Removal of Class System?

Post » Tue Feb 01, 2011 11:16 am

So..it's like Oblivion but without the lame minor-skill exploiting?

Sign me up.
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Jason White
 
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Post » Tue Feb 01, 2011 3:54 pm

I don't really don't know what I think since we have so little info on the details yet, But somehow I have a good feeling about this. I'm really curious.
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Amber Ably
 
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Post » Tue Feb 01, 2011 9:41 am

Yeah, I never found the classes to be all that different anyways--it was all about numbers, which you dont see anyways.


You will probably play the game however you want regardless of which class you chose anyways in older games.
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Leilene Nessel
 
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Post » Tue Feb 01, 2011 10:52 am

What prevented characters in Daggerfall, Morrowind, and Oblivion from becoming jacks of all trades, anyway, regardless of class?
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Erich Lendermon
 
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Post » Tue Feb 01, 2011 12:40 pm

What prevented characters in Daggerfall, Morrowind, and Oblivion from becoming jacks of all trades, anyway, regardless of class?


Only this time we 9-11 perks per skill to chose from, which you can't get all considering the lvl 50 soft cap. :)


IMO, an better system than TES3/4 so far.
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Robert Devlin
 
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Post » Tue Feb 01, 2011 4:38 pm

Although I almost always play a custom class character, I'll miss all those spellswords, crusaders etc..
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Shae Munro
 
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Post » Tue Feb 01, 2011 4:02 pm

Only this time we 9-11 perks per skill to chose from, which you can't get all considering the lvl 50 soft cap. :)


IMO, an better system than TES3/4 so far.

That too. I also can't remember the last time I said I was something that I was permanently bound and affected by it, in real life. The new way is more realistic and natural, from what I've heard, in my opinion.
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SiLa
 
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Post » Tue Feb 01, 2011 12:23 pm

Pure genious Beth. Classes have been used too much in RPGs and I'm glad there might finally be a game where a class is not something you choose, but that you earn. Warrior, Knight, Thief, Mage - all these "classes" are titles, and titles are earned through action. Only a selected few have earned such prestige to choose their own title and while this would be an awesome addition to the game I really can't imagine how it would be properly done with the voice acting. Besides I never quite understood why my class should be "Warrior" when I was the head of the Mages Guild. (Not that I actually ever played anything except Custom classes, but the theory is there)

Now, let's celebrate! :foodndrink:


Agreed - previously I would run several differnt characters who would only join guilds based on their skillsets - so my mages wouldn't join the fighters guild and my mercenaries wouldn't join the mages

However I'm pretty sure the devs will enable the NPC's to make comments on the type of skills the player gravitates to - so they may say you appear to be a warrior if you use combat skills more

I'm also guessing the race selection plays more importance - Todd made a comment in one of the GI interviews that he was interested in how playing an Orc differs from a High Elf - so i suspect the races will act more like classes this time
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Victoria Bartel
 
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Post » Tue Feb 01, 2011 3:37 pm

As long as they have skills and birthsigns, I don't care about the major/minor or specialisation stuff of classes gone. :)
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remi lasisi
 
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Post » Tue Feb 01, 2011 10:37 am

I'll admit, at first I was sceptical and a little angry at this new setup. I enjoyed spending my days at work think g what class to make, and what they'd do and equipment they'd use.

Then I remember that I enjoyed FO3 and New Vegas (which while different intheir own right, share a similar classless setup). By the level cap in those games you were a specialised character, or a JoaT with lesser skills (particularly in NV). I would imagine Skyrim will be similar in that respect.

Yes I was hoping for a different idea. My thoughts were to bring back both Major and Minor skills, with differing caps. For example, you could only Master Major Skills, and then minors would be capped lower, and finally miscellaneous would be capped lower still. This setup gives the class a real meaning at endgame. Now I look at it it's only beneficial to people like me who think about and know what they want and how the game works.

This new system is a bit more flexible in that regard, and will still reward those with a clear idea of what they want. I think I may actually end up preferring this new system if they do Perks right (basically I want it to effectively be skill-trees) where specialty is derived through the perks as opposed to individual skills.
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Nuno Castro
 
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Post » Tue Feb 01, 2011 11:56 pm

I don't know what everybody else did but every time I played an Elder Scrolls game I would end up making a custom class. Now that they took out the class system I don't have to start a game over half way through. I for one am thankful to Todd and the other devs for doing this.
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Nick Jase Mason
 
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Post » Tue Feb 01, 2011 11:48 pm

Eh, never used a class, it was always custom :shrug: If I play a pnp rpg, then I'll play a class since then I can truely role play :nod:
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Jade Barnes-Mackey
 
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Post » Tue Feb 01, 2011 8:08 pm

I don't mind. It'll be like having a custom class pretty much. The only thing that I'm worried/curious about, is when you level up, how will the bonus to your Attributes work? In Oblivion/Morrowind, I worked on my Minor skills in the Attribute that I wanted, so that when I leveled up, I'd have a hopefully higher bonus in the desired Attribute (Strength, Will, etc).

Since you level up every 10 skill raises...how will that work exactly? And what is the level cap? I read there is a total of 50 different character builds or something like that.
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Yonah
 
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Post » Tue Feb 01, 2011 2:29 pm

So we lock this right?
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Alada Vaginah
 
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Post » Tue Feb 01, 2011 4:44 pm

Post limit has been reached.
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Robert Garcia
 
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