Skills Hint in Today's GI Update?

Post » Sun Apr 03, 2011 2:42 am

I remember a guy here on the forum a specialist on medieval weapons he said that medieval weapons more so depends on the weight than the style, so perhaps one-handed and two-handed makes good sense
But anyways I don't care, I don't think this will change a lot
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sat Apr 02, 2011 11:06 pm

I remember a guy here on the forum a specialist on medieval weapons he said that medieval weapons more so depends on the weight than the style, so perhaps one-handed and two-handed makes good sense
But anyways I don't care, I don't think this will change a lot

Makes sense to me. Swinging a one-handed weapon seems to be relatively similar regardless if its a bunch of spikes on the end (mace) or a single blade (sword).
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sun Apr 03, 2011 4:18 am

Was this not confirmed awhile ago?

I really don't see how this is bad, they are just reorganizing the weapons, it makes more sense to me, since a axe or mace aren't blunt at all.
And perks add a whole new system to the game, they allow you to specialize in certain weapons by adding buffs and abilities when using those weapons.

I haven't seen any information regarding official confirmation of skills other than the one screeny in GI and that Mysticism is cut.

I think this new system could be really good and make much more sense than any of the other previous games, while allowing for deeper character development. It's all going to come down to the depth and breadth of available perks.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Sun Apr 03, 2011 1:08 am

Note that "Specialization through perks" doesn't work with Elder Scrolls.
You gain one perk per level,and this means you'd either need to redistribute perks or wait for the next level (which will get harder to achieve) to CHANGE your specialization.

I had decided to use spears after completing the main quest with a blunt weapon wielder in MW.By that time I was level 45,and I simply started off with mudcrab hunting and became a spear wielder.Sorry,but I am not the type to restart the game over and over to try different things,I just CONTINUE on with different things.


About the skill change,in case of two melee skills (blade&blunt) this MAY seem logical but this means spears and such will be combined as well in case they are included,which breaks the formula because wielding a spear is not the same as a claymore or a dagger.So they'll probably be left out.
Another thing is,there is a generalization approach so I wouldn't be surprised if we have 11 skills (I calculated) in TES 6,two of them being "MELEE" and "RANGED"

Which is not a good thing.TES is about details.Do a TES-like skill list instead of "actual snowflakes OMFG"

Interesting perspective. I am personally looking forward to incentives to start new characters instead of working on raising all of the skills for one character as high as possible. I easily had half a dozen characters or more in MW and OB. I am hoping the new system still has incentive to try out new builds. FO3 really lacked any incentive in this respect as it was so easy to get all skills uber high.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Sat Apr 02, 2011 9:26 pm

Your assuming its one handed melee weapons its one handed weapons....

I think there are 2 weapon skills one hnaded and two handed weapons.. no ranged or unarmed everything is one or two handed.

With enough perks this allows you to still become a master of several types of weaponry.. just need to dedcate more perks to weapon perks.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Sun Apr 03, 2011 9:21 am

Your assuming its one handed melee weapons its one handed weapons....

I think there are 2 weapon skills one hnaded and two handed weapons.. no ranged or unarmed everything is one or two handed.

With enough perks this allows you to still become a master of several types of weaponry.. just need to dedcate more perks to weapon perks.

Good point. I was assuming that Marksman and Unarmed are still in. If what you say is really how they organize it then it would make no sense at all. Ranged would fall under Two Handed Weapon skill and getting better with a bow doesn't really translate to getting better with a claymore. Perks could address this sure, but it would just feel shortcutted. Also then unarmed would likely have to be forced into One Handed to keep the balance of weapon types/skills and that doesn't really translate well either. Of course, this assumes that Unarmed is still in the game.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sun Apr 03, 2011 11:20 am

Your assuming its one handed melee weapons its one handed weapons....

I think there are 2 weapon skills one hnaded and two handed weapons.. no ranged or unarmed everything is one or two handed.

With enough perks this allows you to still become a master of several types of weaponry.. just need to dedcate more perks to weapon perks.

Nah. I still think Marksman and Hand to Hand are separate, as getting better with a sword would not mean you're automatically better with a bow or your fists.

Besides, Bethesda isn't dense (aka stupid) enough to do something like that.

If we were to go by this logic, then we could assume all magic would fall under one hand, seeing as you actually have to assign magic to hands now. But we know this isn't the case.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Sun Apr 03, 2011 2:53 am

I hope that some skills from Daggerfell return, such as climbing.

I would live to see polearms return, spears and shields everyone.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Sun Apr 03, 2011 8:27 am

I remember a guy here on the forum a specialist on medieval weapons he said that medieval weapons more so depends on the weight than the style, so perhaps one-handed and two-handed makes good sense
But anyways I don't care, I don't think this will change a lot



I use Medieval weapons as well, mostly the Longsword and polearms. Weight and length are interesting ideas in their own right, mostly because of momentum/inertia and how you treat range, measure, and tempo. What I like about a move to one and two handed weapon skills is the fact that it mirrors what I do with my weapons very closely. The longsword and the Polearm both use the same wards, and the cuts and thrusts are handled in a very similar manner. This is because both weapons are used with two hands. The only real difference beyond that between a one handed and a two handed sword is where your shoulders are, which sounds obvious but it makes a large difference. There are small intricacies that you learn specific to polearms and longswords, but a competent person would be able to use both after a few weeks, and quite professionally and interchangeably after a lot of combat experience such as what we'll go through in the game.

Going back to wards, which are the positions from which you make all your attacks and defenses, with http://en.wikipedia.org/wiki/Fiore_dei_Liberi system the cool thing is that all close quarters weapons use the same wards. They change slightly depending on the weapon (some are even discarded), but the basic ideas are the same. Even in hand to hand and dagger fighting. There are only so many ways you can hold and swing a stick, after all.


Shortened up: I fully support a change to One-handed/Two-handed.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Sun Apr 03, 2011 10:52 am

Nah. I still think Marksman and Hand to Hand are separate, as getting better with a sword would not mean you're automatically better with a bow or your fists.

Besides, Bethesda isn't dense (aka stupid) enough to do something like that.

If we were to go by this logic, then we could assume all magic would fall under one hand, seeing as you actually have to assign magic to hands now. But we know this isn't the case.




No actualy it makes a good deal of sense as it lets them merge in thrown ranged and melee and unamred weapons into 2 easy to understand groupings letting you pick amoung the styles your best at with perk trees.
It also leaves more room for new skills and less room for people to skip 2-3 combat skills and yet still be a 100% effective warrior.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sun Apr 03, 2011 1:14 am

Our fears may have been confirmed lol.


Your fears. One-handed + Two-handed + Very specific Perks in each > Blade + Blunt
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Sun Apr 03, 2011 12:24 pm

Note that "Specialization through perks" doesn't work with Elder Scrolls.
You gain one perk per level,and this means you'd either need to redistribute perks or wait for the next level (which will get harder to achieve) to CHANGE your specialization.

I had decided to use spears after completing the main quest with a blunt weapon wielder in MW.By that time I was level 45,and I simply started off with mudcrab hunting and became a spear wielder.Sorry,but I am not the type to restart the game over and over to try different things,I just CONTINUE on with different things.


About the skill change,in case of two melee skills (blade&blunt) this MAY seem logical but this means spears and such will be combined as well in case they are included,which breaks the formula because wielding a spear is not the same as a claymore or a dagger.So they'll probably be left out.
Another thing is,there is a generalization approach so I wouldn't be surprised if we have 11 skills (I calculated) in TES 6,two of them being "MELEE" and "RANGED"

Which is not a good thing.TES is about details.Do a TES-like skill list instead of "actual snowflakes OMFG"

quite freaking out they are simply tryin to improve the lvling system.

first, the whole specialization through perks is to make it where u specialize in somethin (duh) that way there will be more diverse character at lvl 50.

second, the reason they swapped from blade/blunt to 1/2 handed is that the duel-wielding has changed the controls which has caused the 2handed weapons to feel different compared to 1 handed weapons. which is an improvement compared to oblivions blade/blunt skills since they were identical in every way but looks

last, ur 'calculations' is stupid to say that bethesda would make skills down to 'melee' and 'ranged'
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sun Apr 03, 2011 2:11 am

Spears ? There's a screen of an halberd. So I'd say it's not that unlikely.

Where is this screenshot? I haven't seen it in the GI mag or on the hub.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Sun Apr 03, 2011 3:24 am

One-handed + Two-handed > Blade + Blunt

Agreed. I think this is the best way to do this because it ties the perks with combat style: a big, two-handed weapon, or a one-handed weapon that can be quickly paired with a shield, spell, or different weapon. Trying to do something else would require too many perks especially since anyone with a one-handed weapon is likely to be switching what's in their hands all the time. Anyway, I think the 18 skills are still going in the direction I predicted http://www.gamesas.com/index.php?/topic/1158511-pollskyrim-18-total-skills/page__view__findpost__p__16993934. Thank god for perks.

To summarize what my guess is:

LIKELY-One-Handed Weapons (perks for all one-handed weapons, one handed combat)
LIKELY-Two-Handed Weapons (perks for all two-handed weapons, two handed combat)
LIKELY-Ranged Weapons (perks for all ranged weapons, ranged combat)
LIKELY-Armor (perks only for either armor type, but still allowing you to SWITCH armor types during the game)
LIKELY-Block (perks for shields, one handed, and two handed blocking)

CONFIRMED-Destruction
CONFIRMED-Conjuration
CONFIRMED-Alteration
CONFIRMED-Restoration
CONFIRMED-Illusion
(all magic skills include perks that affect specific spells, all spells in the skill, and magic usage bonuses and tweaks)

CONFIRMED-Smithing (perks for repair, weapon smithing, armor smithing, and smithing stat limit bonuses and tweaks)
CONFIRMED-Enchanting (perks for enchanting, limits to enchanting, gems, soul gathering skills and tweaks like automatic soul trapping)
CONFIRMED-Alchemy (perks for alchemy, healing, potion usage, duration, etc)
LIKELY-Security (perks for lockpicking, subterfuge, trap awareness and avoidance, setting traps, etc)
LIKELY-Sneak (perks for sneaking, disguise, surprise attacks, stalking, silent running, etc)

?-Survival (perks for surviving, healing, hunting, cooking, endurance, disease resistance, woodcutting, mining, any hardcoe mode perk needs)
?-Perception (perks for being aware of environment, noticing enemies earlier, finding paths and way in wilderness, increasing range of map/compass location sphere, noticing items, passageways, and traps, etc)
LIKELY-Persuasion (perks for mercantile, deception, personality, persuading, bribing, leadership, etc)
LIKELY-Acrobatics/Athletics Combination (perks for movement speed, evasion, movement skills, jumping, running, etc)
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun Apr 03, 2011 7:11 am

The idea is reduce the god-complex, being a master of everything. Such gameplay tends to reward people for not sticking with particular skills, which makes specialization less rewarding (what good is it to specialize as a mage, if a barbarian can learn to throw spells around just as well as an Arch-Mage?).
You can always make a new character if you want to try a different specialization.


I disagree.One does stick to certain skills untill they have a stable character.You tend to improve other skills AFTER you've made your first specialization.(Be it 80 or 100)
Also,there are no classes in Skyrim,which gets you out of the RPG presets like barbarian or arch-mage.You become an axe-wielding mage,and even though the previous games had classes in the end the player would find a way on his own and not some path pre-defined.Or are you saying choosing diablo-like classes would be better,granting no access to skills other than the chosen class?
Lastly,I don't think it is fun to "close shut the jaws of Oblivion" again and again just to use maces instead of bows...

My Respects...


last, ur 'calculations' is stupid to say that bethesda would make skills down to 'melee' and 'ranged'



ORLY? Note that down and let's meet again when Tes 6 is released. :cookie:
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sun Apr 03, 2011 1:01 pm

That's why we need skill atrophy.

Specialization encouraged.

God complex prevented.

Jack of all trades, master of none. Possible.
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Sun Apr 03, 2011 12:03 pm

I disagree.One does stick to certain skills untill they have a stable character.You tend to improve other skills AFTER you've made your first specialization.(Be it 80 or 100)
Also,there are no classes in Skyrim,which gets you out of the RPG presets like barbarian or arch-mage.You become an axe-wielding mage,and even though the previous games had classes in the end the player would find a way on his own and not some path pre-defined.

Just because there are no classes doesn't mean you still won't get "barbarian" or "arch-mage" builds.. you just won't have the class label. The skill handling is just a bit more free-form, and this (in theory) makes it easier to handle mixed-class characters (eg. a battlemage) without becoming over-powered. There shouldn't be anything preventing you from being an axe-wielding mage, but such a character shouldn't be as good of a warrior as a pure axe-warrior, or as good of a mage as a pure mage. As it is in Oblivion, for example, you're better off playing a battlemage instead of a pure mage or pure warrior, because you can max out your magic/battle skill sets rather easilly and be better than either individual class.

Lastly,I don't think it is fun to "close shut the jaws of Oblivion" again and again just to use maces instead of bows...

Ideally, you wouldn't be forced into the main quest if you didn't want to do it. That was a failing of Oblivion.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Sun Apr 03, 2011 3:46 am

In my opinion, this is no big deal in RP terms, since we now have the perks - which really should be called "specialisations" or something, because that is what we do with them under one category. We specialise with them. Perk for more damage with axes or maces under one-handed, and we're an axe or blunt specialist again.
It's just more free-form, you really choose what you want to do with your character. It does not necessarily need the complexity of other systems to do that and play fine and challenging.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Previous

Return to V - Skyrim