A little rant on 18 skills

Post » Wed Jun 23, 2010 3:35 am

I'm not going to belabor the point any more, but I really would like to see Speedy McChainedtotheground's "character sheet," if you will.
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joseluis perez
 
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Post » Wed Jun 23, 2010 7:34 pm

and is actually going to use perks to add more diversity between characters where previously they used skills. That's something worth being concerned over.


Yeah, that's my main concern. I hope those perks are some kind of "sub-skills", maybe there'd be climbing for whatever skill acrobatic is fused with (if it is).
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Teghan Harris
 
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Post » Wed Jun 23, 2010 7:40 pm

I'm not going to belabor the point any more, but I really would like to see Speedy McChainedtotheground's "character sheet," if you will.

I just want to see a bio. I'm not understanding at all how it could be done.
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Samantha Jane Adams
 
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Post » Wed Jun 23, 2010 7:27 am

Not to mention I go farther than just using a skill. Some of my characters only use one thing from a certain skill. I also never try to overlap skills. Example; my beguiling Imperial Vamp Baron Irelo, and my Argonian Witch-Doctor Shadow-Comes-Inside both use Illusion, but they use it differently and with different spells. In Fallout for example, I have 7 serious role-plays and none of them use an "overlapping weapon".
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Eve(G)
 
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Post » Wed Jun 23, 2010 11:37 am

Not to mention I go farther than just using a skill. Some of my characters only use one thing from a certain skill. I also never try to overlap skills. Example; my beguiling Imperial Vamp Baron Irelo, and my Argonian Witch-Doctor Shadow-Comes-Inside both use Illusion, but they use it differently and with different spells. In Fallout for example, I have 7 serious role-plays and none of them use an "overlapping weapon".


...

Doesn't that solve your problem?
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Nikki Morse
 
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Post » Wed Jun 23, 2010 7:11 pm

Not really interested in the above argument, but I think Bethesda's trying to be innovative with a less stat-oriented approach to character building, and, since I'm admittedly a really devoted fan of TES, I'm more than willing to give them the benefit of the doubt. :)
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Jordan Moreno
 
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Post » Wed Jun 23, 2010 8:46 am

I'm pretty sure Arilias hit the right note here.
Damn you guys move fast
This is really what we need to be focusing on. We have to stop arguing about whether or not less skills has to mean less diversity of possible characters - it most definitely does not. What we should really be focused on is whether Bethesda is actually going to do this properly, and is actually going to use perks to add more diversity between characters where previously they used skills. That's something worth being concerned over.


No need for everyone to set up camp and do battle on more or fewer skills being a necessity.



Personally I am disappointed in the losses, and potential loss of attributes, but time will tell what kind of definitive impact all of this will have on the game.
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Enny Labinjo
 
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Post » Wed Jun 23, 2010 5:19 pm

...

Doesn't that solve your problem?

Also doesn't really respond to what I was asking in even the remotest sense.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Jun 23, 2010 6:49 am

Untrue. Every skill in Oblivion had four perks, and each of those perks had some significant impact on the game, which is quite a bit better than Morrowind's approach with the skills. The issues there were more with how the skills were used by the actual gameplay systems (overly aggressive leveling, simplistic combat, and a few simple exploits made a lot of them more or less irrelevant), but the skills themselves were considerably better-developed and more complex as a result, and in some cases (archery) losing the other skills allowed them to make pretty clear improvements to the system that the remaining skill used.

We didn't "effectively get less". We effectively got something different. You didn't like that something, but that absolutely doesn't mean that it's something less.


Perks were only experienced as time went on. I don't see these perks as adding any depth at all. How is having a few fancy additional combat moves adding depth to the game? How was the rotate thing for speechcraft adding any RPG depth? It wasn't. The speechcraft thing obviously not, and the combat moves are action game features more than anything else. I didn't even used those combat perks. Yes, the point of an RPG is to be able to ignore things, but not make the experience less "deep" (that's convincing yourself that it makes the game deeper).


Okay, this can't keep going, it's getting ridiculous. Please, please EXPLAIN how you would make a character build that relies on the character being able to run fast but not jump high as a major element of his character in this series. Please. Don't give a vague response. Don't give a response implying that it's because you're losing skills, or say something like "because it is". Don't talk about it in terms of how it's going to impact game design, because we're talking about character builds in terms of roleplaying here. Now... explain.


Who told you this had to be a major element? It doesn't have to be major to be important.
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Melly Angelic
 
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Post » Wed Jun 23, 2010 2:14 pm

Who told you this had to be a major element? It doesn't have to be major to be important.


"Major" and "important" are synonyms! :grad:
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Roddy
 
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Post » Wed Jun 23, 2010 6:17 pm

Also doesn't really respond to what I was asking in even the remotest sense.

My farmer in Oblivion was a sprinter, ran from Chorrol to Kvatch everyday, he was not an acrobat. If all runners were acrobats they would all be in every event in the Olympics. some people are better jumpers than runners and vice verse. Just because you cant think up something doesn't mean thats how it should be.
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Evaa
 
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Post » Wed Jun 23, 2010 5:48 am

Post limit has been reached.
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Cagla Cali
 
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