now I am slightly depressed

Post » Tue May 03, 2011 12:27 am

the reward of getting better stats by leveling attributes is that you used your brain to make your character better. oposed to perks reducing the process to picking the reward without having to put much effort into earning it. its like paying some one to level your character for you and then bragging how great your character is, it may be a great character but you did not put the effort into it that equates to the reward.


I don't see how choosing to use minor skills to leverage attributes requires more use of your brain than choosing perks would. Maybe the first time you played an Elder Scrolls game it took some figuring out, but it's really not a complex concept. And grind is not good. I'd much rather spend my time in-game adventuring than performing repetitive chores. I finally quit WoW after I realized that washing my kitchen floor was both more fun and more rewarding than doing dailies. Perks sound like we may be making tough choices between alternative advantages. That would seem to me much more mentally engaging than deciding whether or not to practice a minor skill in order to maximize your attribute gain on level up.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue May 03, 2011 4:43 am

Hey, don't knock it 'till you play it. I mean, I'm not entirely sure about some of the new things going on in Skyrim, (the combat system with its complicated wielding seems a little odd to me) but I won't start building a funeral pyre for my shattered dreams just because of a few gameplay tweaks. When you play the game and you don't like the system, then fine, that's your opinion. However, you have not played the game so please resist the urge to cry "IT'S RUINED FOREVER!" every time a new feature is revealed that you don't like.

- Soul.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 03, 2011 12:45 am

Yet every 'role' you'd play is the same without stats. Basically just a bunch of clones with different morality and choice alignments. Even those are stats though in a way. Being chaotic neutral for example is a stat.


I hesitate to post definitions, but in this case it seem neccissary.

role–play verb \?rōl-?plā, -?plā\
Definition of ROLE-PLAY
transitive verb
1: to act out the role of
2: to represent in action
The fact is you can still roleplay without stats. As long as you are deciding the actions of your character and living his life then you are roleplaying. How that is delivered is up to the style of game you are playing and how much the developers choose to show you. For all we know all these stats are being played behind the scenes, just displayed in an intuitive manner.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Mon May 02, 2011 10:27 pm

It's really interesting the way you try to distance RPGs from the part that most makes them "RP" for many - the roleplaying. The decisions you make, the words you speak to your GM, the choices & morality..... all the stuff that the numbers are just there to support.


(Disclaimer - yeah, I know that most pnp RPG players don't actually rise to that level of roleplaying, and tend to just play a tactical wargame that happens to have a story. But that doesn't change the fact that, without the roleplaying, it's not an RPG - it's a wargame.)


I'm a roleplayer in RPGs and it doesn't require numbers to define who your character is. In pen and paper it does, but now that video games have gotten to the point they have, it doesn't require numbers to define you, your actions and your skills define you, not your attributes. Numbers to a point are still required such as how much health, stamina and magicka and of course your skills. That's really all you need numbers for anymore. The game isn't becoming less RPG because people are able to become more hands on thus requiring more player skill instead of character skill, that is definitely not dumbing down the game, that is bringing in more thought to be put in the game.

Edit: I want to make clear that this post is to just reinforce your position on the situation, it's not against it hehe.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Mon May 02, 2011 11:22 pm

I am sorry but todd's "spreadsheet" speech has got you all turned around. perks replacing attributes as a system for leveling will place a finite combination of character designs, sure there are going to be over 200 perks to choose from but thats less than attributes in which a difference of as little as 5 points towards endurance in the beging could make hundreds of thousands of combinations and its more organic than suddenly picking what you are better at.

(by which I mean the previous system of handling perks in OB was that you didn't just pick the perk you had to get your level associated with that perk to a minimum level. the new way I could potentially exclusivly use weapon skills but theoreticly pick a perk associated with a skill I havent used at all. it makes no sense and streamlines the process of leveling to a point of mindless game play.)


What makes you think you'll just have every perk available to you at level 1?? What makes you think you don't need to be a minimum level at something in order to get a perk?? Stop jumping to mindless conclusions, and get off the band wagon of ignorant, blind hate.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Mon May 02, 2011 8:44 pm

How so? Come up with your own unique character look, fighting style, personality, and then have a dungionmaster create a world for the character's to be let loose into. Lots of fun, completely open, and the only thing holding you back was your immagination and the dungionmaster's world rules along with no godmod cheating. You could find trainers in the world and gain stronger spells or better weapons from better smiths. Definitly was an rpg, cause you played your own role in the world.

Those are all stats. As in statistics that make up the game. How can you gain stronger spells for example if they are not tied to stats? What would make them stronger? How would you even roll that (dice wise)?
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Tue May 03, 2011 8:47 am

That's not role-playing; that's metagaming.


uhh... no, I am pretty sure playing a character who uses a certain set of skills is definitly role playing, its not the only element to roleplaying, but its an actual existing concept as opposed to "metagaming" which doesn't make sense at all (or at least not in the context of the discussion)
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Mon May 02, 2011 7:25 pm

http://www.gamesas.com/index.php?/topic/1180756-attributes-completely-removedremoved-encumberance/page__st__40
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Tue May 03, 2011 8:11 am

Truth be told, I was thinking about what character I wanted to be and I figured an Aragorn type character, with one handed, alchemy, sneak, marksman, etc and be a mix of a warrior and a stealth character. I was worried about how to level him and keep him powerful because of the variety of skills used.

So I, personally, am glad they got rid of attributes. It will make leveling flow easier and you don't have to focus on how you level your skills to effectively level your character.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue May 03, 2011 6:59 am

Those are all stats. As in statistics that make up the game. How can you gain stronger spells for example if they are not tied to stats? What would make them stronger? How would you even roll that (dice wise)?


The spells are tied to the skills like lets say Destruction. The more you use the Fireball spell the higher the destruction skill rating will be and the higher that skill gets the more damage you'll do with the Fireball.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Tue May 03, 2011 10:03 am

I'm all for this change.



And having a set jump height actually allows for deeper gameplay, as level designers can structure navigation puzzles with that jump height in mind. And like warp-speed-walking, moon-jumping is just goofy and takes away from the world (unless magic is involved, that is).


Thats a bad argument imo, as that takes options away instead of adding them.
Nothing more frustrating than seeing your goal right there but you cant get there, you have to circumnavigate a long windy path because you cant jump over the blockade.
Thats bad level design, not a redeeming factor.

I hope that there will be acrobatic like perks included, that give you a greater jump height or let you run faster.
Choosing them would then be a trade off. You can maybe jump obstacles others cannot, but you didnt get that nifty armour perk and are therefore more fragile in combat.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Tue May 03, 2011 10:37 am

http://www.gamesas.com/index.php?/topic/1180756-attributes-completely-removedremoved-encumberance/page__st__40

And I was happy that we're soon reaching the post limit :sadvaultboy:
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Tue May 03, 2011 10:14 am

uhh... no, I am pretty sure playing a character who uses a certain set of skills is definitly role playing, its not the only element to roleplaying, but its an actual existing concept as opposed to "metagaming" which doesn't make sense at all (or at least not in the context of the discussion)

"leveling minor skills to get proper attributes on level up is strategy,"
Sounds perfectly metagaming to me.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Tue May 03, 2011 2:08 am

I'm a roleplayer in RPGs and it doesn't require numbers to define who your character is. In pen and paper it does, but now that video games have gotten to the point they have, it doesn't require numbers to define you, your actions and your skills define you, not your attributes. Numbers to a point are still required such as how much health, stamina and magicka and of course your skills. That's really all you need numbers for anymore. The game isn't becoming less RPG because people are able to become more hands on thus requiring more player skill instead of character skill, that is definitely not dumbing down the game, that is bringing in more thought to be put in the game.

Edit: I want to make clear that this post is to just reinforce your position on the situation, it's not against it hehe.

Requiring more player skill than build skill is losing the RPG elements. Your not role playing yourself, with your strengths and weaknesses regarding your own player skill playing, Its your characters skill.


"leveling minor skills to get proper attributes on level up is strategy,"
Sounds perfectly metagaming to me.

It would depend on if your in game character actually knew how to level efficiently on his own. If he didn't, then that would be meta gaming, but how would you know if he knew? Its all rather hypothetical.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Tue May 03, 2011 4:32 am

(...) I finally quit WoW after I realized that washing my kitchen floor was both more fun and more rewarding than doing dailies. (...)

:lmao: and the kitchen floor was clean ever after!
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Tue May 03, 2011 10:42 am

I am sorry but todd's "spreadsheet" speech has got you all turned around. perks replacing attributes as a system for leveling will place a finite combination of character designs, sure there are going to be over 200 perks to choose from but thats less than attributes in which a difference of as little as 5 points towards endurance in the beging could make hundreds of thousands of combinations and its more organic than suddenly picking what you are better at.

(by which I mean the previous system of handling perks in OB was that you didn't just pick the perk you had to get your level associated with that perk to a minimum level. the new way I could potentially exclusivly use weapon skills but theoreticly pick a perk associated with a skill I havent used at all. it makes no sense and streamlines the process of leveling to a point of mindless game play.)


Well there is always a finite combination of character designs. However, perks with the three attributes we are keeping actually gives you more combinations. The total combinations for Skyrim were in the Septillions, Morrowind and Oblivion were in the billions. That is a major difference.

As for the perk system in Skyrim, sure you get to pick your perks but each perk can be leveled up also and also it is called a "perk tree" so we might not be able to choose some perks until we pick certain other perks first or get to a certain level.

Requiring more player skill than build skill is losing the RPG elements. Your not role playing yourself, with your strengths and weaknesses regarding your own player skill playing, Its your characters skill.


If anything, that only increases the RPG elements. The point is to roleplay as your character. If your actually in control of your character instead of dice rolls, then YOU are actually roleplaying instead of the game. We still have our skills and our customization to make ourselves unique and give ourselves specialties that no one else will have, that is the true RPG elements and we have strengthened that more in Skyrim than ever before.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue May 03, 2011 5:30 am

The Nameless One from Planescape Torment had no skills (just attributes), no appearance customization (you're always the same heavily scarred man), and a predetermined past. You couldn't even pick a name. It's still a fantastic game, and throughout the game you can still develop the character any way you like based on what you do.. You don't need endless number customization to make a proper character that is unique and that you can roleplay with.

With that said I don't know if this new direction Bethesda decided to take is better than what we had before, but I'm not shooting it down until I've played it.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Mon May 02, 2011 10:50 pm

Requiring more player skill than build skill is losing the RPG elements. Your not role playing yourself, with your strengths and weaknesses regarding your own player skill playing, Its your characters skill.


And yet your character's skills are now represented in a different way. The new method still allows you to build your characters skill, just goes about it in a different manner.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Tue May 03, 2011 8:56 am

they do for a whole demographic of TES fans, your opinion isn't the only one. bgs is spoiling one child and starving another. sure they're doing it for the money, we all understand its a business, but its not like the game will completely bomb if the throw us "spreadsheet" guys a bone rather than belittling and discounting us completely.

Well - actually, that will harm them more, and I have no doubt that that's a good chunk of why the games change as they do.

If they make them less complex and more linear, then at least up to a point (which point they didn't reach with Oblivion, and are certainly hoping not to reach with Skyrim) the RPG nerds are going to buy the game anyway, just because it's something. The sugar-addled 12 year olds, on the other hand, are going to go, "Man... this game svcks!" and they and all their friends are going to go buy Call of Black Redemption Creed VII instead.

From a pure marketing perspective, Beth gains more by catering to the most casual players with the shortest attention spans, since they're the ones who are most likely to simply not buy the game if it's not exactly what they want.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Mon May 02, 2011 7:41 pm

What makes you think you'll just have every perk available to you at level 1?? What makes you think you don't need to be a minimum level at something in order to get a perk?? Stop jumping to mindless conclusions, and get off the band wagon of ignorant, blind hate.


no where in the qoute you used shows me saying that all the perks would be available at level 1, so...?? but since you bring it up, how many perks will be available at the first level up, sure not all of them, its a perk tree after all. so the closer to the lower level a character the more likly it is that some one has the same exact perk selection as me. how does that add more options to be unique. the attributes system will influence your character from the begining and despite todd's weird spin speech about how before it was not possible to change the course of the progressions was, well. bizarre, if not false.

Those are all stats. As in statistics that make up the game. How can you gain stronger spells for example if they are not tied to stats? What would make them stronger? How would you even roll that (dice wise)?


I think they're eyes just glaze over when they see the "spreadsheet" and then begin critisizing a system they never made the effort to understand, so it is logical that so many of these pro-slash the attributes people don't even realize how warped they sound when they say that attributes didn't affect any thing any ways. I'd say the issue with the "spreadsheet" was user error, not a problem with the system as it existed.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Tue May 03, 2011 10:40 am

Well there is always a finite combination of character designs. However, perks with the three attributes we are keeping actually gives you more combinations. The total combinations for Skyrim were in the Septillions, Morrowind and Oblivion were in the billions. That is a major difference.

As for the perk system in Skyrim, sure you get to pick your perks but each perk can be leveled up also and also it is called a "perk tree" so we might not be able to choose some perks until we pick certain other perks first or get to a certain level.


I think ultimately someone needs to do the math and come up with the permutations of each system. I'd put my money on Skyrim.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Mon May 02, 2011 9:06 pm

:lmao: and the kitchen floor was clean ever after!


That was the "more rewarding" part! :D
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue May 03, 2011 6:33 am

I think they're eyes just glaze over when they see the "spreadsheet" and then begin critisizing a system they never made the effort to understand, so it is logical that so many of these pro-slash the attributes people don't even realize how warped they sound when they say that attributes didn't affect any thing any ways. I'd say the issue with the "spreadsheet" was user error, not a problem with the system as it existed.


I haven't seen this "spreadsheet" that you keep talking about, never heard of it. Another forumite and I did the math, I would think people would like the number values of the combinations.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Mon May 02, 2011 10:54 pm

Those are all stats. As in statistics that make up the game. How can you gain stronger spells for example if they are not tied to stats? What would make them stronger? How would you even roll that (dice wise)?


It was more of a tier system. I guess you could consider that stats, going from one to two, but I never considered them as stat bound mainly because they were usually just upgrades to the techniques you all ready had.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 03, 2011 9:04 am



If anything, that only increases the RPG elements. The point is to roleplay as your character. If your actually in control of your character instead of dice rolls, then YOU are actually roleplaying instead of the game. We still have our skills and our customization to make ourselves unique and give ourselves specialties that no one else will have, that is the true RPG elements and we have strengthened that more in Skyrim than ever before.

No it wouldnt, you'd be doing what your good at, not your characters. If through player skill alone you could do anything in the game regardless of stats, that would not be an RPG. That would be an action game. Your skill directly relating and equating to your avatars skill is an action game.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

PreviousNext

Return to V - Skyrim