More and More Glad that Attributes are Gone

Post » Thu May 19, 2011 8:22 am

TES is one of the few series that will probably be better off without the attributes. I'd hate it if they cut them in Fallout, but the attributes in TES have always just been in the way. You need to raise a bunch of certain skills a certain amount of times to raise the attribute. It just held you back especially with that awful level scaling in Oblivion.

I have said this maybe 20 or 30 times....

....but.....

......


....wait for it.....

:whistling:


:whistling:



....wait for it.....



:banghead:



Your comment has absolutely nothing to do with attributes. It is only commentary on Beth's poor handling of attributes.
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Joe Alvarado
 
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Post » Thu May 19, 2011 10:28 am

I have said this maybe 20 or 30 times....

....but.....

......


....wait for it.....

:whistling:


:whistling:



....wait for it.....



:banghead:



Your comment has absolutely nothing to do with attributes. It is only commentary on Beth's poor handling of attributes.


They shot themselves in the foot with the attributes. I don't see what else they can do. Let you pick +5 to any attribute every level? What's the point. People will pump up endurance first, then Intelligence, then strength and then whatever else until they're all maxed. They never affected anything beyond a few things like fatigue, magic, inventory weight and health.
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FoReVeR_Me_N
 
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Post » Thu May 19, 2011 9:09 am

TES is one of the few series that will probably be better off without the attributes. I'd hate it if they cut them in Fallout, but the attributes in TES have always just been in the way. You need to raise a bunch of certain skills a certain amount of times to raise the attribute. It just held you back especially with that awful level scaling in Oblivion.

What if in next Fallout game devs will think attribute are redundant and remove them?
Why TES does not deserve actually properly work attributes system?

No Classes will give us more freedom. So im satisfied they where terminated.

Classes are not attributes :glare:
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James Potter
 
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Post » Thu May 19, 2011 8:03 am

Some of you guys are just not getting this (or you're just being obstinate). Just because a developer says that this is "better", does not make it better. We were also told that Oblivion's Level Scaling was better.

How is TES a better RPG, by removing the player's ability to create a truly unique character at the beginning of the game? And, by "truly unique," I mean a character with inherent strengths and weaknesses . . . and only Attributes can give you that.

How is TES a better RPG, when you begin every single game exactly the same (other than your character's appearance). It doesn't matter if you want to your character to be a mage, or a warrior, or a thief . . . your will ALWAYS start out with exactly the same abilities. THAT is NOT better in my book. Fallout 3 would have been a horrid RPG without its 7 Attributes . . . and it would have had MUCH less replay value.

If Todd said they had decided to remove the ability to customize your character's appearance (and their Race and Gender), would all you guys who are supporting the cut of Attributes (and Class, and Birthsigns) also be in favor of that?
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Ashley Hill
 
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Post » Thu May 19, 2011 2:30 am

They shot themselves in the foot with the attributes. I don't see what else they can do. Let you pick +5 to any attribute every level? What's the point. People will pump up endurance first, then Intelligence, then strength and then whatever else until they're all maxed. They never affected anything beyond a few things like fatigue, magic, inventory weight and health.

Who ever said that we needed to have hands-on access to attributes? Do you give your "strength" a +5 after your work out? Keeping attributes (and keeping the potential for complex derivations and skill interactions intact) but making them realistically go up and down silently behind the scenes would have been a gigantic step forward for TES.

Instead we are sitting here in the dark on whether or not some of this stuff that attributes handled (or SHOULD have handled) even exists...or if it does...is it unrealistic fakery like some perk for Strong Back, Slash Harder, or Magika Rate Increase +3%.....
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Mr.Broom30
 
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Post » Wed May 18, 2011 8:08 pm

I went from morrowind to oblivion with high hopes......wont make that mistake twice; hopefully it wont feel like fallout NV with swords.
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Nathan Hunter
 
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Post » Thu May 19, 2011 12:56 am

They shot themselves in the foot with the attributes. I don't see what else they can do. Let you pick +5 to any attribute every level? What's the point. People will pump up endurance first, then Intelligence, then strength and then whatever else until they're all maxed. They never affected anything beyond a few things like fatigue, magic, inventory weight and health.

Oh well nGCD remove need Manually chose +5 already attributes advance with skills
- Each skill influences more than just one attribute.
- Attributes can start lower than the normal racial minimums.
- Level is calculated from all skills, not just class skills.
- Available training sessions carry over between levels.
- Low attributes increase quickly, but it's very hard to reach 100.
- Luck does not increase unless it is a class skill.
- The size of your magicka pool has no effect on its regeneration rate.
- Personality has an effect on both your magicka pool and regeneration.
- Extensive configuration options allow most of these features to be changed!

add to it
Progress
http://www.tesnexus.com/downloads/file.php?id=14304
and
Skill Decay
http://www.tesnexus.com/downloads/file.php?id=36313
And see how good attribute system are, since you no anymore grind attributes you just play game and still have attributes system what can be usable by other mods what add checks and saving thrown in game mechanic, for example
Doc Block Recoil Stagger
http://www.tesnexus.com/downloads/file.php?id=35933
Or any other of hundreds mods thats use attributes as fundamentals for adding new features or improving old ones.
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butterfly
 
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Post » Thu May 19, 2011 3:53 am

Who ever said that we needed to have hands-on access to attributes? Do you give your "strength" a +5 after your work out? Keeping attributes (and keeping the potential for complex derivations and skill interactions intact) but making them realistically go up and down silently behind the scenes would have been a gigantic step forward for TES.


They're not gonna start doing that now. TES has never been fallout 1 and 2 with attributes affecting a lot of stuff. They let you max out your character in the games. They had to shoehorn fatigue into a bunch of attributes because they didn't affect much in the game. Now you can pump up your fatigue or health or whatever at level up, just like you would have done by grinding various skills to get up the attribute of your choice for that reason.
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NO suckers In Here
 
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Post » Thu May 19, 2011 12:17 am

I still dont see how three stat bars will replace personality or luck. And yes we need luck and no, personality does not equal speech craft, or speechcraft perks.
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sarah taylor
 
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Post » Thu May 19, 2011 10:27 am

Now you can pump up your fatigue or health or whatever at level up, just like you would have done by grinding various skills to get up the attribute of your choice for that reason.

Going from crappy treatment of an awesome system to......a crappy system.....hmmm.... :banghead:

This must be that Natural Evolution the noddingheads keep on talking about.
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D IV
 
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