now I am slightly depressed

Post » Tue May 03, 2011 10:19 am

(by which I meant, until some one makes a mod that rewires the system to have attributes)

That is unlikely. Whether the character is based around an attribute system or not is the kind of thing that's generally hardcoded, and beyond the reach of modders to change. For example, lots of people complained about the skills lost going to Oblivion, but how many mods functionally added any back? I've seen lots of "spears", but they're ultimately just blades with a different model. I haven't seen any spear skills. It's of course far too early to know how exactly the system will work in Skyrim, but whatever it is, don't expect modders to be able to replace it entirely.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Mon May 02, 2011 7:27 pm

Someone doesn't like change very much.

Welcome to the internet. We have cookies. :)
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Mon May 02, 2011 11:25 pm

good post. I never really realised the implications that removing the attributes would have, especially concerning spells/potions like drain/absorb attribute. They really added a massive element of depth to things - it is really fun having to figure out what attributes enemies were strong in, or what attribute they were trying to drain etc - it was sort of what made the really strong enemies interesting (in morrowind more than oblivion I guess).
I certainly wont be getting depressed about it, though because I know that it will be an extremely fun game in its own way, just perhaps not as in depth in that regard, which is a shame.

Thanks!

Indeed it is not a reason to be depressed about, it's just a pity. They could have greatly expanded on the current system but they decided to trow it away.
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Mon May 02, 2011 10:49 pm

A quick overview statement on many of the responses: people need to be aware of the art and science of public relations. There are professionals, and Todd Howard is one of them, who are specifically tasked with the job of making negatives sound like positives.

Think of Todd Howard as the Beth equivalent of the White House Press Secretary and you might have a bit better understanding of the amount of credence you should grant his statements.

Particularly when he falls back, yet again, on an obvious talking-point buzzword like "spreadsheety."


Qouted for truth.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Mon May 02, 2011 7:10 pm

the same results of attributes will be there, but the point is that they aren't earned by smart leveling, you just get them automaticly or by selecting perks from a list.

Todd? how is this less like a spreadsheet, replacing attributes with perks is not replacing a spreadsheet for a perk tree, its just a dumbed down spreadsheet that you don't need to look at.


To your first point; I truly believe that their new philodophy of 'learning by doing' is a step in the right direction. You need to look at it as you choose what you want to level by physically doing it in the game rather than it does it for you. You are doing by going out there and experiencing the world rather than looking at a set of numbers. It's hard to say until we've seen more of the game, there's still alot information we simply don't have.

To the second; it's less like a spreadsheet because of the presentation. The numbers may still be there but they're now in the background. What makes it a spreadsheet is the design of the interface, and none of us can truly speak to that until we've seen it.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Mon May 02, 2011 10:24 pm

No, I said I wouldn't buy it until there were mods that undid these changes (by which I meant, until some one makes a mod that rewires the system to have attributes) and that will be for the PC, I said in one of my responses that I was going to log off the forums until I calmed down a bit. having done so I might even buy a 360 copy, its not as if every one who started the series with MW boycotting the game would stop it from selling major amounts of copies. thats what I am complaining about, they are dumbing the game down so that its more fun for people who just want to play the game for the MQ and the achievments.


Sorry that bethesda are trying to make money and not just satisfy a very small niche of it's community. Jesus Christ not having attributes hardly changes anything anyway in my eyes. Why don't you just take morrowind and play that then. How does a perk system with many more combination compare to an attribute system?
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Tue May 03, 2011 10:04 am

I'm fairly certain that the main reason they completely reworked the entire attribute concept is because they don't want level 2 characters beating their main quest again.

that had nothing to do with it. enemies were leveld to your numerical level, not your attribute. MW had the same attribute system (+ several more skills) and did not have that problem. it was impossible to beat MW MQ (at least extremely improbabable) at level 2, because the strength of enemies was set.

Because Oblivion's +attribute leveling system was so beloved. Leveling your main skills penalized you.


thats a misconception. it seemed that way because your main skills in MW were meant to be the skills that you were good at, and you picked them so that you could effectivly strike enemies when using a main skill weapon. the removal of the skill check system in combat changed the nature of main skills. they should have called the main skill something else like attribute skills because your main skills in OB were not necessarily the skills you were supposed to be good at because missing in combat was no longer possible. in order to smartly improve your stats you choose main skillls that you used only infrequently so you did not power level. and your minor skills you increased without increasing your level so that you can get the most out of improving your attributes when you do.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue May 03, 2011 6:43 am

You've gotta be kidding me. Everything I've seen so far is indicating far more customization and far better character advancement. And that's from a guy who far prefers Morrowind's complexity to Oblivion's simplification. I can't really say anything else constructive though cause if you didn't listen to what Todd Howard said, why the hell would you listen to me?
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Tue May 03, 2011 6:35 am

I really like the new system, it sounds like its going to be great.

The removal of attributes doesn't really bum me out. In Morrowind and Oblivion, if you leveled all of your skills to 100, then you were unstoppable in every regard. In Skyrim, even if you did get all skill to 100, you still wouldn't have all the perks, therefore you would still be specialized to some degree. It sounds like the perks are going to MORE than make up for the loss of attributes. Overall, we are going to have a net gain here in character customization. Not to mention the endless combat possibilities, awesome and detailed NPCs, ect.

I think we're looking at the best Elder Scrolls game yet.

your main skills in OB were not necessarily the skills you were supposed to be good at


I disagree. Of course they were the skills you were supposed to specialize in. The bad thing is that it wasn't the smart thing to do. With this new system, we can finally say goodbye to the age old problem of efficient leveling. I will now have a worry free leveling experience, something both Oblivion and Morrowind lacked.
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue May 03, 2011 2:55 am

Thanks!

Indeed it is not a reason to be depressed about, it's just a pity. They could have greatly expanded on the current system but they decided to trow it away.

Pretty much, they cut something and its 'evolution'? give me a break, evolving means fixing whats wrong and adding in things.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Mon May 02, 2011 9:16 pm

I'm a little nervous, too, not quite seeing how the pieces are going to fit together, but that doesn't mean that they won't do so--and masterfully. If the changes mean less time spent meta-gaming mechanics and more time spent adventuring, while presenting us with interesting character development options, that will be a good thing. Punching mud crabs to increase character strength was not so fun that I'm totally closed to other options. And, of course, the down side of athletics as a skill was starting out with a painfully slow walking speed ...
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Mon May 02, 2011 11:31 pm

There were no intelligence speech checks in TES games, ever.

Racial bonuses can now actually matter this time.

Nothing really stops them from making some races faster and other races to have more magicka than others.

You're saying it like it's a bad thing...

Hell, following your logic would make FO3 a better game because it has attributes.



So So Bukee, if they are leaning towards FO3.....how are attribute checks which are a hallmark of FO3, going to be done.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Mon May 02, 2011 6:34 pm

Except they aren't dumbing down the game... People keep saying they are dumbing things down when in reality the games have been requiring more player skill, that's not dumbing down, that's smarting up (TM of Sleign :tongue:) There is more customization in Skyrim than in Morrowind or Oblivion, we've crunched the numbers. Oblivion was a step in the right direction and Skyrim seems to be the destination in the right direction from what we can see.


For once, I agree with you.

I was against the removal of attributes, too, but after seeing the perk system and a bit of how the new system works, I think that the Skyrim way may be actually more complex that it was in MW or OB. It's not simplified, just different and re-arranged.

Still, I'm really curious to know how things like the Encumbrance will be managed. Or what happens with Luck (gone forever?). Or how magicka regens over time without Willpower controlling it....but I'm hopeful :)
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Tue May 03, 2011 9:00 am

it seems like beth is turning ES V into more of a shooter than a role playing game. We used to have sword, dagger, mace, etc and in Oblivion we had just edge and blunt.
the # of skills keeps going down, and in ES V this continues but has Perks to enhance the skills.
I am not sure i will get the game now. I think i will need a demo to see if i like all of the changes that are being made.


I disagree the system is still similar, we just have perks not Attributes. Having less of something isn't a bad thing, Yes the game is getting more simpler but how is that a bad thing. I hated Oblivion's leveling style I mean what are the benefits of Major skills like Armorer, Block, Heavy Armor when they penalize my attributes.
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Mon May 02, 2011 6:21 pm

So So Bukee, if they are leaning towards FO3.....how are speech checks going to be done


I believe one of the interviews released today mentioned the speech skill is still in there. Correct me if I'm wrong.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Tue May 03, 2011 10:32 am

the issue is that their replacement is perks, the difference from picking a perk and increasing your attributes based on leveling your main skills is that one is the first is the reward is given and the latter is earned. They could have had the same perk system if they just got rid of major and minor skills and let you level any skill at any time like they want to, but you don't need to kill off attributes to add perks. it only reveals that they just wanted perks to be more significant so they made them more powerful by bumping off attributes. they could have had both! but they got rid of one to make the other more relevant.


How were attributes not rewards?? You got to increase your strength as a reward for using swords, for example. Which in turn makes your attacks with swords do more damage, and you also get to carry a bit more. This time you get a reward in the from of a perk for using your sword. You pick a perk that makes you do more damage with swords. Perhaps there will be perks related to how much you can carry. How is that any different (in terms of playing the game), except that in one system there is a menu that shows your strength, and in the other there is a menu that shows your perks. But in terms of playing the game, and to paraphrase, "not looking at a spreadsheet", what has changed?? If anything it's more realistic, because this way if you practice with using a one handed sword, you don't magically get better with claymores and axes. Because sword play is more about skill than pure strength.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 03, 2011 9:07 am

So So Bukee, if they are leaning towards FO3.....how are speech checks going to be done

Speechcraft.

You know, like in FO3.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon May 02, 2011 11:58 pm

I know its fun to say "dumbed down", but you honestly can't say that due to the new Perk System. Its factually incorrect. All of the attributes were folded into Perks and Hp/Mp/Sp. There was no loss.

If there was no Perk System and the Attributes were boiled down to the current Health/Magicka/Stamina then you'd have a point. But thats not what happened, and you have no point.


The difference is:

A more free leveling (vs Oblivions horrible leveling +attribute system, making you avoid major skills that you really wanted to level and forcing you to level other skills you dont care about for proper stat gain)

More specialization/customization (Perk trees + perk cap)
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Tue May 03, 2011 1:21 am

So So Bukee, if they are leaning towards FO3.....how are speech checks going to be done


They won't have to be, if they follow Fallout 3- as there'll only be two or three max in the whole game. Maybe if they follow New Vegas... ;)
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Tue May 03, 2011 6:28 am

Personally, I'm looking forward to seeing how the new "no attributes" system works.

Why?

Because playing Oblivion was always an exercise in metagaming, mostly centered around getting +4 and +5 attribute bonuses whenever you leveled (so that you didn't "fall behind" in power and end up crippled). All sorts of silly crap descended from that pursuit of stat bonuses - trying to "control" your leveling by picking Major skills you wouldn't use, standing around in your house doing "training" actions (like casting custom 1-pt spells for half an hour, or auto-running into a corner while you read a book), keeping a skill chart by your keyboard so that you could mark every skill gain as it happened (so you'd know how many skill gains were built up for each stat at all times).....


...it was annoyingly "spreadsheety" :D. And it really "broke immersion" :whistling: and kept you thinking about game mechanics & numbers, instead of what was actually going on on-screen.


So, yeah - while I have a few worries about no stats (how can I stack strength so that I can packrat lots of loot?!?!?!), I'm still looking forward to how it works.


--------
re: "spreadsheety" & RPGs

Every time I see the word 'spreadsheety', it makes me think they are just trying to appeal to people that probably dont even like RPGs.


Here's the thing. Yeah, pen-and-paper RPG players frequently seem to love their number crunching. (Hey, I'm guilty of that - and I've played some of the most number-intensive pnp RPGs out there - like Rolemaster :))

But the idea behind making computer versions of games (from hex-and-counter wargames, to simulations, to RPGs) was to make all those numbers transparent - you had the computer to do all the rolling, and chart checking, and cross-referencing! Progress!

So, to say that reducing the number-crunching is anti-RPG..... eh, seems wrong.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Tue May 03, 2011 12:13 am

For once, I agree with you.

I was against the removal of attributes, too, but after seeing the perk system and a bit of how the new system works, I think that the Skyrim way is actually more complex that it was in MW or OB. It's not simplified, just different and re-arranged.

Still, I'm really curious to know how things like the Encumbrance will be managed. Or what happens with Luck (gone forever?). Or how magicka regens over time without Willpower controlling it....but I'm hopeful :)


Yeah, I'm definitely curious about Encumbrance as well. Luck was always a pretty passive attribute, so it will probably have a base random chance for everyone or maybe no randomness at all. I'm also curious to see how they deal with magicka regen if it even still regens (oh god I hope it still regens, I don't like the old non regenerative magicka.)
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue May 03, 2011 9:11 am

You'll end up buying the game anyway, just like the rest of us. And it seems like rather than removing things, they are streamlining ((effectively) and making things more useful to the game, instead of just having a bunch of numbered stats that aren't applicable to much more than the number itself.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Tue May 03, 2011 1:34 am

I know its fun to say "dumbed down", but you honestly can't say that due to the new Perk System. Its factually incorrect. All of the attributes were folded into Perks and Hp/Mp/Sp. There was no loss.

If there was no Perk System and the Attributes were boiled down to the current Health/Magicka/Stamina then you'd have a point. But thats not what happened, and you have no point.



The end result is a system that allows a more free leveling (don't have to plan out what skills level you for +3 endurance) and more specialization/customization (Perks that have a cap)


This

And you should listen to the first 2 minutes of this interview
http://www.g4tv.com/thefeed/blog/post/711916/elder-scrolls-5-skyrim-todd-howard-interview/
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue May 03, 2011 3:57 am

Speechcraft.

You know, like in FO3.


My previous post was an error look again plis.

Can someone, PLEASE link were it says Perks have anything to do with attributes. and not just skills.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Tue May 03, 2011 1:13 am

I believe one of the interviews released today mentioned the speech skill is still in there. Correct me if I'm wrong.


That and from the article in IGN, it seems we still have individual weapon skills like one handed swords and two handed swords.
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

PreviousNext

Return to V - Skyrim