. Even if you want to stay within a particular discipline, you still speciallize. Not to mention the possibilities for hybrid characters. With mutually exclusive guilds and more varied quest arcs, I have high hopes that Skyrim will be well worth playing again and again. If not, then hopefully the mods can come through.
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Alexis Acevedo
 
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Post » Wed Sep 01, 2010 9:18 am

In answer to the original question: No.

The current design of Skyrim will encourage my creating additional characters for more play. And I am loving it.
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luis dejesus
 
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Post » Wed Sep 01, 2010 11:10 pm

not at all, i love to rp so when i have a set idea for a character i stick with it, and if i feel like changing it up i will just make a new character like always.
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Nims
 
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Post » Wed Sep 01, 2010 9:23 am

No, probably not. If they can make me desire something that is not obtainable, that should be enough for a new character build (or rather, a new career path after creation). In Oblivion, lack of replayability came from always ending up uber (even without trying) and the fact that I felt I got through most of the content at first playthrough. Successive replays didn't really get me anything new - no new dungeons, no new artifacts, no new quests, and I knew where to obtain everything I wanted and how to solve things.
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Nikki Morse
 
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Post » Wed Sep 01, 2010 5:28 pm

So with no set skills... Mid way through a game you could ditch that two handed axe and dwell into destruction magic. Since you can "do more" with one character do you think this will limit how many times you create new characters?


Im sorry, but you got the whole thing wrong. They are eliminating classes....but classes never did much to begin with. You dont choose major skills now....but they are still in in some respect. If you level up a few core skills, the rest you leave behind will do a lot less for your levelling than the ones you have been actively raising. So while you dont choose your important skills, these will still be present and be dynamically set according to how you are leveling up.
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Blackdrak
 
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Post » Wed Sep 01, 2010 9:51 pm

mods
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Hilm Music
 
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Post » Wed Sep 01, 2010 10:03 pm

Actually, I'm more inclined to do multiple playthroughs because of the new system. I like not being restricted by class. I'll dabble with a lot of the skills on my first playthrough but I'll only focus on a select few in subsequent playthroughs. Add in the hundreds of perks and the new system is really inviting.
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Emmie Cate
 
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Post » Wed Sep 01, 2010 9:11 am

i was under the impression that it was more difficult to max all the stats of your character than in oblivion. they said you can only get 50 of the 150 perks in one character. in oblivion it was silly easy to get most attributes and skills to super high levels. supposedly bethesda has borrowed from MMOs where you get less of a boost from upping low level skills versus high level skills. to me this sounds like its harder to make a "master of all" character which is great in my book.
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Phillip Hamilton
 
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