Dumbing down or in search of perfection?

Post » Sat Jan 30, 2010 6:06 pm

This is kind of difficult. I thought combat in Morrowind was absolutely dreadful, because of this. I mean, had there been some different effects like, a slash from a spear briefly stunned the enemy, okay, but in practice, you were just going through one extra (Optional, there was the toggle in the menu) step to pick an animation for your attack. Often only one was useful I actually made a spear patch where Thrusts start always at 1 (Except for unique), increased the draw speed and increase the damage overall, while making Slash and Chop (Usually only on Halberds) more viable quick attacks. But that wasn't how the game was originally designed.

Yeah, I have to admit that I agree with you. I never play a BGS game without a major stats overhaul, so I just take that as a given...

Just for attributes in general though. Their impact on the game (Vanilla) is seriously negligible. Would I rather have had them tweaked to be more effective, and more seamlessly integrated into the overall experience? Of course. But I would rather have no attributes, than the exact system from Oblivion/Morrowind lifted and put in Skyrim. It just bludgeons you with its presence too much, which kills immersion more than all the dialog and clipping issues of Oblivion combined.

You're right, attributes have been a problem for a few reasons: limited use, easy to max out, etc, and their removal may not have a big impact on gameplay, but I would have vastly preferred that they fix the system rather than strip it down. (I'm also not convinced that they actually removed them, though it's possible for some of them. Speed, for example, has to be in the game in some form.)

To be fair, most of my argument is from fear of mod limitations. But I do think it's reasonable to expect BGS to generally match (and steal!) the improvements the mod community has made for the next release in a given series. I think Skyrim should be as good or better than Oblivion + mods, and that's where I get skeptical.
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Jason White
 
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Post » Sat Jan 30, 2010 5:52 pm

A better example would be Intelligence. You cast Conjuration and Mysticism, plus brew potions, to increase that attribute. Yet all it does is increase your Magicka pool. So why not have those skills increase your Magicka pool directly and eliminate that middle stage altogether? There really is no need to have Intelligence in the game, it's only adds a meaningless layer of pseudo-complexity.

Yet, again, we see an argument that is against the design of the system, and not the system itself.
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darnell waddington
 
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Post » Sun Jan 31, 2010 1:24 am

Is chopping wood even going to do anything other than add an animation to the process of opening a container? So far that's all I've heard confirmed.
Same thing with mining.
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naome duncan
 
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Post » Sun Jan 31, 2010 1:45 am

Wow, whatever. All I can really say is Lern2read. It'll help you not make a buffoon out of yourself.

Question:

Is buffoonery:
A. a skill?
B. an attribute?
C. a perk?
D. a stat meter?
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Robert Jr
 
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Post » Sat Jan 30, 2010 12:08 pm

Is chopping wood even going to do anything other than add an animation to the process of opening a container? So far that's all I've heard confirmed.
Same thing with mining.

It will help me rp being a lumberjack without the added value of exercise. Both me and my character. So it got that going for it.
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April
 
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Post » Sat Jan 30, 2010 7:27 pm

Yet, again, we see an argument that is against the design of the system, and not the system itself.


I advocated redesigning it, if you would just read a little more before getting all crybaby and defensive. If my choices are 1) Leave attributes in as they are in Morrowind or Oblivion. Or 2) Remove them. I'm always going to pick 2. If I had the option 3) Redesign the attribute system to be meaningful and non-intrusive to the experience. I'd definitely go with 3.

Let's see how long it takes you to miss it this time.

Yeah, I have to admit that I agree with you. I never play a BGS game without a major stats overhaul, so I just take that as a given...


You're right, attributes have been a problem for a few reasons: limited use, easy to max out, etc, and their removal may not have a big impact on gameplay, but I would have vastly preferred that they fix the system rather than strip it down. (I'm also not convinced that they actually removed them, though it's possible for some of them. Speed, for example, has to be in the game in some form.)

To be fair, most of my argument is from fear of mod limitations. But I do think it's reasonable to expect BGS to generally match (and steal!) the improvements the mod community has made for the next release in a given series. I think Skyrim should be as good or better than Oblivion + mods, and that's where I get skeptical.



Back before the Forum Overhaul, I had so many huge posts in the TES Ideas suggestions, but anyone who remembers that far back, can definitely say I was never advocating removal of attributes. Hell, most of the suggestions were how to improve their functionality and balance. Furthermore, I think two or three of my ideas were put into practice on a stats overhaul.

I'm very much Pro-Attributes, just not Pro TES attributes. Again, I know you get it, but a rather pesky fly doesn't seem to understand, the attribute system in Vanilla didn't lend itself to the game, more than it took away from the experience.

One thing I've learned to never doubt though, is the talent of the modding community for these games. Sure, it won't be out-of-the-box "perfect", but you can actually draw a conclusion with just how difficulty something as seemingly simple as "Attributes" is, by how long it takes to get a high-quality mod out.


Oblivion, I never cared for enough to look into mods. So I'm not sure what is exceptional, and what is just crybaby retaliation, but Skyrim definitely should be Better than New Vegas at least(Mechanically). I might be in a minority, who's looking for a game that feels more active than passive. Maybe that's why the Attribute issue isn't particularly important to me. The way I look at RPG elements, is they should enhance, but never enfeeble the player's base-line experience. If you know what I mean. In Morrowind, the "Base line" was set around a score of 40. Anything lower, and even the "Weakest" things were arbitrarily more evasive because of the die-roll. In New Vegas, you can pick up a Missile Launcher at 10 Explosives skill, and actually use it. It was about making the player feel in control, and I think that's just how Games should naturally progress, since they're an actively engaging medium. Not a passive one like Film or literature.
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Crystal Clear
 
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Post » Sun Jan 31, 2010 12:16 am

Question:

Is buffoonery:
A. a skill?
B. an attribute?
C. a perk?
D. a stat meter?

As a certified expert and widely respected Nth-dan black-belt in all of the well-respected (and several lesser known) schools of buffoon study, I'd like to interject with words of wisdom: "Both types. Country and western."

To provide contrast with the mind-blowing Zen nature of my previous statement, utilizing the vast and limitless powers of SCIENCE, I hereby declare that the buffoon stat is to be considered an attribute, as evidenced by a multitude of highly advanced research (forthcoming), and thus null and void in the bold new vistas of Skyrim, except where role-played otherwise in accordance with local laws and regulations.
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Spooky Angel
 
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Post » Sun Jan 31, 2010 4:07 am

I advocated redesigning it, if you would just read a little more before getting all crybaby and defensive. If my choices are 1) Leave attributes in as they are in Morrowind or Oblivion. Or 2) Remove them. I'm always going to pick 2. If I had the option 3) Redesign the attribute system to be meaningful and non-intrusive to the experience. I'd definitely go with 3.

Let's see how long it takes you to miss it this time.

Question: are you posting as Belanos too or did you just happen to miss something as I did? :hubbahubba:
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SamanthaLove
 
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Post » Sun Jan 31, 2010 12:16 am

To provide contrast with the mind-blowing Zen nature of my previous statement, utilizing the vast and limitless powers of SCIENCE, I hereby declare that the buffoon stat is to be considered an attribute, as evidenced by a multitude of highly advanced research (forthcoming), and thus null and void in the bold new vistas of Skyrim, except where role-played otherwise in accordance with local laws and regulations.

As long as it comes with a sweet finishing move... :vaultboy:
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Antony Holdsworth
 
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Post » Sat Jan 30, 2010 2:15 pm

Question: are you posting as Belanos too or did you just happen to miss something as I did? :hubbahubba:


And what exactly did I miss?
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Joanne
 
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Post » Sun Jan 31, 2010 12:40 am

Are you sure? I think you are missing an important concept here.


How can anyone possibly justify having wood-chopping as a skill in the game that you need to master? It would be completely pointless. It's going to be an activity you can take part in if you so choose, nothing more.
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Laura Richards
 
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Post » Sat Jan 30, 2010 11:42 pm

How can anyone possibly justify having wood-chopping as a skill in the game that you need to master? It would be completely pointless.

As pointless as a perk called "strong back." :teehee:


It's going to be an activity you can take part in if you so choose, nothing more.

Hmmm...sounds like most other skills to me. :teehee:
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James Hate
 
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Post » Sat Jan 30, 2010 9:17 pm

Yet, again, we see an argument that is against the design of the system, and not the system itself.


The problem is that the system is so full of things like this that's there's really no point in even trying to hang on to it. Almost every mechanism in the game that attributes control can be handled in other, often far more logical, ways. If it was just a question of some tweaks here and there then fine. But whichever way you look at it, a major overhaul was in order. And they decided that is simply better to scrap it altogether and focus on something else instead.
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Andrew
 
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Post » Sat Jan 30, 2010 6:58 pm

As pointless as a perk called "strong back." :teehee:



Hmmm...sounds like most other skills to me. :teehee:


Are you actually going to post something constructive or are you just trying to spam your post count higher?
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Emzy Baby!
 
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Post » Sun Jan 31, 2010 2:38 am

I think a lot of people are being overly cynical about Bethesda. Yes, they want to make a profit. But that's not all they're after. There are lots of ways to make a profit, but they chose video games. It's not the easiest way to make money, but they chose it because they want to make video games. Moreover, they chose to make open-ended RPGs. They could make shooters instead, but they chose games like Fallout and TES. They don't just want to make money, they also want to make good games for their own sake.
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Svenja Hedrich
 
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Post » Sun Jan 31, 2010 5:12 am

The problem is that the system is so full of things like this that's there's really no point in even trying to hang on to it. Almost every mechanism in the game that attributes control can be handled in other, often far more logical, ways. If it was just a question of some tweaks here and there then fine. But whichever way you look at it, a major overhaul was in order. And they decided that is simply better to scrap it altogether and focus on something else instead.

There is no simpler way than to use a series of stat counters to simulate a series of basic character values. The less you have the less complex the interaction you can create. The more you have you get lost in the muddle and the individual values becomes meaningless. The issue is finding the proper balance in number (of attributes) and to determine the linkages. BGS did the first but never balanced the links. Fixing this would in no way require a "major overhaul."
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Austin Suggs
 
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Post » Sat Jan 30, 2010 7:53 pm

There is no simpler way than to use a series of stat counters to simulate a series of basic character values. The less you have the less complex the interaction you can create. The more you have you get lost in the muddle and an individual value becomes meaningless. The issue is finding the proper balance in number and to determine the linkages. BGS did one but never balanced the links. Fixing this would in no way require a "major overhaul."



Yeah, I think I'm done with this thread. Admoni has threadjacked it with stupidity.


I will say one more thing, especially in regards to the "Less character values the less complex interactions you can create", and how utterly moronic it is. Nothing is more complex than the nuance of the human interaction. By locking the player in with a set of "Rules" through stats, you effectively create a less complex system. After all, Die-roll mechanics started as a way to compensate for the lack in technology, that would have allowed for a better integration of human-game interaction. And that's just a fact.
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Lil'.KiiDD
 
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Post » Sat Jan 30, 2010 4:55 pm

Are you actually going to post something constructive or are you just trying to spam your post count higher?

As a mouthbreathing level 47 Buffoon with a +10 to Buffoon Juice perk I must protest this mischaracterization of my posts. :verymad:

Every one is very well thought out and precise. (just some major typos) :thumbsup:


Yeah, I think I'm done with this thread. Admoni has threadjacked it with stupidity.


I will say one more thing, especially in regards to the "Less character values the less complex interactions you can create", and how utterly moronic it is.



*note to self* where are the mods re these guys? :confused: */note to self*
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Alexx Peace
 
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Post » Sat Jan 30, 2010 1:31 pm

As a mouthbreathing level 47 Buffoon with a +10 to Buffoon Juice perk I must protest this mischaracterization of my posts. :verymad:

Every one is very well thought out and precise. (just some major typos) :thumbsup:





*note to self* where are the mods re these guys? :confused: */note to self*


You've wasted enough of my time, welcome to my Ignore list.
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Cassie Boyle
 
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Post » Sun Jan 31, 2010 3:56 am

You've wasted enough of my time, welcome to my Ignore list.

That's fine. Just please don't make any more negative comments about other people. While I have a thick skin the mods seem to be a little tight around here.
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matt oneil
 
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Post » Sat Jan 30, 2010 8:02 pm

Well, this is close enough to post limit just to close it after the last little exchanges.
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Steeeph
 
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