Dynamic Class Titles?

Post » Thu Jun 16, 2011 2:06 am

Well how about naming player higher faction rank at last?
As well I think better to keep reaction on skill levels since there is no attributes to define character more.
Another thing NPC reaction on equipment must return thats was good feature and was axed from Oblivion almost without reason, since personality is removed such feature is really need.
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K J S
 
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Post » Wed Jun 15, 2011 11:54 am

I thought it might be an interesting idea at first, as I kind of like the names of the traditional archetypes that the Elder Scrolls games have employed in the past, but I think, in terms of realism, that just being called "Dragonborn" would suffice. As others have pointed out, you really can't tell exactly what someone's "class" is going to be just by looking at them, so it wouldn't make sense that an NPC would automatically know. I mean, most of us are going to have a sword... but that doesn't necessarily make us a straight up "warrior" type. I have mixed thoughts, though... it could work, and it could not. I'm not sure.

I would, however, like to have some kind of "class" recognition on my character sheet, based on your idea of the game recognizing which abilities you use most and then assigning you a non-static class name and displaying it on your statistics... WITHOUT an NPC being able to call it off. I just want to kind of know that it's there.

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:)Colleenn
 
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Post » Wed Jun 15, 2011 8:41 pm

A title would just correspond to a societal role. Maybe guilds will hand out titles for your character based on how far you advance in them.
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I love YOu
 
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Post » Thu Jun 16, 2011 3:00 am

Fable had this system, and it didn't exactly work.

No thanks
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RObert loVes MOmmy
 
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Post » Thu Jun 16, 2011 2:43 am

I thought it might be an interesting idea at first, as I kind of like the names of the traditional archetypes that the Elder Scrolls games have employed in the past, but I think, in terms of realism, that just being called "Dragonborn" would suffice. As others have pointed out, you really can't tell exactly what someone's "class" is going to be just by looking at them, so it wouldn't make sense that an NPC would automatically know. I mean, most of us are going to have a sword... but that doesn't necessarily make us a straight up "warrior" type.


My mod wouldn't determine class by looking at your physical appearance or equipment. NPC's wouldn't verbally recognize you either as this would require voice acting, something I'm not going to add.

I would, however, like to have some kind of "class" recognition on my character sheet, based on your idea of the game recognizing which abilities you use most and then assigning you a non-static class name and displaying it on your statistics... WITHOUT an NPC being able to call it off. I just want to kind of know that it's there.


Now you're starting to get it :)

All it would do is look at your skills and, based off the percentage each takes of your overall skill-set, would determine a class. It might look at your spells and perks, too, for further depth.

Fable had this system, and it didn't exactly work.


How did Fable's work? I doubt my mod would be anything like it.
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Angus Poole
 
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Post » Wed Jun 15, 2011 6:27 pm

Since playing instruments is most likely in and Im sure crafting will consist of making shoes and shoe repair, yes, those are valid. Try again.


Is crafting a confirmed skill?
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Enny Labinjo
 
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Post » Wed Jun 15, 2011 4:55 pm

Playing instruments might be in in the same way that sweeping might be in: a shallow and gimmicky thing that has no skill associated with it, exists for looks only, and is unrecognized by the game world. That's not composing, either. As for making shoes... I guess? There's leatherworking and such, but to the game you are a de facto adventurer no matter what.

Its only as shallow as you imagine it to be. Im sure if I can play in the court I can be the court composer, or a cobbler repairing shoes for the village etc.
Also, I think that citing these things pretty much negates all your complaining about roleplaying opportunities being taken from you. For the first time ever you can enter the fantasy world of Nirn and ignore all those 150 dungeons and 500 points of interest to wander around in the woods, kill deer, and turn them into shoes that you can sell for as much as several gold coins! Will the excitement ever end?

After thousands of hours of play, through dozens of characters, yes, the niche builds do become appealing. The RP things Im talking about losing are the customization aspects, or unique combat mechanics you can build a character around. The things added are great, but what will we lose? Hopefully nothing, though doubtful.



Is crafting a confirmed skill?

Smithing is. Crafting is in, though I dont think its a skill per say. You can still RP around it obviously.
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Nikki Lawrence
 
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Post » Thu Jun 16, 2011 1:49 am

So you do intend on actually playing the game. I still don't see the appeal of pretending to be just as boring as everyone is in real life, but that's your prerogative, I suppose. I am, however, still confused about why slapping a label on your character is so important to you. It's not like you'll load up your game, find your inventory empty save for clothes and a lute, and wander around confused for lack of a text field that tells you you're a musician.
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Jack Walker
 
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