The resoning behind the class system change

Post » Thu Jun 03, 2010 8:54 am

No, because they didn't convince me the first time. You cite an extremely shallow throw-away mechanic in which your character is addressed thusly: "What can I do for you, ?" Oh, right, can't forget the paper that Redoran councilor hands you, wherein it states that you describe your profession as . What an exhilarating and immersive mechanic! Truly its absence shall absolutely ruin my ability to get into my character's head and figure out what decisions he would make, all because nobody refers to him as a text field I filled out myself, which could have been anything from Federal briast Inspector to ASDFOIE;FLAJDS;LA. The sky is falling! Oblivion belches forth a host of foul Daedra to flay us and devour our souls! The land is torn asunder and the Earth Bones twist and warp about themselves, mutating the whole of reality into something horrifying and beyond comprehension!
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SWagg KId
 
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Post » Thu Jun 03, 2010 5:39 am

No, you can't. The end of the main quest is severing Dagoth Ur's link to the heart and being given a crappy ring by Azura. And again, you can't even get anywhere near that point unless you kill someone, as I've illustrated by pointing out your orders to kill Dagoth Gares, which come so early in the quest line that Caius Cosades is still around to stand uselessly in his house and do nothing. And usually when you refer to roleplaying in a CRPG most people mean letting your character's mindset and capabilities dictate how you deal with the challenges presented, not how you choose to ignore them completely and, say, pretend in Fallout 2 that your Chosen One just wanted to settle down and start a family, but can't because he's got a nasty gambling problem that keeps him from leaving New Reno, not to mention that murder mystery he's got to solve in the part of town that was never actually in the game...

And really, if that's roleplaying... why does the loss of classes bother you, exactly? If it's something that's entirely external to the game mechanics then said mechanics don't matter in the least. You'll still be a mage who exclusively deals with magic spells and enchanting, and makes the conscious decision to pursue Destruction perks over Enchantment ones, as the headmaster of his magic school back on Summerset Isle told him any proper mage would do. You really need to label your high elf who never touches a single weapon in the entire game a "Mage" to RP him as such?

The final assault on Red Mountain could be unlocked by just accumulating enough fame.
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Lucky Boy
 
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Post » Thu Jun 03, 2010 4:26 pm

Examples provided: If you are more of a magic user, some other mage may approach you who may not have had if you were just a melee character. You might be approached on the street by a mage and challenged to a duel, if you're a mage. If you're a fighter, that encounter would never happen.


I'll take this over class labels any day of the week.

Actual gameplay effects over useless background information (cough perks vs attributes) - I LOVE IT.
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Nymph
 
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Post » Thu Jun 03, 2010 7:24 am

No, because they didn't convince me the first time. You cite an extremely shallow throw-away mechanic in which your character is addressed thusly: "What can I do for you, ?" Oh, right, can't forget the paper that Redoran councilor hands you, wherein it states that you describe your profession as . What an exhilarating and immersive mechanic! Truly its absence shall absolutely ruin my ability to get into my character's head and figure out what decisions he would make, all because nobody refers to him as a text field I filled out myself, which could have been anything from Federal briast Inspector to ASDFOIE;FLAJDS;LA. The sky is falling! Oblivion belches forth a host of foul Daedra to flay us and devour our souls! The land is torn asunder and the Earth Bones twist and warp about themselves, mutating the whole of reality into something horrifying and beyond comprehension!



Well excuse me for presenting an option, excuse me for having an opinion.
I believe I gave apt examples and explained my reasoning in a manner sufficient to convey my thoughts on the subject.

If you want to deconstruct what I say by ridiculising it and being sarcastic, snide and a rather unpleasant about it, well, then by default Ill assume that this converation is now over, with a +1 for my side of the argument and a -1 for you personally.
It really would do better to engage people in a civil tone, using sound reasoning and verifiable logic.
There is absolutely no need for this kind of overbearingness and tone.

So Ill tip my hat to you, good sir, and shall henceforth class your posts as 'nothing Im interested in'.

Meanwhile I shall continue to advocate that instruments for roleplaying in an RPG are logical, wanted and that there is no reason at all to remove them.
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Mr.Broom30
 
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Post » Thu Jun 03, 2010 7:42 pm

The final assault on Red Mountain could be unlocked by just accumulating enough fame.


Yes, but only if you had first contracted Corprus and made contact with the Dissident Priests. Which requires the death of (drumroll please) Dagoth Gares, Sixth House punching bag extraordinaire.

Well excuse me for presenting an option, excuse me for having an opinion.
I believe I gave apt examples and explained my reasoning in a manner sufficient to convey my thoughts on the subject.

If you want to deconstruct what I say by ridiculising it and being sarcastic, snide and a rather unpleasant about it, well, then by default Ill assume that this converation is now over, with a +1 for my side of the argument and a -1 for you personally.
It really would do better to engage people in a civil tone, using sound reasoning and verifiable logic.
There is absolutely no need for this kind of overbearingness and tone.

So Ill tip my hat to you, good sir, and shall henceforth class your posts as 'nothing Im interested in'.

Meanwhile I shall continue to advocate that instruments for roleplaying in an RPG are logical, wanted and that there is no reason at all to remove them.


Your "apt examples" serve to show how I'm right: that class did not matter in any significant sense. At no point did your chosen class open or restrict certain avenues of content to you. It had absolutely nothing to do with how the game reacted to you. It was entirely cosmetic, in a way that most people ignored completely because they saw it was pretty much meaningless. Hell, the Radiant Story system seems to do a far better job of reacting to your skillset than any of the previous games, with with the people trying to challenge you to a magic duel. I'll take that over a string of no more than 20 characters inserted into random bits of in-game text any day of the week.
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Bloomer
 
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Post » Thu Jun 03, 2010 7:27 pm

Classes are restrictive. Simple. Glad they're gone. I won't miss them at all. Thank you Beth.


^ Exactly.

When I first heard about the axing of the typical class structure, I'll admit I had some reservations about it. The more I toss the idea around the cavernous insides of my skull, the more I like it. I don't know how many times I would create a character in Morrowind or Oblivion only to discover about an hour into the game that I wasn't using one or more "class" skills that I had picked. So I'd do what everyone else has done... start over with a new character.

This new skill system fixes that. You level up based upon skills leveling up, but it isn't restricted to "Major" and "Minor" skill sets. You can work on what you want when you want without worrying about whether you picked it as a class skill or not.

In my humble opinion, this will be a much smoother, better worked system. I can't wait to give it a run!

I'll repeat the poster I quoted; "Thank you Beth(soft)." lol

:obliviongate:
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joeK
 
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Post » Thu Jun 03, 2010 2:31 pm


Your "apt examples" serve to show how I'm right: that class did not matter in any significant sense. At no point did your chosen class open or restrict certain avenues of content to you. It had absolutely nothing to do with how the game reacted to you. It was entirely cosmetic, in a way that most people ignored completely because they saw it was pretty much meaningless. Hell, the Radiant Story system seems to do a far better job of reacting to your skillset than any of the previous games, with with the people trying to challenge you to a magic duel. I'll take that over a string of no more than 20 characters inserted into random bits of in-game text any day of the week.


Obviously you did not read the part in my post where Im talking about roleplaying, about options and customisation.
About making a character a part of the world they are in. About cosmetics, details.
Nor the part of about roleplaying and it not mattering that things have no actual use, because they enhance gameplay even still.
In no way is this related to to radiant story, dont try to muddle the issue.

And again in your post with your sarcastic quotation marks you display an attitude I am not fond of and again I request that in future you converse in a more civil tone of voice.
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brian adkins
 
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Post » Thu Jun 03, 2010 4:18 am

I'd prefer to speak directly rather than walk on eggshells to spare the feelings of strangers that I disagree with on the Internet.

But fine, ignore me and continue to consider roleplaying something that is entirely divorced from anything that's actually going on in the game. I'm sorry that the tragic loss of a single word causes you such distress and will so greatly diminish your enjoyment of the game.
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jenny goodwin
 
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Post » Thu Jun 03, 2010 1:20 pm

I think that is safe to say that the majority of people on this forum have played at least one elder scrolls game before, and as such don't quite see the point of the removal of classes.

Do not presume to speak for others or be some self-appointed voice of a majority. That's one of the few things that can raise my hackles a bit. :nono:

Classes were nothing more than labels, and I'm very happy the horrible +5 multiplier system will be gone. Now you can just play the game without mods without worrying about min/maxing which skills you raise each level. :foodndrink:
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Mylizards Dot com
 
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Post » Thu Jun 03, 2010 7:46 am

Guys, back off to a civil discussion without the snarky remarks, leave the discussion alone altogether or have me visiting your PM in-box. OK? Thanks. :)
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Roisan Sweeney
 
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Post » Thu Jun 03, 2010 12:03 pm

If this little snark is considered intolerable then I'd rather take my leave of this thread. Sarcasm comes as naturally to me as breathing :P
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Nathan Barker
 
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Post » Thu Jun 03, 2010 9:00 am

Not more than naming your classes really...

... I don't even remember them appearing in Morrowind anywhere...

Not only were classes in Morrowind, but they were actually included in dialogue. NPCs refer to your character not only by name but, as appropriate, by class.
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Sherry Speakman
 
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Post » Thu Jun 03, 2010 6:27 am

Yeah at first I was not sure this was a good idea, but I also recently played morrowind again for the first time in a long while and realized I could not really get a mix of skills that I wanted to fit right. Now it will be easy, just do what I want when I want.
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ezra
 
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Post » Thu Jun 03, 2010 8:32 pm

Obviously you did not read the part in my post where Im talking about roleplaying, about options and customisation.
About making a character a part of the world they are in. About cosmetics, details.
Nor the part of about roleplaying and it not mattering that things have no actual use, because they enhance gameplay even still.
In no way is this related to to radiant story, dont try to muddle the issue.

And again in your post with your sarcastic quotation marks you display an attitude I am not fond of and again I request that in future you converse in a more civil tone of voice.

Naming class enhances roleplaying as well as a sticker on the side of your monitor really...

Not only were classes in Morrowind, but they were actually included in dialogue. NPCs refer to your character not only by name but, as appropriate, by class.

That's what I'm asking, where do they do that actually, because I don't remember it ever happening.
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Silvia Gil
 
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Post » Thu Jun 03, 2010 9:03 am

Naming class enhances roleplaying as well as a sticker on the side of your monitor really...


That's what I'm asking, where do they do that actually, because I don't remember it ever happening.


Occasionally, in greetings. Not spoken ones, mind you, text ones.

So if you named your character Devastating Dave and your class The Turntable Slave then perhaps someone would address you as Devastating Dave the Turntable Slave. That's about it.
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Cameron Garrod
 
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Post » Thu Jun 03, 2010 4:59 am

I am happy they removed the classes. I recently started playing MW again and even a veteran like myself you has put hundreds of hours into the game still made some choice I did not like. Of course it does not help that past games had a bunch of worthless skills. Now I play on pc so I was able to just use the console to fix the issue. But for others on console they would have just wasted 3 hours.

Also because of the perks I feel this system will allow class like play even more so than past games. As becoming a JOAT will no longer be an option(as least not to the extent it was in past games.

As for those bringing up MW and how they refered to your class, well that is neat. But someone coming up to you asking you for training or a magic duel is an even better way of npc's noting your skills. Its both cosmetic and has gamplay value, that is really cool
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Charlotte Lloyd-Jones
 
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Post » Thu Jun 03, 2010 3:50 pm

I think some people are confusing the concept of a character class with a limit on what you can do. This is not Diablo where your class defines your eventual playstyle. You can always go pick up a skill you want/need to use, and though it may take a while until you get it to where you can use it in the way you intended, there's nothing stopping you. The only thing that really could have "restricted" you was the fact that not every skill is on equal footing at the beginning of the game, as in some skills are stronger than others. And this seems to be creating the illusion that having to bring these level 5 skills up compared to the skill you started at 40 in is any harder. All skills level up more or less the same, its just that some skills get a free 35 levels because you decided thats what your character was going to enter the game with. It isn't any harder to level up a minor skill than it is to level up a major one. Just takes longer.

Even in the new system this is how its going to work, though likely sans the skill boosts at the outset (and if they aren't gone then we still have a class system, just not one we can see in the menu screen). Seriously its like people think that we will all of a sudden be able to just switch from a pure melee character to a pure mage without any hassle or extra time spent. Early game, may be, but what if you get into the late game and find out you want to abandon swords and switch to magic? You either start over or spend the time needed to get up your mage skills to where your melee skills were, or wherever you need your skills at.
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Scarlet Devil
 
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Post » Thu Jun 03, 2010 7:54 am

bah, I liked classes BECAUSE they were restrictive. Get off my lawn, etc.
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Nana Samboy
 
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Post » Thu Jun 03, 2010 5:41 am

Classes were never restrictive. You could do anything you wanted in both Morrowind and Oblivion no matter what class you chose, with no restrictions. Perks are far more restrictive in specialization than classes ever were.

Maybe a compromise would be to allow a custom title for your character that means nothing in game, but appears on the status screens? It would serve just as much function as classes did right?
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Valerie Marie
 
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Post » Thu Jun 03, 2010 8:37 am

This. Ultimately there is no difference between the two systems. All they really did is remove the ability to name your class. Which is sad, from a RP perspective.

Do not understand, if you raise a skill and then stop using it, using lockpicking a lot in the beginning, then get a open spell and only use that later. it will not have any effect except that you might have leveled up once because of your lockpicking skill increase.

Yes if you start with one handed weapons and switch to two handed later you will have a lower weapon skill than if you stayed with one handed so this might be hard, just the same as in Oblivion and why people says archery is underpowered in Oblivion.
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Sunny Under
 
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