new perk news not sounding great for me, among other things

Post » Mon Aug 29, 2011 3:18 pm

Cool, but what's limiting a player to 5 skills?

Is this a concious effort the player has to make to avoid using the other 13, or is there some mechanic that would actively hinder us from leveling the other 13?
I'm sure we can all conciously avoid using skills, but I believe a game is far more fun if the game itself is able to hinder your advancement without your compliance.


It's not so much a matter of artificially limiting your character, but simply playing the character you want to play and not having him do what you don't think he would reasonably do.

I'll play a variation of battlemage specializing in one handed weapon, destruction and conjuration. I know that my character will only be able to wear one set of armor, so he won't bother training up both armor skills. He won't learn two handed weapons. Won't be an alchemist. Probably won't be a pickpocket or blacksmith. I'm sure there are other things he won't do.

He will only level based on what he does do, so eventually I will reach a point where I'm not leveling anymore unless I branch off into those skills and activities I'm not interested in in order to push my level. But, since I don't want to spend my play time doing anything more than dabbling in alchemy or blacksmithing I won't do it. So my effective level cap and the number of perks I will get will be lower than the theoretical maximum level that assumes I do so much of everything that I max everything.

Really, your play style will limit your advancement simply because unless your objective is to max everything (in which case you can't complain about creating a god character) you won't push all of your skills hard enough to get to the theoretical cap. Do you really think that just in the course of playing the game you will use every single skill enough to max it out completely?

It's not as bad as people think.
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benjamin corsini
 
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Post » Mon Aug 29, 2011 6:56 pm

I agree with all of those. Or I would only agree with 15 perks. Multiple skill mastery is there, it is natural for people to be able to excel in multiple fields... I won't agree on unlimited power though, one must be careful, giving too many perks can make things meaningless.


Well, when you can get everything... They are not really options.


It is really not that. It is nothing personal. I am seeking natural limitations. And that is "Jack of all trades, Master of none." Multiple excellency is there, it is called specializing. You can choose to specialize in one skill to further it, be my guest.


Sure they are still options. They are roleplaying options, however, rather than limited options mandated from on high, partly dictated, or at the least hampered, by developer decreed restrictions for our own good.

When everything is an option, some puretypes may become less appealing, particularly to the powergamer. . . but they exist nevertheless, and they are still entirely achievable. The remain as options. Conversely, a system which limits inserts restrictions of the type you have advocated, entirely removes certain options from the table.
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Shannon Marie Jones
 
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Post » Tue Aug 30, 2011 5:03 am

Sure they are still options. They are roleplaying options, however, rather than limited options mandated from on high, partly dictated, or at the least hampered, by developer decreed restrictions for our own good.

When everything is an option, some puretypes may become less appealing, particularly to the powergamer. . . but they exist nevertheless, and they are still entirely achievable. The remain as options. Conversely, a system which limits inserts restrictions of the type you have advocated, entirely removes certain options from the table.

I think it is righteous to eliminate those options. For the sake of a meaningful character progression system and game balance. I think, you should get to those options by quest/plot related channels. Like being a dragonborn.
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louise hamilton
 
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Post » Mon Aug 29, 2011 8:04 pm

Am I the only that doesn't worry about this stuff and just will play the game without concerns and enjoy it?


Right there with you.


pretty petty gripes. If you don't like perks, don't use them. If you don't want the compass to tell you where to go, don't use it, or choose a different active quest if you can't turn it off. If you don't want to play through every quest and guild storyline on one character, don't. If the game is too easy, up the difficulty. It's not like you're playing online and competing with other players. Play it however you want to play it.


Nicely said.
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Robert Devlin
 
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Post » Mon Aug 29, 2011 6:55 pm

To get all the possible 70 odd perks you'd have to max every skill to 100. When I'm playing a warrior or a mage or thief that just isn't going to happen. If you RP a character and only use skills that make sense for them the system works fine. If you want to powergame, grind every skill to reach 100 and get a few more perks you have that option
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Tessa Mullins
 
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Post » Mon Aug 29, 2011 9:54 pm

I like it how it is. I just wanna kill [censored] and do quests. Use shouts horde perks and kill [censored]. Slay dragons, find treasure and pillage [censored].

This perk system seems pretty perfect to me. I hope jail can still lower skill so I can keep leveling until I have all the perks I desire. I like getting a demigod character. That's why I always finish shivering Isles. Ha. I just like the journey. Getting to demi-god status is much more fun the actually being a demigod.
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Nicholas C
 
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Post » Mon Aug 29, 2011 9:40 pm

Cool, but what's limiting a player to 5 skills?

Is this a concious effort the player has to make to avoid using the other 13, or is there some mechanic that would actively hinder us from leveling the other 13?
I'm sure we can all conciously avoid using skills, but I believe a game is far more fun if the game itself is able to hinder your advancement without your compliance.


If you've already got light armour to 100 are you going to start using heavy armour so you can get a few extra perks?
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Taylor Tifany
 
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Post » Mon Aug 29, 2011 3:53 pm

Now this might be considered a copout, but if you plan on playing on the computer I'm certain that within the first few weeks there'll be mods to eliminate the compass and fast travel. That's what I intend to do, and did for Oblivion, so all the little quirks I'm not 100% on board with I'll be able to change.
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Gemma Flanagan
 
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Post » Tue Aug 30, 2011 2:27 am

If you've already got light armour to 100 are you going to start using heavy armour so you can get a few extra perks?


That's what I'm gonna do. I always like my character to be improving while I'm playing.
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patricia kris
 
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Post » Tue Aug 30, 2011 5:47 am

My only confusion here, is, why do we have quest markers and Clairvoyance?

I thought Clairvoyance was the answer to OB's quest marker system, making it optional. (Though, the flaw in this thinking, is that it's a mage power, not everyone would use.)

So, is there enough info to clarify the point of the spell in the face of quest markers, etc,. ?
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Courtney Foren
 
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Post » Mon Aug 29, 2011 10:53 pm

That's what I'm gonna do. I always like my character to be improving while I'm playing.


well you can but I'd say from your character's pov it doesn't make much sense to use something you're useless at when you have a better option available
bit like using rusty iron daggers to kill things because you get more experience that way than using a daedric longsword
still each to their own :shrug:
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Philip Lyon
 
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Post » Tue Aug 30, 2011 2:16 am

My only confusion here, is, why do we have quest markers and Clairvoyance?

I thought Clairvoyance was the answer to OB's quest marker system, making it optional. (Though, the flaw in this thinking, is that it's a mage power, not everyone would use.)

So, is there enough info to clarify the point of the spell in the face of quest markers, etc,. ?


Clairvoyance just makes sure you don't get lost in spider lairs and barrows.
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Averielle Garcia
 
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Post » Mon Aug 29, 2011 9:38 pm

I think it is righteous to eliminate those options. For the sake of a meaningful character progression system and game balance. I think, you should get to those options by quest/plot related channels. Like being a dragonborn.

Righteousness is for holy wars. Lol. "You have the right to convert. . . or to remain a heathen and be slain! What? Continue living merrily as a heathen? Not an option, it ruins balance!" lol. :wink_smile:
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alyssa ALYSSA
 
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Post » Mon Aug 29, 2011 11:37 pm

well you can but I'd say from your character's pov it doesn't make much sense to use something you're useless at when you have a better option available
bit like using rusty iron daggers to kill things because you get more experience that way than using a daedric longsword
still each to their own :shrug:


Well I guess my character, like me, will constantly want to improve.

When a martial artist completely masters his chosen style, he chooses another.
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Markie Mark
 
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Post » Mon Aug 29, 2011 5:55 pm

Clairvoyance just makes sure you don't get lost in spider lairs and barrows.


It's really that limited in use? That's a bummer.. :( (Was hoping it was an optional version of Fables bread crumb trail, and the answer to GPS, etc,.)

Anyways, thanks for the answer. :)
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Monika Fiolek
 
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Post » Mon Aug 29, 2011 5:21 pm

It's really that limited in use? That's a bummer.. :( (Was hoping it was an optional version of Fables bread crumb trail, and the answer to GPS, etc,.)

Anyways, thanks for the answer. :)


From what I hear, your gonna want it. Those dungeons can get pretty tricky.
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Bereket Fekadu
 
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Post » Mon Aug 29, 2011 3:25 pm

Righteousness is for holy wars. Lol. "You have the right to convert. . . or to remain a heathen and be slain! What? Continue living merrily as a heathen? Not an option, it ruins balance!" lol. :wink_smile:

Off course not. We have a civil option. You pay the heathen taxes and you shall live merrily under our rule. :evil:
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Lexy Dick
 
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Post » Mon Aug 29, 2011 11:33 pm

Clairvoyance just makes sure you don't get lost in spider lairs and barrows.


I would certainly like to think that dungeons in Skyrim will be so big that getting lost will actually be a possibility for someone who isn't an idiot.
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JUan Martinez
 
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Post » Mon Aug 29, 2011 7:07 pm

I would certainly like to think that dungeons in Skyrim will be so big that getting lost will actually be a possibility for someone who isn't an idiot.

Some of those Oblivion dungeons were pretty tough. I think Sancre Tor (fuzzy memory) was one of them. It's not ALL about size. It's also about lighting, texture, overlapping corridors, multiple layers, dead ends, where you leave the corpses and points of interest.

We don't have to constantly look at our map when we're stuck.

It's more of a convenience... like drive-thru windows at fast food joints.
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Big Homie
 
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Post » Tue Aug 30, 2011 2:56 am

Weren't we supposed to be able to chose perks just until level 50?
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Brittany Abner
 
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Post » Mon Aug 29, 2011 6:42 pm

Weren't we supposed to be able to chose perks just until level 50?

Yes that was confirmed months back but at some point Bethesda have changed that. For the worse I think.
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Bellismydesi
 
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Post » Tue Aug 30, 2011 6:25 am

Actually it was in Oblivion and past titles that there was no specialization as you could eventually max out all skills and all attributes (except for Luck, of course) and be Bruce Almighty. With the way that perks work, you are now limited to only a part of the godhood. As much of a paradox as it is, Skyrim is in fact the first in the series that actually imposes a limit to the number of things you can do well in one playthrough.
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Lynette Wilson
 
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Post » Mon Aug 29, 2011 8:46 pm

I agree completely.

As do I.
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Lance Vannortwick
 
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Post » Tue Aug 30, 2011 3:53 am

My only confusion here, is, why do we have quest markers and Clairvoyance?

I thought Clairvoyance was the answer to OB's quest marker system, making it optional. (Though, the flaw in this thinking, is that it's a mage power, not everyone would use.)

So, is there enough info to clarify the point of the spell in the face of quest markers, etc,. ?


It was confirmed by Pete Hines that you can turn off quest markers entirely, on a per-quest basis. There's no option to turn them all off by default but you can deactivate the markers for any quest.
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Mizz.Jayy
 
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Post » Mon Aug 29, 2011 2:55 pm

It was confirmed by Pete Hines that you can turn off quest markers entirely, on a per-quest basis. There's no option to turn them all off by default but you can deactivate the markers for any quest.


That's excellent news. :)

I'm hoping the quest givers info, and journal entries are clear enough on their own to help you solve the quest. (ie, that it wasn't tacked on, and is very usable.)

Anyways, thanks for the update. :D
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CArla HOlbert
 
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