Official: Beyond Skyrim TES VI #62

Post » Wed Aug 12, 2015 9:40 am

Yes, exactly!

I think fortify attributes could be balanced in enchanting by just making a limit to how much you can fit on an item, the way it always has been.

With spells, the balance is magicka cost and time limit.

Alchemical ingredients could have negatives and positives again. Even with the best equipment and skill, it could be that, for example, fortifying your intelligence by 100 would totally blind you.

Alternatively, they could just not have fortify intelligence as an alchemical effect, or prevent potions from stacking.

I think if Mysticism does not return, then Restoration should get the absorb spells at least. Life energy indeed.

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Rodney C
 
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Post » Wed Aug 12, 2015 5:13 am

There are many things I would like to see in TES VI, but in this post I will focus on one aspect. Character Stats.

Perks:

The perk system of Skyrim is good in theory, but it ultimately curtailed the whole system. By having a majority of the perks perform simple magnitude increases and cost reductions, the whole purpose of skill values is marginalized.

Increasing your stat and then allocating a point to unlock more of what is inherently given is profoundly insulting. The perks themselves simply become "feat taxes" (term for those familiar with Dungeons and Dragons). There is unlikely any reason that the incremental increases couldn't be factored into normal skill-value computations. Other than to artificially fill-up the perk trees, I can't see why Bethesda went the route they did. What could have been handled entirely within the skill value itself has been relegated to manual management, defeating the entire goal of simply "becoming what you play".

Quantity is good, but not at the expense of butchering what you already have. It's like cutting a pie in half and saying that you now have two pies, instead of owning up to the fact that you still have one pie (and an ugly butchered one at that).

Attributes:

I feel that Bethesda threw out the baby with the bathwater on this one. I agree that the old attribute system rewarded meta-gaming over roleplaying, but the attributes themselves served a purpose. Attributes were a foundation of interconnected cogs driving mechanics that gave "character" to the overall ability of your virtual adventurer. Being able to improve your performance in all strength based activities across the board through somewhat unrelated skills is a natural progression system in and of itself.

For example: Someone that does crossfit will perform better at basketball for the first time when compared to a sedentary person of comparable skill in the sport. Attributes are like aptitudes, which is different but foundational to skills.

I believe the best solution would have been to discard the incremental increase of attributes at level-up. They could then give each attribute its own experience bar letting it increase fluidly like the skills; this would effectively eliminate the dilemma of meta-gaming skill-ups per level. Your warrior gets stronger swinging his sword, the mage becomes willful casting his spells, and the rogue becomes more agile darting about.

You could even tie-in attribute requirements for some perks, as long as they are not arbitrary magnitude buffs. Any magnitude buffs from an attribute should be handled like it was in Morrowind, where it inherently scales the output.

You don't even need to have the character manage it. Just let attributes take care of themselves like skills, improving as you use it.

Skills:

I can see why Bethesda keeps reducing the number of total skills, but the line has to be drawn somewhere... God help us all if they announce for TES VI that there are only 3 skills; Combat, Stealth, and Magic. I actually wouldn't be surprised if they did; it already looks like they slashed skills from Fallout 4 completely. If you make another elderscrolls game, please Bethesda, do NOT do this!

If they could manage the animations to correlate with them, I would like to see the return of hit chance and spell failure. I think people might appreciate this mechanic if they actually SEE their character struggle to hit their enemies when outclassed; and imagine their reaction if they see their own character dodge/parry swords and dodge/resist spells.

Health, Stamina, Magicka:

I actually thought Skyrim did this just fine. I always saw the Health bar as more of a luck-margin anyway; once it runs out, the next sword swing connects in a fatal way. The fact that these stats regenerated continuously is not a bad thing. If you want to simulate health, stamina, and magicka perfectly, then you would need to get into mechanics such as those found in "survival" mods. It would be cool if TES VI comes stock with its own optional survival settings, but I would rather that they bring back attributes and more skills than focus on that.

On a side note: I would like to see a limit placed on the number of potions a character can consume within an in-game day. It seems rather absurd to be able to chug down 5-10 potions mid-combat, the metabolism of any person would be overloaded within the first few, depending the ounces consumed. I never use them, because they seem like cheap "I-WIN" buttons. They are, more or less, as useful to me as the in-game food when it comes to entertainment value.

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ijohnnny
 
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Post » Wed Aug 12, 2015 12:06 am

I like that idea :) it is sad, that in Skyrim you only fight against a lot of enemies is in those civil war quests. I had a lot of fun there and was sad that it was over too soon.

And, by the way, I tried to kill every person in the cities. It was quite fun, but all I gaind was that everyone wanted to slain me :D

I guess you understood my idea a little bit wrong. I thought about that as a Dremora you would be sent to Tamriel to force caos. But for some tasks that isn't really helpful if you need not to be detected by the people. Here the solution: because you are a Daedra, you could change your skin/apperances. But only after a cerain power I would say. This is possible because the people of Tamriel can't possible know every single bit of a demon ;) And the problem with the dieing, I would say you can :D becaouse if you fail a Prince won't be happy :D

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Leah
 
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Post » Wed Aug 12, 2015 12:45 am

To curtail the problem that purely relying on your characters skill level in order to preform X action without the Major/Minor system limiting that meant your character ran the potential to be monstrously competent in everything he or she did. The idea of Skill perks themselves is pretty sound, and you're right, the incremental percentage based increases are better left served to be managed within the Skill level itself, but what the Perks could potentially do still beats out utilizing that by itself. It actually allows for real specialization within that specific skill, meaning that two characters using it are identifiable better at preforming different actions despite having what one would think is otherwise a similar Skill set.

As is, Skill Perks as an idea is a good way to actually in a roundabout way to represent the Major/Minor system in a sense, but as opposed to forcing all of your decision making right from the start of the game, its more progressive meaning you have more room for error.

I know Lach is kinda keen on this, but no thanks. Morrowind and Oblivion were already bad enough in regards to having different Attribute allocations do nothing but gimp your character (if it wasn't a outright cross-class, so sorry, no intelligent warriors for you), and a "fluid" system would require the game intrinsically tie what each Skill does and what Attribute it effects, pretty much creating the exact same problems those games did without any player input at all. Sorry, but I'm kind of glad that particular system is dead. It doesn't take what ambitions I might have for my character and what I felt he or she has learned or improved on within the game, and restricts it to a measly "Intelligence is directly linked with Magical ability" and so on and so forth, despite that not necessarily being true.

I'd like to see Attributes back within the game, but I think the series flubbed the concept due to how connected they are to your Skills and said competence with those Skills. It really wasn't a grand or intuitive system.

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Petr Jordy Zugar
 
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