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.