Rulesystem Updates

Post » Fri May 27, 2011 11:17 pm

If I would only be allowed to change a single thing from Oblivion, I would like to get a "lock/unlock" button for skills, so I can stop the game to advance skills I dont want to progress in right now.

That would still not fix many issues, but it would give me full control over how my character progresses, and allow me to get an optimal character without having to think about each and every action I do.

Also, hopefully they will tone the level scaling down a bit. It wouldnt hurt to have some areas where you cant go at level 1, and to have some areas where you wont ever face mobs above level 5 or 10 or 15 or so, even if you're much higher.

Also, PLEASE no Cliff Racers.
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Eliza Potter
 
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Post » Fri May 27, 2011 5:56 pm

If I would only be allowed to change a single thing from Oblivion, I would like to get a "lock/unlock" button for skills, so I can stop the game to advance skills I dont want to progress in right now.

That... Makes no sense really. If you don't want to develop a skill, don't use it. I don't see how developing a skill is a potentially bad thing...

Also, hopefully they will tone the level scaling down a bit. It wouldnt hurt to have some areas where you cant go at level 1, and to have some areas where you wont ever face mobs above level 5 or 10 or 15 or so, even if you're much higher.

Level scaling has to go. Completely. Even Morrowind's was too much for me. The likes of Golden Saints should be around all the time, you should just do your damndest not to get in a scrap with them until you're man enough to take 'em. Similarly, bandits shouldn't be Oblivion-style with Daedric armour. That's just [censored] ridiculous.
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megan gleeson
 
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Post » Fri May 27, 2011 5:17 pm

If anything, I would remove the completely optional fast-travel system and put conventional transportation methods (carriage, boat, woolly silt-strider, etc) back in. I could just never help myself and that ruined the size and immersion of the world for me in Oblivion.
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abi
 
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Post » Fri May 27, 2011 9:55 am

That... Makes no sense really. If you don't want to develop a skill, don't use it.
Pfft, oh, really ? And gaining levels makes sense ? There are no levels in reality.

Neither there are hitpoints.

Becoming the best swordmaster of the world by justing swinging a sword makes sense ? You can swing your sword all life and still someone who bothered to get actual training with a weapon would very likely easily beat you, because he learned much more effectively with a teacher.

Having magic makes sense ?

NEVER use the "makes sense" argument in a fantasy game.

Its about if it works, not about "makes sense".


If anything, I would remove the completely optional fast-travel system#
Thats not about the rulesystem.
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JD FROM HELL
 
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Post » Fri May 27, 2011 11:52 pm

woolly silt-strider


To keep 'em warm :)



I'd like no level scalling at all, it does raise some problems, mainly for beginners but they'll learn quick. Or die. Skyrim seems harsh enough for that.
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 10:16 pm

Pfft, oh, really ? And gaining levels makes sense ? There are no levels in reality.

Neither there are hitpoints.

Becoming the best swordmaster of the world by justing swinging a sword makes sense ? You can swing your sword all life and still someone who bothered to get actual training with a weapon would very likely easily beat you, because he learned much more effectively with a teacher.

Having magic makes sense ?

NEVER use the "makes sense" argument in a fantasy game.

Its about if it works, not about "makes sense".

In terms of gameplay it doesn't make sense, if you don't want to increase a skill, don't use that skill, sure, you may get an occaisional increase, but you still don't HAVE to use it. The only skill in Oblivion that was closest to having been forced on you was Athletics, but if you walked everywhere, it didn't increase.
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louise hamilton
 
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Post » Fri May 27, 2011 9:00 am

Pfft, oh, really ? And gaining levels makes sense ? There are no levels in reality.

Neither there are hitpoints.

Becoming the best swordmaster of the world by justing swinging a sword makes sense ? You can swing your sword all life and still someone who bothered to get actual training with a weapon would very likely easily beat you, because he learned much more effectively with a teacher.

Having magic makes sense ?

NEVER use the "makes sense" argument in a fantasy game.

Its about if it works, not about "makes sense".


Thats not about the rulesystem.

Ok, it doesn't make sense within the gameplay mechanics AT ALL. It. Does. Not. Make. Sense. TES is an RPG series. What you suggest is the nerfing of something that practically defines an RPG.

It
Does
Not
Make
Sense.
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Joe Bonney
 
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Post » Fri May 27, 2011 8:42 am

If anything, I would remove the completely optional fast-travel system and put conventional transportation methods (carriage, boat, woolly silt-strider, etc) back in. I could just never help myself and that ruined the size and immersion of the world for me in Oblivion.

Lack of self control is no reason to change a game mechanic. That being said though, for RP purposes, old school morrowind travel style would be a nice addition again.
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abi
 
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Post » Fri May 27, 2011 11:01 am

Pfft, oh, really ? And gaining levels makes sense ? There are no levels in reality.

Neither there are hitpoints.

Becoming the best swordmaster of the world by justing swinging a sword makes sense ? You can swing your sword all life and still someone who bothered to get actual training with a weapon would very likely easily beat you, because he learned much more effectively with a teacher.

Having magic makes sense ?

NEVER use the "makes sense" argument in a fantasy game.

Its about if it works, not about "makes sense".



Betheseda's system follows a kind of logic which makes more sense than a lot of rpg systems. You practice and use a sword constantly, your ability to use that sword improves. I think it makes sense to a degree that if you were constantly in armed combat with enemies and had to fight for your life with a sword, you'd develop some skill with it just to hold your own. Not to mention the fact that if blade is one of your major skills that kind of implies you're already someone who knows the basics enough to improve on their own to some extent. Betheseda's system does work, it's grounded in decent enough logic. Your idea for only levelling up when being trained also works, and is grounded in logic.

All in all, both systems make sense, and work. If you don't want to level a skill, set it to 0 with the console or make a mod. In the meantime, I suggest you work on your speechcraft a bit until you're less aggressive on forums - maybe you should go see a trainer about it.
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Richard
 
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Post » Fri May 27, 2011 9:55 am

I would love to see a pretty much static world.
Where creatures are the level they're, just changing slightly when you enter the world for example: You go to a place and there's a level 2 Mudcrab. You go some place else and after a while that Mudcrab will maybe decrease or increase in a level at most 5 each way if possible.

And a Morrowind-like transport system.
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Marquis T
 
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Post » Fri May 27, 2011 11:29 am

I agree with Tenser, the changes he suggested are nice :)
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Jeff Tingler
 
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Post » Sat May 28, 2011 12:23 am

The level up system has to go. At least the way it is now with its attribute multipliers on level up, which encourage training your character very artificially. For example you're proficient in swords, but before you level up you raise your blunt skill a couple of times so you can get a +5 attribute bonus for strength.

Attributes should go up by themselves based on the skills you raise, maybe with a little extra point to spend here and there.

Also, PLEASE no Cliff Racers.

Isn't that what we have dragons for? :hehe:
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Jade Muggeridge
 
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Post » Fri May 27, 2011 10:44 pm

The level up system has to go. At least the way it is now with its attribute multipliers on level up, which encourage training your character very artificially. For example you're proficient in swords, but before you level up you raise your blunt skill a couple of times so you can get a +5 attribute bonus for strength.

Attributes should go up by themselves based on the skills you raise, maybe with a little extra point to spend here and there.

This is a far better system, which I'd quite like to see. I always felt the sudden attribute boost at level up broke a bit too much from the gradual progression of everything else.
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jess hughes
 
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