leveling/skills

Post » Tue Mar 02, 2010 4:26 pm

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.

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


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?

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

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?

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
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Cayal
 
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Post » Tue Mar 02, 2010 1:33 pm

2: perks- unaltered fallout style perk system would enrage many tes fans


Don't you mean to say Oblivion fans? The extra bits outside of attributes and skills have changed with every iteration of the series: Daggerfall had advantages and disadvantages with differing point values, Morrowind replaced them with birthsigns which were supposed to be more or less equally powerful, Oblivion kept the birthsigns and added a fixed series of perks for each skill.

There's no credible appeal to long-standing TES tradition to be made in this regard, so about the only thing I can get out of the aversion to the superior Fallout perk system is some sort of inane sibling rivalry.
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Penny Wills
 
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Post » Tue Mar 02, 2010 10:22 am

i very much liked fallouts leveling system,i wouldent mind having perks on level up. but i think some fans would rage a bit, especialy cause some think "omg dis game aint fallout" and the others would thing "omg i leveled up entirely by athletics and now i do 79 more damage with fire attacks"
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Nicole Kraus
 
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Post » Tue Mar 02, 2010 10:32 am

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?


The multiplier thing was only ever a problem with the leveled monsters. Oh god I leveled with only a +2 in str was a BIG issue in Oblivion that would add up over time and would eventually kill your experience (the leveling problem), however, I think the leveled monster were a good concept for the gaurds and maybe wildlife (ex: as you level you find the occasional monitor or timber wolf, bear, etc.) How ever, no bandit at any point should ever have deadric (I cant spell) armor! A good alternative would be to have a group of bandit "treasure hunters" and when you fight them you may run across some glass or orcish armor. Or maybe even better have localized levels (ex: the bandits of the north are fearsome swordsmen and used to the cold weather, when you fight them expect a high blade skill and resitence to frost. What I do think mob leveling did well was making sure that there still is a certain degree of challenge, however, It went over board in doing so.

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


Personally Ive never had a problem with this, I dont think any of the ratial/star bonuses gave a unfair advantage.


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 comment on the speed thing but luck should stay the same, 1-100 lets a lot more in between room which I like but that it a personal preference...
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Sammykins
 
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Post » Tue Mar 02, 2010 9:22 am

"these suggestions are stupid" because they are pointless, just wait till January 6th when GI releases that 14 page article and it will most likely answer more than half of these suggestion threads.
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Lifee Mccaslin
 
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Post » Tue Mar 02, 2010 10:31 am

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.
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Lawrence Armijo
 
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Post » Tue Mar 02, 2010 9:17 am

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.

I want to limit the misc/minor skills to make specialization more important. This could be done by adding a level cap to the skills, or by modifying the perks for misc/minor skills so they become less powerful than major skills.

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

Yes.

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?

Yes.

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

Yes.

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?

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

Yes.
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Enie van Bied
 
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Post » Tue Mar 02, 2010 9:20 am

He numbered them probably for reference.. no need to quote paragraphs and spam for 1 word replies. That being said I like 1 3 4 and 6. 5 is horrible idea and 2 I would need more clarification to agree with it.
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Farrah Barry
 
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Post » Tue Mar 02, 2010 10:38 pm

I want to limit the misc/minor skills to make specialization more important. This could be done by adding a level cap to the skills, or by modifying the perks for misc/minor skills so they become less powerful than major skills.

but in tes you are supposed to do everything you want, there should never be lower level caps, i wouldnt mind misc skills being harder to level up though, but there is no reason why you shouldent be able to master everything
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Alexxxxxx
 
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Post » Tue Mar 02, 2010 7:28 pm

Fallout's leveling system, for me at least, was far more rewarding than the Oblivion one (I haven't played Morrowind, please don't kill me) because it had more noticeable effects on gameplay. That might also be because Oblivion had all that scaling though. While the system would need to be altered to work in Skyrim I feel it would be a positive addition.
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Aman Bhattal
 
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Post » Tue Mar 02, 2010 11:52 am



- 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



FONV has these style of perks, so would TES fans be enraged by this?

If you kill a certain number of insect type creatures you gain a bonus damage to insects when hurting them.

Or in HC mode you gain the camel perk where after you've drunk enough water to keep dehydration off you get a perk for a drinking water bonus.

etc.

Many games have used this and I would like this addition if it is in. Gives you a perk and a rewarding kind of feeling of experience.
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Emma Louise Adams
 
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Post » Tue Mar 02, 2010 8:06 pm

FONV has these style of perks, so would TES fans be enraged by this?

If you kill a certain number of insect type creatures you gain a bonus damage to insects when hurting them.

Or in HC mode you gain the camel perk where after you've drunk enough water to keep dehydration off you get a perk for a drinking water bonus.

etc.

Many games have used this and I would like this addition if it is in. Gives you a perk and a rewarding kind of feeling of experience.



this would be acceptible, although the player shouldent know that they are working towards them
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Felix Walde
 
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Post » Tue Mar 02, 2010 6:11 am

Oblivions leveling Skill System is fine I wouldn't completely overhaul it in Skyrim. I always felt better because my character is getting stronger like my current character she's almost at Journeymen in Armorer and she's only at level 4. You won't be able to do that in a Level system like fallout, ok maybe at LV 7 or 8 but no lets keep Elder Scrolls unique from its other competition.
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Gemma Archer
 
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Post » Tue Mar 02, 2010 7:03 am

1: I highly doubt they will put caps on miscellaneous skills. You really should get credible sources.

2: We already have perks:
http://www.google.com/search?btnG=1&q=oblivion+skill+perks&l=1 and http://www.google.com/search?btnG=1&q=morrowind+birthsigns&l=1
That's just in case you wanted to see it wasn't in two separate TES games.

3: I do agree that we need a solution to prevent people from maxing out correctly. I also know that there are plenty of mods that do this for us. You can download one if you need this feature. Not trying to sound sarcastic or anything.

4: I also am with you on birth signs affecting your end results. The birth sign should be Now OR Later, it should be Now AND Later.

5: Luck is fine on a 1-100 scale. It's one of those attributes you can't have unless you power-level. As for speed, we need that one too unless Bethesda has something better in mind.

6: See below...
Spear: YES
Enchant: Yes, but weakened from Morrowind's god powers.
Levitate: No, it makes combat unfair against most enemies. Would have to be high level (100) and require a ton of magicka. There's actually a thread on this you all should check out.
Medium Armor: Morrowind didn't even really need this skill, I don't think Skyrim will need it either.
Unarmored: This one is neither yes nor no. I don't think it should come back as a skill, but rather a part of another attribute/skill. Maybe make it a part of agility. 1 armor pt for each 10 agility levels? I think those who are unarmored do need some protection, but a whole extra skill is maybe a bit much.

Oblivions leveling Skill System is fine I wouldn't completely overhaul it in Skyrim. I always felt better because my character is getting stronger like my current character she's almost at Journeymen in Armorer and she's only at level 4. You won't be able to do that in a Level system like fallout, ok maybe at LV 7 or 8 but no lets keep Elder Scrolls unique from its other competition.

You can actually have 87 repair by level 4 if you do it right. [10 Int/Luck, Tag repair, all 3 level-up pts to it. 2+(10x2)+(10/2)+15 starter, 15x3 level-up]
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Robert Jr
 
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Post » Tue Mar 02, 2010 6:06 pm

"these suggestions are stupid" because they are pointless, just wait till January 6th when GI releases that 14 page article and it will most likely answer more than half of these suggestion threads.

Dude, come on. People just want to fantasize a bit before we have actual stuff to talk about. Beth wouldn't have put up Skyrim General Discussion yet if they didn't want to hear our dreams about what the game could be like. You just sound grumpy.
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Tania Bunic
 
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Post » Tue Mar 02, 2010 9:32 am

but in tes you are supposed to do everything you want


I completely agree with this statement, but the problem in Oblivion was that this also allowed dozen of ways to EASILY become a god character. It was SOOOOO simple and quick to make the game trivial and boring.

I voted 80%. Major skills need to shine over Minor ones somehow: they NEED to matter....or everyone is gonna end up playing the same god class again and reduce replayability + make it all trivial.

It doesn't have to be Minor skill caps: There could be a massive boost to Major skill perks, major skill effectiveness, major skill could have a much higher cap, etc.



Can you still level minors to 100? sure, but Majors should always be far superior somehow.
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joseluis perez
 
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