A better alternative for generalize weapon skills.

Post » Tue May 03, 2011 7:08 am

In Morrowind there were more weapon skills than there were in Oblivion, and it seems to have been boiled down even more in Skrym. The one-hand / two-hand idea is nice and simplifies the game, but I'd prefer a system such as this:

Divide every weapon skill up as much as possible (axe, mace, hammer, blunt, dagger, shortsword, longsword, greatsword, shortbow, longbow...) Have more skills than necessary. This alone is more clumsy and less accessible, but to fix that, you tie skills together so they they can level each other up.

It would not make sense that as a get better a short sword that my skill with longsword would not also improve. Each skill could be tied to other skills and for every point you increase in a skill, its related skills would go up .25 to .75 a point (based on the level difference)

So if you only ever used a long sword (lvl 100), your other sword skills may be at 40-60, and your heavy/axe/blunt skill would be 30-40, while your bows skills would not have increased at all.

I know this will never be implement, but is just a thought. Anyone else like the idea?
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Tue May 03, 2011 7:36 am

I like the current system.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Mon May 02, 2011 9:13 pm

I don't know. You might be overlooking the role that perks will play in character development. I think it will make things pretty diverse and satisfying. It would be one thing if all there was were those very general skills. But I can't wait for some perk details to be expanded on. I think that's the solution.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Mon May 02, 2011 6:14 pm

I don't know. You might be overlooking the role that perks will play in character development. I think it will make things pretty diverse and satisfying. It would be one thing if all there was were those very general skills. But I can't wait for some perk details to be expanded on. I think that's the solution.

Yea, you have to account for the perks.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue May 03, 2011 8:32 am

or how about instead of cluttering the list with useless skills we specialized one specific skill
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Tue May 03, 2011 8:20 am

Your post left me confused and disoriented. But I like how Beth is simplifying it and just going with 1-handed and 2-handed. And there are perks for each skill that lets become more focused in swords or axes or hammers or whatever so that kinda takes the place of that a bit. Plus I usually just stick to one weapon type so I would want that one weapon to become as good as it can get, I don't really care if my skill in other weapons is lacking.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Tue May 03, 2011 3:34 am

nah i like what bethesda is doing now.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Mon May 02, 2011 7:45 pm

That's way too much separation. I wouldn't take it any farther then Axe, Blunt, Blade. Hammer and Mace different skills? WTH.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Mon May 02, 2011 6:49 pm

It would not make sense that as a get better a short sword that my skill with longsword would not also improve.


Firstly, short sword and longsword combat is different. Secondly, as Todd noted, there is a larger disparity between two handed weapons styles and 1 handed than ax vs. blunt vs. blade styles. Thirdly, the point was to reduce the number rather than increase them. Why do you need more skills?
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Tue May 03, 2011 2:19 am

This "more is better" and "more is instantly deeper" thing start to annoy me.

The current system is pretty much this. You have one generic skill that conveys most of the weapons, but you can specialize on your main weapon type with perks.
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Mon May 02, 2011 6:48 pm

No, bad idea.
It just about limits you to using ONE type of weapon only, and that is horrible for the whole 'do whatever you want, be whoever you want' feel to the game. I would feel so restricted in terms of gameplay.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Tue May 03, 2011 7:10 am

I like the idea myself. I'd like to see a game in which one could specialize in a particular weapon - not just a type, like one-handed or even blade, but a specific form, like dagger- and be rewarded with a skill level that isn't available to anyone who doesn't so specialize. The trade-off for that would be to only gain minimal skill, if any at all, with other weapons. And I like the idea of weighting it to related weapons - the dagger specialist would gain some amount of skill for short blades, a lesser amount for long blades, very little for claymores and none at all for anything else. That sort of trade-off is exactly how you define a character in a roleplaying game, and if you decide you want to do something else, you create a new character who does something else.

However, that's not going to happen in a TES game. They're obviously moving toward making it so that anyone can pick up any weapon at any time, always hit with it and always do maximum damage. So be it. That's just another thing that the revolutionary game to come - the one that will be to RPGs as Daggerfall was so many years ago - might do.
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Mon May 02, 2011 11:20 pm

The new system is brillaint .. provided that it's done right. Learning to fight with a sword will help you with any other weapon to some degree, so bundling the skill set makes sense - provided that perks provide the promised specialization. Besides, if perks are moddablethena whole new world opens up.

We'll see when it comes out.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue May 03, 2011 6:10 am

*snip*

Why stop there? You could have separate skills for left and right hands (dual-wielding and all!). Two-handed skills could level up the dominant hand skill primarily and the off-hand separately. It could even be further divided into finger skills. For example, a katana is usually held such that the least pressure is on the dominant index finger, which acts more as a guide. So, Agility could govern the Katana Dominant Index Finger skill, while Strength handles the other three with increasing influence down to the pinkie.

I'd like to see a game in which one could specialize in a particular weapon - not just a type, like one-handed or even blade, but a specific form, like dagger- and be rewarded with a skill level that isn't available to anyone who doesn't so specialize. The trade-off for that would be to only gain minimal skill, if any at all, with other weapons.

So, in other words, the perk system. Provided they handle it the right way.

However, that's not going to happen in a TES game. They're obviously moving toward making it so that anyone can pick up any weapon at any time, always hit with it and always do maximum damage. So be it. That's just another thing that the revolutionary game to come - the one that will be to RPGs as Daggerfall was so many years ago - might do.

Yes, because weapon skill and Strength had absolutely no bearing on weapon damage.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue May 03, 2011 4:16 am

Oblivion, and it seems to have been boiled down even more in Skrym.


Oblivion: 2 skills = Blunt and Blade

Skyrim: 2 skill = One-Hand and Two-Hand + Perks trees that specialize in axe, mace, or sword(maybe more).


The opposite of boiled down/simplified.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Mon May 02, 2011 7:09 pm

Your idea is valid, and i really like it, but this is too much programming. i think, u know how lazy these programmers are ;)
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Tue May 03, 2011 5:25 am

Well there will be one handed and two handed weapon skills and perks what will describe how well you skilled with specific weapon type, question in number of such perks and can we add new ones to really make weapon specialists with them.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Tue May 03, 2011 3:16 am

Or instead the more specific skills are actually subskills (aka perk lines) of the major skills?
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Mon May 02, 2011 10:37 pm

Umm.. Perks? Yes perks are a very good way of specializing into certain weapons, instead of having 100 skills in the game, thank you.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Tue May 03, 2011 9:42 am

Yeah, Bethesda's current setup makes more practical sense. You have your fighting-style foundation of One or Two handed preference, and then you perk to your preferred weapon. Sure, you could nitpick and say "How do I magically get better mace skills" but I'm not going to.
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Mon May 02, 2011 8:23 pm

Basic one or two haned with perks to specialise sounds fine to me. Much of the skill involved in hitting an opponent in melee involves to the ability to read and misdirect him, things which are independent of the weapon used.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am


Return to V - Skyrim