A little rant on 18 skills

Post » Wed Jun 23, 2010 11:33 am

They have two weapon skills because with perks (I am inferring) will let you 1) specialize deeply in a sub-field or 2) get greater breadth in that sub-field.
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Andrew Lang
 
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Post » Wed Jun 23, 2010 5:14 am

Yes we do. They already said they were rolling anything from Mysticism elsewhere. They will do the same thing with the other 2 dropped skills because they won't just drop TES gameplay staples. I always thought Athletics was absolutely pointless so I won't be surprised if it is merged with Acrobatics or something like that.

LOL, no we don't. We don't have the game, we don't know if its going to be more in depth. If they combined acrobatics and athletics I would be super pissed.
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Carlos Rojas
 
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Post » Wed Jun 23, 2010 9:00 am

Maybe, but I still always felt underwhelmed by what Oblivion had to offer. Each guilds are finished before you know it, and if you stick to one guild, you feel like missing out. There were far more guilds and of different specializations in Morrowind, so you could be in more than one quest in a way that makes sense, unlike Oblivion. Plus, you could ignore the obvious Fighter's, Mages or thieves guild and got for others, and still be offered a decent amount of work to do. Some things were deeper in Oblivion yes, but it still made customization shallower. Those skill tiers did make those skills deeper, but it didn't cover the fact that some skills were cut. Where are the spears? How the hell using a claymore is identical to using a knife? etc...

Fair enough, but it's a "quality vs quantity" situation more than anything. It basically comes down to a matter of preference. On my end, I prefer fewer and more complex skills (because, again, I feel that it fits better with the kind of game Bethesda makes, even if some of the specific consolidations they've made make no sense whatsoever like the whole "two-handed sword is the same as a dagger" thing) and I prefer... well, a combination in terms of the actual quests (I like what they seem to be offering with Skyrim: a deeper main quest and deeper faction-specific quests, but with shallower randomized quests to offer the kind of quantity that those deeper non-random quests couldn't possibly allow for).

The point I'm trying to make isn't so much that one approach is better than the other as that neither approach offers less than the other in as blunt a way as people tend to present them as offering. It's less a matter of "this is dumbed down and they're giving us less and it's worse" and more a matter of "this is different and they're changing how they approach developing content and I don't like it". I've got no problem with people who don't like the approach that they're taking, only with people who misrepresent that approach.
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LADONA
 
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Post » Wed Jun 23, 2010 9:52 am

The biggest problem is that they ADDED tasks but without an appropriate increase in skills, what skills determine mining? smithing? woodcutting? axe... err double hand? Sadly the game is turning the supposed fun additions into basically extra income/animations. Perks will not fixthis.

We don't have the proper answer to draw conclusions just yet.
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Juan Suarez
 
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Post » Wed Jun 23, 2010 3:10 am

The biggest problem is that they ADDED tasks but without an appropriate increase in skills, what skills determine mining? smithing? woodcutting? axe... err double hand? Sadly the game is turning the supposed fun additions into basically extra income/animations. Perks will not fixthis.


Smithing, at least, has its own skill. Woodcutting is probably handled by axe/double-handed. Cooking is probably handled by alchemy. Not sure what handles farming, it might not even need a skill, necessarily, just a time commitment.

Really, though, what does an abstract number add to any of those? (besides smithing and cooking, where level of skill can have some meaningful affect) What's the difference between a level 30 miner and a level 5 one? There's really only a few ways to handle that, and all of them either amount to a fancy but ultimately meaningless multiplier or something that would be better handled with a perk.

Abstract numbers rarely add much to a game. Perks are far more interesting.
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elliot mudd
 
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Post » Wed Jun 23, 2010 9:10 am

I was talking about Intelligence affecting things like magical ability at higher values, enchanting, alchemy, etc.

It's just one example anyway. Why did Bethesda put the Attributes in so that they would guide the skills?

Bethesda didn't really put the attributes in so much as keep those attributes from Arena, where they were ripped directly from Dungeons & Dragons (which was basically how RPGs were done at the time - if you were making an RPG on PC, you were probably ripping off D&D to do it). Arena had absolutely nothing except attributes, so they necessarily determined everything (skills weren't a factor because skills didn't exist).

LOL, no we don't. We don't have the game, we don't know if its going to be more in depth. If they combined acrobatics and athletics I would be super pissed.

The article goes on quite a bit about them doing exactly what he said they were doing and their last two games (Oblivion and Fallout 3) were both headed in that direction, so we have absolutely no reason to assume that they aren't handling it that way.
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sarah simon-rogaume
 
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Post » Wed Jun 23, 2010 6:33 am

Fair enough, but it's a "quality vs quantity" situation more than anything. It basically comes down to a matter of preference. On my end, I prefer fewer and more complex skills (because, again, I feel that it fits better with the kind of game Bethesda makes, even if some of the specific consolidations they've made make no sense whatsoever like the whole "two-handed sword is the same as a dagger" thing) and I prefer... well, a combination in terms of the actual quests (I like what they seem to be offering with Skyrim: a deeper main quest and deeper faction-specific quests, but with shallower randomized quests to offer the kind of quantity that those deeper non-random quests couldn't possibly allow for).

The point I'm trying to make isn't so much that one approach is better than the other as that neither approach offers less than the other in as blunt a way as people tend to present them as offering. It's less a matter of "this is dumbed down and they're giving us less and it's worse" and more a matter of "this is different and they're changing how they approach developing content and I don't like it". I've got no problem with people who don't like the approach that they're taking, only with people who misrepresent that approach.


Yeah I mostly agree. Generated quests is something I wished hard for, hopefully factions will offer them on top of their more complex quests. I don't think it's much of a matter of "quantity vs quality" with skills though. I'm no programmer, but my guess is that it's not that complex to program, tiers may be more complicated though, but I'd be surprised taking out 3 skills made that much of a difference in terms of saving time. Well, we'd have to see how skills and perks actually work. Hopefully perks are some kind of "sub-skills", something that could be seen as skills in Daggerfall for example, even if most players of any class might ignore them.
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jason worrell
 
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Post » Wed Jun 23, 2010 3:36 pm

People are crying 'oh woe is me, 18 skills!', but fail to see what the devs are truly doing with the system.

I'd like to use New Vegas as a partial example. In New Vegas, there were many perks. Some had to do with different weapons UNDER THE SAME SKILL. I took commando. I took shotgun surgeon. I took all sorts of things related to using rifles or rifle-like weapons. My brother took all the perks related to one handed weapons. Eventually, I got to the point where if I tried to use a pistol, I would get totally creamed in combat. But why was this? My small arms skill was 100! Ah, but that's where the perks came in. I was so specialized that I pretty much HAD to use what I was specialized in if I wanted to be competitive. Sure, I could attempt to use one handed firearms, and could do so with some measure of effectiveness, but I was still going to have a very difficult time with some of the stronger enemies in the game.

That is what they are doing with the skills in skyrim. So what if they have only 2 weapon skills (one handed and two handed)? By having a multitude of perks that support and empower certain weapons (such as the mention "mace attacks ignore armor" perk in the magazine), they effectively create a skill for each of those weapons.

As for the loss of Mycsticism, that is okay as well ("GASP, Orzorn, the magic using ranter, is okay with the loss of a magic skill?!"). Why? Because even though we lost the skill, the spell effects remain and live on in the other skills. Hell, it wouldn't matter if we last all but one magic skill, as long as the spell effects lived on through that skill (of course, that would be madly excessive).

Another issue is one of depth. It seems many of the removed skills were ones that were "passive". By that, I mean the player did not actively have to attempt to use them. An example would be athletics. Its kind of ridiculous that running, something that every adventurer worth his or her salt, would be a skill. It is obvious that it would raise regardless. Same goes of any of the armor skills. "But if they remove armor skills, anyone can wear anything!" I say so what? Can we not already do that in real life? Besides, a thief would not want to wear heavy armors, as heavy armors would make noises and, well, be heavy (limiting their carrying capacity). A mage would not use any armor at all, because of the restrictions to their spell casting (unless they got perks for it, of course). A warrior would naturally use what gives them the most armor, so heavy would be an obvious choice, regardless of armor skills being in the game or not. In addition, perks skill provide for specialization. A warrior may end up with multiple heavy armor related perks, so attempting to use light (or no) armor would be almost suicidal, if not just uncomfortable.

18 skills is okay, so long as each skill feels unique, had depth, and gives us several actions to use and play around with.


Reminded me of the whole Big gunz being dipersed into energy/guns/explosives in FONV.

Good thing some people have some sense.

And I hope there will be a TON of perks for ALOT of custom/specialization.
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Kayla Keizer
 
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Post » Wed Jun 23, 2010 2:59 pm

Yeah I mostly agree. Generated quests is something I wished hard for, hopefully factions will offer them on top of their more complex quests. I don't think it's much of a matter of "quantity vs quality" with skills though. I'm no programmer, but my guess is that it's not that complex to program, tiers may be more complicated though, but I'd be surprised taking out 3 skills made that much of a difference in terms of saving time. Well, we'd have to see how skills and perks actually work. Hopefully perks are some kind of "sub-skills", something that could be seen as skills in Daggerfall for example, even if most players of any class might ignore them.

How complex it is to implement the skills depends on how they're used by the game. When we're talking about perks in particular, we're talking about things that often have a very clear impact on how the game plays and on the character's specific abilities, and those are far more difficult to implement than just a list of numbers. That's what I mean when I talk about quality and quantity in terms of skills: Oblivion has fewer skills but each skill came with game-changing abilities gained at specific tiers, and Skyrim is going to have even fewer skills but will be offering a very large pool of those sorts of perks to go along with them.
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Rob Davidson
 
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Post » Wed Jun 23, 2010 8:21 am

Bethesda didn't really put the attributes in so much as keep those attributes from Arena, where they were ripped directly from Dungeons & Dragons (which was basically how RPGs were done at the time - if you were making an RPG on PC, you were probably ripping off D&D to do it). Arena had absolutely nothing except attributes, so they necessarily determined everything (skills weren't a factor because skills didn't exist).


The article goes on quite a bit about them doing exactly what he said they were doing and their last two games (Oblivion and Fallout 3) were both headed in that direction, so we have absolutely no reason to assume that they aren't handling it that way.

Handling it in what way? Dumbing it down? I dont want to have to pick a perk so unarmored has a benefit, since it doesnt have its own skill.
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Alexandra walker
 
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Post » Wed Jun 23, 2010 7:41 am

Some of this nonsense you guys are spewing is making no sense at all, come on guys in the case of CIV V and ME:2 simplification(dumbing down, streamlining, what ever you want to call it) was better!


Civ 5 is almost universally reviled by anyone that enjoyed previous Civ's now. I hated ME2. I get that most people look at a game like Hearts of Iron and their brain curls up to die. I'm the type that wonders why there's not yet more options. And I'd appreciate at the very least a handful of games/series sticking with neat, complex ideas rather then constantly trying to grab the same crowd that's paid $60 ever year for almost the exact same Call of Duty game they got last year.
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Andy durkan
 
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Post » Wed Jun 23, 2010 4:36 pm

Handling it in what way? Dumbing it down?

I've been through this too many times in this thread for it to be worth me giving you a serious response here and it's pretty clear that you're not really interested in whether or not they actually are handling it the way you've claimed we don't know how they're handling it (note: those of us who've seen the article do) but rather in bashing the decision without a full understanding of it, so I'm not going to bother. Congratulations, you've officially managed to not be worth my time at a point where I have literally nothing else to do with it.

EDIT:
Civ 5 is almost universally reviled by anyone that enjoyed previous Civ's now.

You're literally the first Civ fan I've seen who doesn't like it, so that's a pretty definite overstatement.
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Pete Schmitzer
 
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Post » Wed Jun 23, 2010 1:47 pm

If they combined acrobatics and athletics I would be super pissed.


...

Why? Does the knowledge that running and swimming vs jumping affects different skills increase world immersion by a large degree for you? I fail to see how this matters, past people just being enamored with large amount of skills, since CLEARLY, more skills=more complexity, regardless of how skills are implemented!
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Alba Casas
 
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Post » Wed Jun 23, 2010 2:50 am

Civ 5 is almost universally reviled by anyone that enjoyed previous Civ's now. I hated ME2. I get that most people look at a game like Hearts of Iron and their brain curls up to die. I'm the type that wonders why there's not yet more options. And I'd appreciate at the very least a handful of games/series sticking with neat, complex ideas rather then constantly trying to grab the same crowd that's paid $60 ever year for almost the exact same Call of Duty game they got last year.


Civ V is divisive. It's popular with people who like the vast improvements it made to warfare, and despised by people who preferred building a civilization instead. It's not really a good example of "simplification" in either case. Hearts of Iron is Paradox's worst game, by far, due to hilariously pointless complexity that makes managing your army impossible. Crusader Kings and Victoria are both far superior. And, quite frankly, Mass Effect 2 was simply a superior game to Mass Effect 1. Mass Effect 1 was like a parody of a roleplaying game. Mass Effect 2 was better in just about every way. Nothing they removed added anything to the game.

Seriously, I love having lots of options and lots of interesting gameplay possibilities. But you can't confuse those things with feature bloat. Proper game design is elegant. It achieves diverse gameplay with a minimum of mechanics.

That doesn't mean that Bethesda is beyond attack here. Just saying they have only 18 skills is most definitely not a good sign. But they deserve a chance to defend themselves and explain the reasoning behind the decision first. I mean, come on, it's not like more Call of Duty fans are going to buy the game just because there's 3 less skills.
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Cody Banks
 
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Post » Wed Jun 23, 2010 12:27 pm

Are you suggesting that characters will be able to achieve much higher levels (compared to Oblivion) and therefore accumulate large numbers of perks?

There's nothing to suggest. It said in the article that you will be at level 50 in the same amount of time it took to get to level 25 in Oblivion. Thus, you will have a large number of perks (50, apparently) by that time.
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Farrah Barry
 
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Post » Wed Jun 23, 2010 12:57 pm

EDIT:
You're literally the first Civ fan I've seen who doesn't like it, so that's a pretty definite overstatement.

I don't like it either it feels like im playing Civ: revolution 2 instead of Civ : V. :(
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helen buchan
 
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Post » Wed Jun 23, 2010 4:15 pm

...

Why? Does the knowledge that running and swimming vs jumping affects different skills increase world immersion by a large degree for you? I fail to see how this matters, past people just being enamored with large amount of skills, since CLEARLY, more skills=more complexity, regardless of how skills are implemented!

They are different skills. If I'm a world class runner, it doesn't mean I'm a world class jumper.
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megan gleeson
 
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Post » Wed Jun 23, 2010 9:21 am

Seriously, I love having lots of options and lots of interesting gameplay possibilities. But you can't confuse those things with feature bloat. Proper game design is elegant. It achieves diverse gameplay with a minimum of mechanics.

Thank you. Thank you a thousand times.

EDIT:
They are different skills. If I'm a world class runner, it doesn't mean I'm a world class jumper.

No, but it's safe to assume that you'd be a better jumper than the vast majority of people who aren't world class runners.

You can't really approach it with a "in real life, this and that don't necessarily fit together" sort of approach. This isn't real life. This is a game. Not only is it a game, but it's a game whose skill system is going to be inherently unrealistic whether skills are combined more or separated more.
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Solina971
 
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Post » Wed Jun 23, 2010 4:16 am

They are different skills. If I'm a world class runner, it doesn't mean I'm a world class jumper.


You can say the same about an absurd amount of skillsets. If Bethesda implemented their skills in this manner, you would have an uselessly large amount of skills. If anything, combining acrobatics and athletics makes a lot of sense due to the large amount of overlap associated. While being a world class runner does not make you a world class jumper, the leg strength needed for one activity would translate very well to the other, at least in comparison to a placebo. I find the change to be a very minor one, such as combining speechcraft and mercantile. To each his own though, I suppose.
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Jinx Sykes
 
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Post » Wed Jun 23, 2010 4:36 am

They are different skills. If I'm a world class runner, it doesn't mean I'm a world class jumper.


So what?

It's a game. It has to abstract at some level. Personally, I'd prefer that it abstract at a level that doesn't encourage the player to freaking bunny-hop everywhere like he's playing Call of Duty. If you want a game that simulates things on as granular a level as possible, Dwarf Fortress is free. For Skyrim, instead of thinking about ultra-realism, why don't you think about what the game should do to provide you with the gameplay experience you want? I'm not even defending Bethesda here, necessarily, I'd just appreciate it if everyone complaining about how Skyrim is going to be "dumbed down" smartened up their arguments a little.

In conclusion: what does the difference between being a world-class runner and a world-class jumper actually add to the game? What could you do in a game where those two skills are split that you couldn't do in a game where they were merged?
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Mason Nevitt
 
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Post » Wed Jun 23, 2010 5:43 am

Because I'm a role-player dammit, I don't want to jump high if its not who my build is. There was nothing wrong with Morrowinds skill set. Also we are assuming that Acro and Ath has been combined, which we obviously donut know. I want more, more is better. I'm not thinking about realism, just my characters skill sets
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lisa nuttall
 
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Post » Wed Jun 23, 2010 11:12 am

Because I'm a role-player dammit, I don't want to jump high if its not who my build is. There was nothing wrong with Morrowinds skill set. Also we are assuming that Acro and Ath has been combined, which we obviously donut know. I want more, more is better.

I agree, I'd prefer Ath and Acro to stay seperate, but given we know the number of skills, I'd prefer those two being merged than some of the other skills
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Abi Emily
 
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Post » Wed Jun 23, 2010 4:24 pm

Because I'm a role-player dammit, I don't want to jump high if its not who my build is. There was nothing wrong with Morrowinds skill set. Also we are assuming that Acro and Ath has been combined, which we obviously donut know.

I'm a roleplayer too, and I really don't care if jumping high and running fast are coupled together. It's not going to impact my ability to get immersed in the game world at all if I can jump an extra foot higher. The story, the writing, the characters, and the way I can interact with the world are just miles and miles more important to drawing me into that world than what my character sheet says when I pause the game to read it.

EDIT: And honestly, being able to run faster than anyone in the universe but unable to jump more than two feet in the air (basically what you get with fully separate skills) isn't exactly more conducive to roleplaying than being able to jump as well as you can run.

I want more, more is better.

I've already been over this so, so, so many times. It's just not true.
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Jhenna lee Lizama
 
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Post » Wed Jun 23, 2010 8:18 am

Because I'm a role-player dammit, I don't want to jump high if its not who my build is. There was nothing wrong with Morrowinds skill set. Also we are assuming that Acro and Ath has been combined, which we obviously donut know. I want more, more is better. I'm not thinking about realism, just my characters skill sets


I'm going to borrow this word again. I really do apologize, because it's a terrible word, but I think certain people have lost perspective.

That's not role-playing. That's roll-playing.

Whether or not your character can jump high is totally irrelevant to who your character is. No, really, it is. You are not going to be able to base a compelling character off of his inability to jump high. Go ahead. Try. It'll be funny.
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Maria Leon
 
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Post » Wed Jun 23, 2010 3:30 pm

The thing is if someone decides to use other skills then I hope that's possible. It was all about freedom and that;s what shouldn't be taken away. So if i decide after 20 hours of gameplay that i want to start using blunt weapons instead of blades then i hope i can get pretty good with it with some effort. So as long as perks do not stop the acquisition of other perks then it should all be ok
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Sebrina Johnstone
 
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