level up! do you think we need a different system?

Post » Tue Dec 29, 2009 12:58 am

pretty much could just keep the old system, but take out the garbage that is monsters lvling with you. nothing makes your character feel less progressed then fighting one of the first mobs you fought comming out of the sewer 50 lvls later and it being just as hard to kill. If i stumble upon some place 2 mins after making my character where the people there just dont mess around, i should get my butt handed to me. then leave and train and go back and pimp slap em all then loot em lol.
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celebrity
 
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Post » Mon Dec 28, 2009 11:34 pm

Too many people are stuck on levels and not skills.... if you want skills increasing that is not effected by leveling have you total number of skill points in major skills be what the game uses to dictate level scaling. It would be the exact same thing and would eliminate the stupid arbitrary level stuff. Oh... attributes increasing automatically along with skills would be a great thing.

To recap:

Scaling is based on your total number of skill points in major skills.
Attributes increase based on how you increase the skills.
To satisfy people who want to know their "level" put in a box by your skills that has your total number of skill points in major skills.


It may take a while for people to adjust, but I think it would work better overall.




*as a side note: I see no difference in fallout system where you spend time gaining experience by adventuring and applying points to skills as spending time standing in one spot for the same duration of time casting a spell repeatedly like a fool and doing nothing productive. If you were really all for skill leveling you would have it based on strength of skill used and variety of abilities in that skill used (use different abilities and the skill goes up faster) Just my 2 cents.
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naana
 
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Post » Tue Dec 29, 2009 9:04 am

When I heard 'class perks' I was instantly opposed "that's too DnD" and hearing many of your (scattered) suggestions I thought you (Sphagne) should be tarred and feathered. But after thoroughly reviewing your posts in your linked threads (I've scanned them several times, but only now been able to read them properly) I think your system is superior to previous TES games. However, I still would do some things differently.
For one, I always custom class, even if I'm making a class similar to a pre-made class. (there is always 'something' wrong with them even if its just to trade block for armorer. I have hardly even LOOKED at pre-mades since Daggerfall.) And regardless of how you tweak Pre-gen classes for flexibility, I feel this could tie my hands.

Thanks for the attention, and trying to read through my posts, sorry, but sometimes I have problem finding the right phrases, as English is not my first language.

As I have suggested in my Perk thread, there can be a pool of generic class perks that one could select from when making his custom class, so this is not a problem.

But In my other thread about character development, in my last post I suggested a sort of progressive classes, in which you select a background for your character as a sort of basic class for you character, but you could develop your in-game class by joining guilds, and in those guilds you define you character class and as you advance in the guilds, you specialize your class to more specialized powerful continuations of the former basic classes.

Furthermore, perks, IMO, detract from the power of the idea of skills based leveling. If your a master of the skill, it follows that you should be able to achieve abilities a priori as previous masters have done before you. If you are competent as a swordsman, it follows that you would know to target the head, and it follows that you would know how to swing a sword. Therefore, why would you need to pay a teacher to tell you how to do a head chop? If my mage CAN'T eventually figure out how to raise the dead then how did the first necromancer figure it out. (Mannimarco was killed by the player, how can Mannimarco be THAT much more powerful than I can ever be? Wait, was he the first necy or did he just do it better? *goes back to the lore books*)

I do not understand, one can learn new tricks by inventing them for himself, i.e. reinventing the wheel, but it would be a lot easier for you if you learned the tricks from the master who knows them and knows how to teach them.

This is what has been done through out the Earth's or Nirn's history.

Secondly, I am not opposed to area based level scaling. However, I must inform everyone that level based scaling will inevitably force players forward from the 'pretty' noob-section to the scarier leet-section. part of the value of the game is the environment and some may tire of living in one environment as opposed to another.

There are two mind sets about this topic, one is for whom that like the sense of progression as they can go where that previously could not go, and one is for whom that want to be able to go wherever they like and whenever they apparently, we differ here.

But I can understand this, and suggest that the surface areas could scale relatively to player level, but there should be places more dangerous than other, and some out of the way places should be really dangerous, but on the other hand, the internal cells and dungeons should have different and varying levels of danger and the deeper that you go the more dangerous they become.

But for myself I prefer the other mind set and say no scaling to player level at all.

a perk of oblivion was that you could enjoy any part of the country just as well. albeit, that scaling was inferior to Morrowind's. In Morrowind you just stay away from the deadric shrines and you'll be fine, you could still go anywhere. DF's was of course more in line with OB's scaling.
Another thing to consider about this is that it may add to the replay value of the game. If your forced to leave or get bored with your warrior in the first play, your thief may enjoy the dungeons your warrior didn't have the time to see. I'm on the fence here; I'm just pointing things out.

It is imperative that Bethesda implements this concept, or allows room for this in the Construction editor. I cannot overstate my anticipation of this improvement.

No, in Morrowind this was not as simple as keeping away from daedric shrines to keep safe, as some places like ash-lands and especially inside ghost fence were really dangerous places for low level characters.

But as I have said in my last link of the last post, they can develop a system that can satisfy both mind sets and scale the monster and loot levels to player level or region difficulty level in any percentage that the players like.

I am in support of abolishing the leveling system. A "level" could be present in the form of an arbitrary number based on total skill advances (major/minor skills or whatever system they want). In other words, "your stats determine your level" not "your level determines your stats". This number could be hidden from the player (optional?) to smooth over the immersion. I like Absinthe's idea of HP=100+En (or w/e in place of 100). I might add another variable like say HP=100+N(En) where N could be .75-1.50 depending on character generation 'perks' (similar to DF HP/Lvl slider) or a birth sign.

That is an idea, but I would not replace the sense of progression that the level-up sessions give me with anything else, and those sessions can be more rewarding that just selecting a few attribute points as I have described in my first linked thread.

I don't believe that cheating should be considered an issue. Anyone can use the console. I know 10-yr-olds that use the console for god mode. How many mods are there that that add Uber items? If your worried that your going to be pwnd by hackers, take a breath.... its single player... they will only ruin their own experience. (unless they have multi-player in skyrim?) how many people can call themselves fans of TES that don't understand role playing well enough to cripple the part of their mind that recognizes or ignores a blatant exploit. There shouldn't be Morrowind-enchanting-or-alchemy level exploits, but lets not punish the honest folks for the actions of the pirates. That said, I like the "keen senses" idea, as long as not all creatures should have them. High level humans should not have better smelling or hearing than low level humans (tho, better attention to detail makes sense.)

I know, but I posted that comment for the players that had previously written that if there was no level scaling, then players could go to places that there are high level items, and get them by invisibility spells, and get back, and that would be cheating, so I suggested a method that would prevent that form of cheating.

Well, while I'm wasting everyone precious "waste-time-speculating-on-a-game-that's-prolly-too-far-developed-to-be-changed-significantly" time I'd like to address Max caps as well. An orc is naturally strong, a breton is not. Does it make since that the highest strength an orc can aspire to is the same as a breton's? of course a breton works harder... That's not really the issue tho let me start again. Does it make sense that I can spend every moment of my life devoted to study and never atrophy? If there was a natural decay to skills and attributes (which should be tied to skills) then there would be a natural limit to how strong a person is. There's only 24 hrs in a day, you can only train so much. At some point skill increases would be so slow, they would be outpaced by decay. Furthermore, your warrior could decide to become a wizard. Why cant a body builder learn to be a cook. Sure he would shrivel (look at Arnold Schwarzenegger the Terminator, then at Arnold the goovanator.) there would be jacks-of-all-trades but no master-of-all-trades. This is only possible if levels are changed, as many people here seem to want, since in Ob skill decreases lead to unlimited leveling. It would probably frustrate many people (especially the less than hardcoe crowd). And it would punish you for taking a casual stroll through the forest. But the role playing and realism could add a lot.

I know it, but IMHO if you want to convert a huge orc barbarian with calloused hands who till now was at home when wielding a huge maul over his head, into a sneaky thief, expert at picking locks, then it should be a task approaching impossible, at least really hard and time consuming.

You can start another character who is more appropriate for the sneaky thief role, like a agile Bosmer, and that's called re-playability, and that is why I suggested such character development system.
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Emilie Joseph
 
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Post » Tue Dec 29, 2009 12:17 pm

uhhhh that's exactly how a mage would become more Powerful.... by PRACTICING. It makes less sense for that mage to kill a few enemies with a sword and all of a sudden he's more proficient in magic.

That's how it works in real life as well I don't use a hammer for a few hours and suddenly become a better cook



Bah, of course it is more realistic to have a skill increase as you practice it rather than having an abstract Xp point system, but heck, when i play a game i care about fun, not realism, and i find it immensely more fun to get xp and increase in power by solving quests, killing monsters and doing "adventure" related stuff rather than sitting in my room casting flame spells on myself then healing me to increase destruction or restoration, or swimming around in a lake for hours to increase athletics...can anyone explain me the fun part of this real-life (and soo easy to exploit) style training?
Oblivion XP mod increased the fun factor of Oblivion for me by 10 times, and i cant care less it is totally unrealistic.
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SamanthaLove
 
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Post » Tue Dec 29, 2009 12:21 am

Small tweaks would be fine, a total reboot of the system I don't believe is necessary otherwise it wouldn't be very ES-like. I like being able to upgrade skills by using them versus putting points into a skill upon leveling up. It's more realistic, say if I predominantly use the blade skill but never use hand to hand and when I level up I can put points into hand to hand even though I never once used it...to me that doesn't make much sense.

Personally, I'm fine with how the level system is as it stands. But small tweaks would be welcome, perks or something. Fallout really got me into perks, however it would be hard to implement into a game that has virtually no level cap. Maybe get perks every 10 levels.
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Adam Porter
 
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Post » Tue Dec 29, 2009 6:06 am

I would like it to be like Galsiah's level mod. No levels, your attributes increase according to the skills you use, and your skills increase accordingly.
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Steeeph
 
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Post » Tue Dec 29, 2009 4:00 am

I agree, the way you get attrbiutes is not rewarding. If you use you level your major skills faster then your minor(and they already do they take less actions to level since they're major), you get less attribute points since you've reached 10 for the next level already. But if you make you major skills ones you hardly ever use, you'll be able to get way better multipliers - which is counterintuitive.

This article at gamesradar had it as their first point for improvements upon Oblivion, I hope BGS has read it. http://www.gamesradar.com/f/the-elder-scrolls-v-what-we-want-to-see/a-20100727104656838025
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Red Bevinz
 
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Post » Tue Dec 29, 2009 10:12 am

Who wants to run around killing with a bow only to level up and put all your points in blade?

I understand the argument, but why would I want to use weak magic for instance when I can so much more effectively use my sword. This method of leveling forces you to grind. Which is not a good game feature. People complain about grinding. Work is called, "The Grind" for a reason. But if I svck with Destruction Magic, to get better, I'm forced to grind on lower level mobs in order to increase the skill. Not fun. If I wanted to practice something through repetition, I'd learn to play an instrument or learn a language. I shouldn't run into that while playing a game.
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Dan Stevens
 
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Post » Tue Dec 29, 2009 3:52 pm

Small tweaks would be fine, a total reboot of the system I don't believe is necessary otherwise it wouldn't be very ES-like. I like being able to upgrade skills by using them versus putting points into a skill upon leveling up. It's more realistic, say if I predominantly use the blade skill but never use hand to hand and when I level up I can put points into hand to hand even though I never once used it...to me that doesn't make much sense.

Personally, I'm fine with how the level system is as it stands. But small tweaks would be welcome, perks or something. Fallout really got me into perks, however it would be hard to implement into a game that has virtually no level cap. Maybe get perks every 10 levels.



I suggested before in another thread that as you level a skill you could get sort of a selection from perks related to that skill to allow you to tailor it to your playing style. As you progress in the skill you can get a choice between more of them. Unfortunately I do not think anyone read what I wrote because people all replied, " no we do not need fallout perks where you improve any skill you want! that is not TES!" When that is not what I was suggesting.... :sigh:
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Mike Plumley
 
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Post » Tue Dec 29, 2009 3:46 am

I suggested before in another thread that as you level a skill you could get sort of a selection from perks related to that skill to allow you to tailor it to your playing style. As you progress in the skill you can get a choice between more of them. Unfortunately I do not think anyone read what I wrote because people all replied, " no we do not need fallout perks where you improve any skill you want! that is not TES!" When that is not what I was suggesting.... :sigh:


I believe there's nothing wrong with having perks as long as they don't make the game unbalanced. The problem perks would create is how frequently you get them. If it were skill based like your idea, than you'd have to get perks every 10 or 15 skill increases same goes for level based perks. I take it you meant every time you leveled the same skill?
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TRIsha FEnnesse
 
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Post » Tue Dec 29, 2009 3:05 pm

I liked the one from Fallout 3.
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ladyflames
 
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Post » Tue Dec 29, 2009 3:58 pm

I dont know why ppl dont like Oblivion's levelling system.I think its great.
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Genocidal Cry
 
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Post » Tue Dec 29, 2009 2:12 pm

I believe there's nothing wrong with having perks as long as they don't make the game unbalanced. The problem perks would create is how frequently you get them. If it were skill based like your idea, than you'd have to get perks every 10 or 15 skill increases same goes for level based perks. I take it you meant every time you leveled the same skill?



I mean fairly rarely ... like 3-4 perks total per skill. Just enough to alter how the skill functions and not enough to create room for exploitation..... FO3 had WAY too many perks. And they only come when you progress to certain levels of the skills.
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Carys
 
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Post » Tue Dec 29, 2009 9:16 am

The attribute multiplier system needs to be gone, but the learn-by-doing should be kept. The GCD and nGCD mods are what i use, attributes increase as their assosiated skills increase.
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*Chloe*
 
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Post » Tue Dec 29, 2009 9:00 am

Ya.... level scaling of enemies based on your total number of major skill points, Attributes increase based on skill increases, no more *levels* for the character..... or I guess they could keep the levels in but have it just be a sort of indicator of progress and not actually be used for any calculations


I do not know what to do with minor skills. Perhaps, attributes tied to minor skills increase at a slower rate. Well.... there is still nothing stopping people from just using minor skills and clearing everything at level 1 unless enemies have limited scaling so that there are minimum levels. That tends to be the problem with this whole system.... scaling of enemies yet half the skills are basically there for exploitation.


I guess the minor skills added up can not total more than a certain fraction of the total of the major skills. This leveling system is wonky no matter how you slice it.
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Ysabelle
 
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Post » Tue Dec 29, 2009 12:52 pm

I like Oblivions leveling system just fine.
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Kortniie Dumont
 
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Post » Tue Dec 29, 2009 12:01 pm

I dont know why ppl dont like Oblivion's levelling system.I think its great.

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Kristian Perez
 
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Post » Tue Dec 29, 2009 5:54 am

There needs to be more ways to train skills up is all, even combat related skills have out of combat applications.
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Rebecca Dosch
 
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Post » Tue Dec 29, 2009 2:22 am

I dont know why ppl dont like Oblivion's levelling system.I think its great.

The Oblivion system IS broken.

Click http://www.uesp.net/wiki/Oblivion:Leveling, and scroll down to "The Leveling Problem", read it. :)

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Dragonz Dancer
 
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Post » Tue Dec 29, 2009 12:54 am

I would like to see skill points system, rather than leveling up. Every skill cost certain amount of points and you decide when you upgrade your character and how, instead of "waiting" for the next level. It gives you more freedom.
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Hairul Hafis
 
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Post » Tue Dec 29, 2009 9:17 am

the +5, +5, +5 thing when leveling up has to go away, instead you get a fixed number of points every level, like 6 and you are able to spend those points acoring to the skills you used. Also, instant leveling up! Yes I said it, beds would be useless, but tough luck. Finally: experience based leveling, you get experience from raising skills (by using them) and they would give more xp depending on what level they increased to, doing quests, exploring new areas and killing stuff! Fun! Who's with me?
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Kelvin Diaz
 
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Post » Tue Dec 29, 2009 10:22 am

Why try and reinvent the wheel? The problem is that using exclusively major skills isn't encouraged, so let's fix that.

You go a level up when you raise 10 major skills. Then, you get 8 or 10 attribute points to spend manually. For every major skill point you raised, it goes +1 to the multiplier for that attribute. For every 2 minor skills it also rises one. You can freely distribute your attribute points, but you can't add more points to the attribute than the multiplier you got. So you can't become very strong if you don't use combat skills, and you don't become intelligent without magic or alchemy. At a certain level, the attribute points you get become less and less each level, until you can't raise your total attribute points anymore. This makes the characters who are expert at everything impossible, and would encourage more specialization.

I think that covers everything. People are encouraged to use major skills, and choose your major skills on the basis of what you want to use, and what attributes you want to raise quickly. Another useful addition would be to cap minor skills at the average of all your major skills. Otherwise the exploit to get minor skills to mastery level is still there.
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Trish
 
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Post » Tue Dec 29, 2009 11:54 am

Bah, of course it is more realistic to have a skill increase as you practice it rather than having an abstract Xp point system, but heck, when i play a game i care about fun, not realism, and i find it immensely more fun to get xp and increase in power by solving quests, killing monsters and doing "adventure" related stuff rather than sitting in my room casting flame spells on myself then healing me to increase destruction or restoration, or swimming around in a lake for hours to increase athletics...can anyone explain me the fun part of this real-life (and soo easy to exploit) style training?
Oblivion XP mod increased the fun factor of Oblivion for me by 10 times, and i cant care less it is totally unrealistic.



I kind of agree, though I'd like them to fix the current system instead. The problem is you are rewarded and almost punished in to many situations for not putting a weight on the cast key to level restoration up or whatever. Far too many skills do not level naturally well so you are forced into cheating the system. Cheating the system is boring, and while they don't make sense the XP systems are fun since you are rewarded for playing the game.
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+++CAZZY
 
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Post » Tue Dec 29, 2009 1:25 pm

Absolutely. Make the attribute gains be dynamic to reduce micromanaging to get that 5x multiplier. Like TESIII's GCD and TESIV's Realistic Leveling mods. Over 15,000 downloads can't be wrong!

I'd also like to see skills have Major and Minor attributes. In other words, your sword skill would depend primarily on strength, but would also increase more slowly) your endurance and agility as the skill is leveled up.
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Bonnie Clyde
 
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Post » Tue Dec 29, 2009 6:03 am

I love how you level up skills BY USING THEM. It makes so much sense! I really hope they do this. If they do differently I just may not buy the game. :/
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Campbell
 
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