Do you like...

Post » Sat Dec 04, 2010 4:01 am

No.
No.

I'm not a fan of the "Remove it instead of fixing it" thing Bethesda has going on.
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Hella Beast
 
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Post » Fri Dec 03, 2010 10:21 pm

I voted yes to both. I like how this is something new, and I doubt it will be bad that way.
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Conor Byrne
 
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Post » Sat Dec 04, 2010 3:28 am

yes AND yes that should give you MOAR FREEDOMZ
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Danel
 
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Post » Sat Dec 04, 2010 12:05 am

Yes to getting rid of classes
Never liked them. There are all sorts of identifiers like background, faction, religion that I can use to describe my character but I like to think 1 word or a brief description is inadequate. Lots of good RPGs don't use them and the 1st classless RPG I played was way back in 1979. Glad Bethesda have got rid of this relic from D&D, only levels to go now

Undecided on getting rid of attributes, have to have some more info to decide really
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Tiff Clark
 
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Post » Fri Dec 03, 2010 5:57 pm

I approve of the removal of classes, because classes were already pretty trivial in past games. Originally, classes actually restricted what you could do in RPGs, someone who was not a mage could not cast spells, for example, and a thief would not be able to be effective with a two handed sword, but the Elder Scrolls brought a new level of freedom into this, and I liked this. In the Elder Scrolls, a warrior can cast spells two, if he takes time to learn, and if you want your thief to wear heavy armor, there's nothing stopping you from doing it, though it might limit your ability to sneak effectively. But no matter what you did later on, the class system still existed to remind you of what you chose at the start, and would still impose some degree of restrictions on you, while you could become good at anything, you could still only level up from your class skills, which actually led to an exploit in Oblivion as you could control your leveling by mostly using your minor skills and only using the major ones when you want to gain a level, and that is not a playstyle that should be encouraged. In any case, removing classes entirely just seemed like the next logical step from what past games had. You could always be good at anything regardless of your choices at the start, but now, you can do so and let what you're good at be what defines your character, rather than an arbitrary decision made in the beginning.

The removal of attributes I'm more skeptical about, because attributes are something that actually played an important role in character developement in past games, however, at the same time, we also get the addition of perks, so it's not like Bethesda just kept the same system and removed attributes from it. Therefore, I can't really say how well the new system will work, I can't judge the choice to remove attributes until I've actually seen how an Elder Scrolls game without attributes plays.
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djimi
 
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Post » Fri Dec 03, 2010 11:06 pm

Definite yes on classes. I tend to say TES didn't really had real classes to begin with since Daggerfall, even as a warrior you could still cast spells, and if you worked on it you could still be better at it. Only role they served is a limitation, so one character can't do everything. We have an alternative for that in perks.

Attributes are less definite, but still yes. We still have 18 skills+perks, and attributes already did several things skills did but with less visible effect. They could've left in attributes, but to make them more relevant they had to gimp something else, probably the skills. In most other RPGs damage was mainly calculated from strength, here it's the weapon skill, strength is a minor contributor. In those games if there were weapon skills other than "you can use this weapon", they were mainly special moves and powers, not a percentage number.
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Gracie Dugdale
 
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Post » Fri Dec 03, 2010 11:56 am

yes and no

most players make their unique classes, so classes is something I won't miss

I'm worried regarding attributes though
At this point it seems that they merged attributes
Health= Strength + Endurance (part)
Magicka= Intelligence + Willpower
Stamina= Agility + Endurance (part)

and removed Luck and Personality
So increasing Health have same effect as increasing strength and endurance in previous games and similar with other stats (more health- more weight to carry and bigger damage modifier)

There is something rational in this, but I think developers removed too much
Luck and Personality should have stayed
On the other hand Personality could be merged with Speechcraft skill.

But Luck definitely should stay at least as direct Radiant Story modifier (unless it is somehow successfully implemented through perks)

I can see why attributes were removed/merged, but still, I would like having more instead of less
Anyway lets wait till November 11 and then evaluate outcome
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Quick Draw III
 
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Post » Fri Dec 03, 2010 3:12 pm

I don't like it but I can deal with it.
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louise hamilton
 
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Post » Fri Dec 03, 2010 9:57 pm

Again with the polls? You post like 3 of these a day...
and No/No
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LADONA
 
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Post » Fri Dec 03, 2010 12:55 pm

i'm a fan of throwing out traditional concepts in pursuit of fun experimentation. both of them are fantastic to me.

wouldn't you guys get bored playing a game that's mechanically identical over and over again?
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Justin Hankins
 
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Post » Sat Dec 04, 2010 3:09 am

wouldn't you guys get bored playing a game that's mechanically identical over and over again?


Short answer- no :hubbahubba:

Complicated answer- no, but skill and stat filling should change (improved), each game only a little

At this point Bethesda is still looking how to improve attributes (and most probably roll back to some or all of attributes in the next TES game)
Because in TES4 they broke most of attributes and now saying that those didn't worked
But fact is that in TES1-3 attributes worked, they stopped working only in TES4 after "improvement"
If you break something you have no rights to claim that it always was broken, Bethesda :verymad:
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Roanne Bardsley
 
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Post » Sat Dec 04, 2010 4:43 am

1. Yes

2. Maybe

edit: which means that, yes, I didn't answer the poll. I can't choose yes or no for the second question.


Need to see how the new no-attributes system works, but I'm looking forward to it, just because the way attributes were done in Oblivion led to waaaaaaay too much metagaming - you spent so much time focusing on manipulating your skill gains so that you'd get the +5 attribute bonuses, that it took away from actually playing the game itself.


(These two questions are actually connected, because the only thing I ever did with "classes" was to make a custom class with the Major skills picked..... to facilitate the metagaming needed by the attribute system. So, to me, the "class" system didn't really do anything either - in over a dozen characters, I never even looked at what the other classes were, I just automatically clicked on Custom.)
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~Sylvia~
 
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Post » Fri Dec 03, 2010 11:21 pm

I'm so glad they are going to remove acrobatics it makes leveling up too fast and I am always addicted to it
Yes/Yes
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Andrew Perry
 
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Post » Sat Dec 04, 2010 1:07 am

I like the fact that attributes are gone since MW and OB required a lot of grinding. I will miss the class labek, but thats the only thing I will mis about it.
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Taylrea Teodor
 
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Post » Fri Dec 03, 2010 11:04 pm

I'd like a "Dont care" option for both.
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Eric Hayes
 
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Post » Fri Dec 03, 2010 2:37 pm

I'm indifferent whether or not we have classes, considering how I always make a custom class and I really don't care what npcs are. They all bleed the same.
The attribute system svcked. I didn't like it in Morrowind, and I didn't like it in Oblivion. If you wanted to be strong, you had to play using specific skills in a specific periods of time in order to maximize your power. I spent more time worrying whether or not my character was leveling properly. I am enthusiastic to see how this new system will work out. Hell, if you can increase your magicka every level, then I'm happy.
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amhain
 
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Post » Fri Dec 03, 2010 10:09 pm

it gets rid of many redundancies but i will save my true opinions until i see it all in action
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herrade
 
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Post » Sat Dec 04, 2010 2:23 am

To be honest I only chose a preset class at my first playthrough when I first started playing the game.
After I started getting used to TES I started making my own custom class and since then I would always make my own class.
But I liked attributes,you know some statistics,something to split points on.
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Krystina Proietti
 
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Post » Fri Dec 03, 2010 4:24 pm

I am glad they are both gone, and im a avid roleplayer. In oblivion the classes where the stereotypical portaryals of the role you could take, I want to roleplay my ideal perception of what a knight is not what someone else thinks it is. As for the attributes, why should i have to choose between differnt ones. Better to play my role as a knight and watch my character develop, instead of fumbling around with statistical values.
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Sara Johanna Scenariste
 
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Post » Fri Dec 03, 2010 10:55 pm

i'm a fan of throwing out traditional concepts in pursuit of fun experimentation. both of them are fantastic to me.

wouldn't you guys get bored playing a game that's mechanically identical over and over again?


no because its not the mechanics that make a good rpg, its the stories, atmosphere, lore etc
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Veronica Martinez
 
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Post » Fri Dec 03, 2010 6:21 pm

Just because I'm reminded of this every time this thread bobs back up to the first page - you know what I really don't like? I really don't like thread titles that don't say what the thread is actually about, but instead just have some uninformative phrase like "Do you like...."
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Bek Rideout
 
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