1: if there are level caps for skills because i didnt pick something as a major skill, i will shoot at someone. i saw this guy thinking it would be a good idea to not let people get past 49 on a misc skill :facepalm: (he assumed maj/min/misc skills would be back) and i wanted to burn him :flamethrower: EVERY skill should have the potential to get to a hundred whether the player picks them or not.
That would be me
And I still mean it. It doesn't make sense to master everything. The suggestion also involved 56 skills (instead of a lousy 21) divided (almost) equally into 5 specializations (instead of 3, nature and social being the new ones). It had 6 Major, 12 Minor, and 12 Misc, which leaves out 26 you don't even get to see (falls back on pure character stats rather than having additional skill bonuses and perks). Like dice based games with literally hundred useful and useless skills, skills are what defines your character, it doesn't make the game less enjoyable to play. There have to be changes to reflect that too.
Capping is about the only mechanics left as long as we have the exploits we have. A GM would have such a character killed by "freak accident" long before he reaches the stats we get to, and there is no reload. There is, however, the possibility to continue rather than restart the world, in a dice based game. New character is introduced to the party, and the quest continues. Hard to do well in a TES game.
2: perks- unaltered fallout style perk system would enrage many tes fans, at the same time i thought it was moronic that my armour would weigh absolutely nothing if i take a few more hits and ascend from armour level 74 to 75. perks could work if....
-level perks meant something would START to change; it would be ok if movement in heavy armour slowly stared to get better at level 10, and at heavy armour 50 movement penalties would be at 50% of what they were at level 10- while at level 25 magic penalties started to be reduced all the way to level 75. i am not saying those are the exact levels that these slow gaining perks work, but the concept is an improvement
- received perks should be learnt. it would be cool to travel skyrim in search of special sword techniques. it would also be nice for self taught perks, using claymores often might make the player discover how his/her wrist should move. that should make the claymore more accurate but also mean that skills being simplified (short and long blade being condensed) mean a lot less. perhaps if the player uses lots of fire spells then they might get a "pyromancer perk" that saves them a VERY slight ammount of magical energy when they using fire spells and possibly adds a tiny bit of fire resistance
As long as dice rolls are out of the picture, with a chance of failure, many/most perks in their current form is impossible to have gradually. Bring back dice rolls, and the first point makes more sense. But dice rolls brings back the "reload until successful" issue, which is also highly problematic.
Yes and no on the second. I guess I wouldn't mind chasing after the perks, but as before, some of these chases wouldn't make sense. With 21 skills times 4 perk levels, we have 84 perks (with my 56, that increases to 224). Try to be inventive for that amount of perks. If it's the same deal over and over again, that too becomes a bore. So it's mostly with the creators POV I end up voting no for this. Searching all over for the master is good enough for me.
3:the multiplier thing when you level up needs to go, or be incredibly refined to the point were people dont have to plan every level and can go with the flow, perhaps stats should go up automaticaly when skills increase?
So it's ok to limit "power play" as long as it is an area you don't "power play" in? Remove the multipliers (because you don't use them), but keep possibility to master everything (because you use them)?
4: racial/star bonuses shouldent be head starts, they should be addons- if the steed gives me an extra 20 speed then that should allow me to go to 120 speed
I disagree. All running athletes would be born under the steed?
5: luck should be on a scale of one too ten, not one to a hundred. is speed realy needed? couldn't all the speed skills go under endurance and agility?
No, luck is a stat like everything else (unfortunately), so it should follow the same rules as everything else. What I don't like is the ability to influence my luck (which I never do). The whole character creation process seems a bit faulty to me, I'd prefer dice rolls with some randomness factor added in, where if you got the monster roll but ended up with bad luck you might want to go with that. The game should be better in evaluating you though, in order to setup the most interesting gameplay. Adapt, like a GM would.
Speed was covered elsewhere, and I think speed makes perfect sense. Speed and agility/dexterity are vastly different things. Should skills, endurance, fatigue and encumbrance also be a factor? If it was up to me, yes.
6: most people want spear and enchant back, aswell as the little bonuses that the other skills used to have (LEVITATION) if armour skills are still split up (light/heavy) then most people want medium/unarmoured back
Spear and pole fighting is a very important part of combat. But hard to include as it doesn't have the same bashing bonuses as others, but more like keeping enemies at a distance and tossing them around. Easy to defeat the sword, but hard to defeat armor. So both for this and levitation, I think it was an engine limitation and world builder issue that prevented these from being included. The armor and other splits is just that I want to excel more in some stuff than in others, forcing me to use the approach I'm good at even if I'm high in level. Which is the same with capping.
So it's either splitting up skills again (swimming, climbing, jumping, running, instead of athletics covering them all), or some kind of branching system where you choose to be mediocre at everything or master of few things. Being a good athlete, I can choose to spread 50 points into the 4 skills making me mediocre. Or focus everything into running, where I'm still an athlete wrt swimming, but I'm not an expert swimmer. It can branch off again; do I want to become a sprinter or a marathon runner, or mediocre at both? Jump far or high, or mediocre at both? Swim fast or have extra breath, or mediocre at both?
For me, it continues to define who I am, even when I'm high in level. Generalizing everything only made successors of Daggerfall worse.