wonder why they took out attributes?

Post » Tue Mar 29, 2011 8:08 pm

First, why do people continually fail to acknowledge that there is no reason we can't have both perks AND attributes, like in Oblivion!

Because it's not going to happen. Why should we debate what's already been placed out of the scope of possibility?

Second, seeing as though all we've really heard about this is pure PR from Todd, we can only rely on past history to try and guess whether perks add more depth. Well, past history is 100% clear on the subject of depth in TES games. It gets smaller over time.

Actually, what TES has been losing every game is breadth, not depth. Every game clearly limits the range of all possible activities of the last, as opposed to the limits one can take a single activity.
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Daramis McGee
 
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Post » Wed Mar 30, 2011 4:10 am

Bound for lock, eh? This thread is nearly 200 comments long.



thats bound for lock :P


Again, why do I need to choose perks to give weapons abilities they should already have Bukee?
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Louise
 
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Post » Tue Mar 29, 2011 11:41 pm

thats bound for lock :P


Again, why do I need to choose perks to give weapons abilities they should already have Bukee?

Because the perk shows that you know how to make use of them.
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Unstoppable Judge
 
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Post » Wed Mar 30, 2011 7:08 am

By help and support, do you mean do "barely nothing", "completely replace the need to train those skills" or "does basically the same thing so that you have to look at multiple different interface screens to see how high your REAL skills are, the ones that matter in that skill check"?

Honnestly, what do you want attributes to do?



Skills that matter?
Are you talking about combat skills?

I dont think I have words.
:brokencomputer:

In a perfect game there is so much attributes could do. I dont see why people keep insisting to take Oblivion as the standard of what attributes are, as thats not a very good example.
You could have quest requirements, guild requirements, all sorts of things, up to and including what enemies youre likely to encounter or how people treat you.
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Bee Baby
 
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Post » Wed Mar 30, 2011 9:20 am

When I hit a guy with a mace, and he has light armor, that mace shouldnt need a marker from almight to tell it YES you can now hurt people through there armor!

and when I'm demi-god status strong in the arm (ups thats gone too) and I hit some guy in a tin Can, it should also without the need to be given permisision, turn that guy into pulp, is that not the nature of blunt weapons?


come, someone please answer this without throwing an insult or trying to make another look like an idiot.
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Rebecca Clare Smith
 
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Post » Tue Mar 29, 2011 9:27 pm

When I hit a guy with a mace, and he has light armor, that mace shouldnt need a marker from almight to tell it YES you can now hurt people through there armor!

and when I'm demi-god status strong in the arm (ups thats gone too) and I hit some guy in a tin Can, it should also without the need to be given permisision, turn that guy into pulp, is that not the nature of blunt weapons?

Unlocking those effects through perks might not be the best idea but you can hardly scratch the WHOLE perks concept based on a couple bad ones.
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BethanyRhain
 
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Post » Wed Mar 30, 2011 4:17 am

Unlocking those effects through perks might not be the best idea but you can hardly scratch the WHOLE perks concept based on a couple bad ones.

mmk.


Why do I need to pick a perk to dodge my enemies? especially when apparently acrobatics and athletics are out? I'm trying to base this on tangible playstyle enhancing scenarios and not +5 to armor.
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Romy Welsch
 
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Post » Wed Mar 30, 2011 4:19 am

First, why do people continually fail to acknowledge that there is no reason we can't have both perks AND attributes, like in Oblivion!


Except people have explained it (including me) many times. To have both you would create a redundancy that would quickly get out of hand and cause imbalance as now you have three sources of damage instead of two and so forth. The new system does what attributes did. So what do we have when we take away the function of attributes? Just words. What usefulness is there to keep words in. It comes down to just wanting them to stay in the game because they were in previous games even though they serve no function and instead of letting them just fade out of existence, you want Bethesda to make up brand new functions for them out of thin air for no reason. Why? Why not just let them go?
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Trevor Bostwick
 
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Post » Tue Mar 29, 2011 9:02 pm

Can you give us the numbers please?
Provide any sort of link?

Proof or it isnt true, Im afraid.


From what I know given the current info, it will be impossible to define these numbers for Skyrim as we do not know what the max levels are etc
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 6:53 am

In a perfect game there is so much attributes could do. I dont see why people keep insisting to take Oblivion as the standard of what attributes are, as thats not a very good example.
You could have quest requirements, guild requirements, all sorts of things, up to and including what enemies youre likely to encounter or how people treat you.

With quest requirements and guild requirements, algorithms could be constructed to use skills, or swaths of skills, to approximate the same kind of thing behind the scenes. For instance, in MW, intelligence covered alchemy, enchant, conjuration, and security. To approximate what we might see as an intelligence requirement from MW, we could take the intelligence skills, give them each individually some constant weight if we wanted, average them together, collectively weight the average further by another constant if we wanted, and have something incredibly similar to an intelligence attribute requirement.

With how people treat you, speechcraft through some weight algorithm becomes the new personality, coupled with outside factors if needed.

With monsters, assuming we're relying on luck, I've got nothing, as luck is perhaps the only attribute that I don't see accounting for through skills/perks very easily or fluidly.
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maria Dwyer
 
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Post » Wed Mar 30, 2011 12:03 am

When I hit a guy with a mace, and he has light armor, that mace shouldnt need a marker from almight to tell it YES you can now hurt people through there armor!

and when I'm demi-god status strong in the arm (ups thats gone too) and I hit some guy in a tin Can, it should also without the need to be given permisision, turn that guy into pulp, is that not the nature of blunt weapons?


come, someone please answer this without throwing an insult or trying to make another look like an idiot.

Good thing that weapon skills are more generalised now isn't it!

Now all one handed weapons are governed in one skill. So if you can hit hard with a sword, you can hit hard with a mace too!

Happy?
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sam smith
 
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Post » Wed Mar 30, 2011 1:00 am

With quest requirements and guild requirements, algorithms could be constructed to use skills, or swaths of skills, to approximate the same kind of thing behind the scenes. For instance, in MW, intelligence covered alchemy, enchant, conjuration, and security. To approximate what we might see as an intelligence requirement from MW, we could take the intelligence skills, give them each individually some constant weight if we wanted, average them together, collectively weight the average further by another constant if we wanted, and have something incredibly similar to an intelligence attribute requirement.

With how people treat you, speechcraft through some weight algorithm becomes the new personality, coupled with outside factors if needed.

With monsters, assuming we're relying on luck, I've got nothing, as luck is perhaps the only attribute that I don't see accounting for through skills/perks very easily or fluidly.


Id love to see the kind of things you talk about, that would be awesome.
I guess if handled correctly the new system can do (almost) everything the old one did and thats whats important.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 9:12 am

They took out attributes cuz it limits your character. The ones you choose in the beginning(based on your race and birthsign) are hard to raise later in the game if you decide to change it. With this simplified version, you can change your style mid game, or go for a good mix.
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Katharine Newton
 
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Post » Tue Mar 29, 2011 11:08 pm

Post limit.
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luis ortiz
 
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