Birth Nebula

Post » Mon Nov 23, 2009 9:50 pm

I guess "birth nebula" doesn't really make sense, but maybe we will be able to choose at the beginning of the game to be more connected to The Warrior, The Mage, or The Thief, giving something like a +10 to the 6 skills governed by the nebula. I know they've said that at the beginning all you choose is your race, gender, and appearance. But it would be nice if you could start out slightly more proficient in one of the archetypes, perhaps just enough to be able to get tier 2 perks in any of the 6 skills by level 2.
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Steph
 
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Post » Tue Nov 24, 2009 5:43 am

With classes and birthsigns being cut, I don't think so.
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!beef
 
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Post » Tue Nov 24, 2009 7:49 am

I'd prefer not to have that. I think it'd be a design decision that conflicts with the removal of classes. It's basically a reinstatement of classes - warrior, mage, and thief. Sure, the starting differences might be small, but why have them at all? Or, rather, if you're going to provide a small boost to a choice of the three archetypes, then why not allow the player to customise their set of 6 skills for which they'd like to receive a small starting boost?
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jessica robson
 
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Post » Tue Nov 24, 2009 1:22 am

I'd prefer not to have that. I think it'd be a design decision that conflicts with the removal of classes. It's basically a reinstatement of classes - warrior, mage, and thief. Sure, the starting differences might be small, but why have them at all? Or, rather, if you're going to provide a small boost to a choice of the three archetypes, then why not allow the player to customise their set of 6 skills for which they'd like to receive a small starting boost?

I mean what's the point of having the nebulas/archetypes at all if they mean nothing? What exactly does splitting the skills into combat/magic/stealth add to the game anyway?
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Rhiannon Jones
 
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Post » Tue Nov 24, 2009 8:51 am

The thing about TES 3&4 skills that was useful in a similar way to what you mention was picking Major skills that would rank up faster. I used this on skills that were more time consuming or costly to level, such as sneak, enchanting, & armor skills. If they have something to mitigate that in place in Skyrim then I'll be happy.
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Melung Chan
 
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Post » Tue Nov 24, 2009 10:58 am

I mean what's the point of having the nebulas/archetypes at all if they mean nothing? What exactly does splitting the skills into combat/magic/stealth add to the game anyway?

To give the false sense that features that have been removed are still in place?
*Ahem* Birthsigns
Why did they remove those? Not that there's a good excuse...
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gary lee
 
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Post » Mon Nov 23, 2009 8:45 pm

To give the false sense that features that have been removed are still in place?
*Ahem* Birthsigns
Why did they remove those? Not that there's a good excuse...

Oh, but haven't you heard? "Birthsigns" will still exist. Over the course of the game, specific stars in the sky are going to light up to match our perk choices.

Seriously.

Apparently that's more realistic than a birthsign that's determined by.... you know... when you were born and junk.
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Alexander Lee
 
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Post » Mon Nov 23, 2009 8:58 pm

Oh, but haven't you heard? "Birthsigns" will still exist. Over the course of the game, specific stars in the sky are going to light up to match our perk choices.

Seriously.

Apparently that's more realistic than a birthsign that's determined by.... you know... when you were born and junk.

I guess the precession of Nirn's equinox has rendered birthsigns meaningless haha
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Rowena
 
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Post » Tue Nov 24, 2009 12:40 am

I mean what's the point of having the nebulas/archetypes at all if they mean nothing? What exactly does splitting the skills into combat/magic/stealth add to the game anyway?


I tend to agree, but that's not an argument for choosing one of the archetypes at character creation, and getting a boost to those 6 skills.
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Ridhwan Hemsome
 
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Post » Tue Nov 24, 2009 5:15 am

Well will be awesome if can chose perks at beginning and have some number of free perk points to define specialization of %PCname at beginning of game, or use predefined number of templates for such perk distribution,
as well as take some starting traits thats will not available in furtherer game and can be chosen only at beginning, there also can be advantages and disadvantages to chose, thats will make charters more unique and less blank and generic.
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Javaun Thompson
 
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Post » Mon Nov 23, 2009 11:48 pm

I personally found vanilla birthsigns to be little more than an extra boost for a new character. Anything other than Endurance or Magicka increasing birthsigns ended up being useless in the end.

Starting off with a couple perks would be nice. While I do agree that gameplay should shape most of the character, there should be at least some baseline that suggested your hero isn't some wimpy adventurer-noob.
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Nicole Mark
 
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