So Attributes

Post » Tue May 17, 2011 3:16 am

I'd actually like attributes to become invisible.

An Orc just IS stronger then a Bosmer. From day one. He's physically larger, heavier. He swings his weapon harder. No numbers showing why or how much.

High Intelligence you say? Solve the puzzles. Specialize in skills and new dialoge options show up because of it. Of course a master blacksmith has something intelligent to say about Blacksmithing.

Speed is speed. I don't need numbers to hear the wind, see the world move by.

As I see it, every skill in the game filters back into attributes and so improving your skills improves your attributes. We don't need to pick our strength. Pick a strong race. The go out and get even stronger by swinging your sword.

You still pick your endurance, in a manner of speaking, through the option to gain Stamina. Same goes for willpower and the option to increase your mana. It's six of one, a half dozen of the other. You are still leveling up. These things we call Attributes are still improving as we go. Maybe we just don't see the numbers. Instead we feel the difference.

Plausible, surely.


Doesn't Todd always say he doesn't want us to see the dice?


I believe that is Beth's ultimate goal, the perfect marriage between real time interaction and skill based character progression. I don't expect that from Skyrim and I'll be very happy if we're merely a step closer.
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Nick Pryce
 
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Post » Tue May 17, 2011 6:25 am

If it was up to me I would have Attributes in but this is what I would do. Have the Attributes be similar to Oblivion but what I would do is give you 40 Attribute Points that you would be allowed to put into your attributes at the start but you wouldn't be able to raise your attributes at all after that unless you found something similar to the Grey Prince Training
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Andrew Lang
 
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Post » Tue May 17, 2011 4:11 am

No :chaos:


no :evil:
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James Hate
 
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Post » Tue May 17, 2011 2:19 am

As you have to increase your health, magicka and stamina pools manually while in level-up sessions, then it seems that attributes are out.

But I am still guessing about the inventory capacity, magic resistance, and the like.


Maybe it will be Fallout style, we still have attributes since we pick them at the start of the game but we simple won't increase them after that, so level up will only give you the option to increase health, stamina and magicka.

I think it would make a more sense than the current system. If you start a game and have for example 40/100 intelligence you would somewhat dumb person with below average intelligence, but by casting a lot of magic you would become a genius after a while with 100/100 intelligence. With static attributes you won't become smarter but you learn new things (have your skills increased). Just like agility represents how agile your character is/the physical limits of his body and his athletics/acrobatics/climb skills will represent how much he has trained/how much he uses his full potential.
Though a 'average guy' who has studied with the Mages Guild for most of his life (has high magic skills) should beat a 'smart guy' (high attribute) who never practiced magic before and another 'average guy' who has trained a lot should beat the 'agile/strong guy' who never trained, if the high attribute guys will start to train their skills they will eventually beat the 'average guy'.

Since skill would be more important with this system I think it would be better if attributes had more other uses. Strength would off course determine encumbrance, intelligence should make your character smarter so the attribute will be useful for non-magic users (if you play some sort of non-stealth thief it is important that you can out smart average people), willpower makes a person able to might against all kinds of horrible creatures in deep dungeons without going insane of fleeing (off course it won't be much fun if your characters runs out of a dungeon screaming and all, but it might effect the courage of NPC's) and stuff like that that isn't governed by skills.
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phil walsh
 
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Post » Tue May 17, 2011 2:53 pm

I would rather attributes increase by using the skills associated with them.

In fact I wonder why they didn't use such a system in Oblivion.
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adame
 
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Post » Tue May 17, 2011 2:15 pm

If it's all Skills and Perks, the only way that an Orc would be "stronger" than a Bosmer would be that Orcs get a few free perks for Encumbrance, Melee Damage, and anything else that used to be "Strength" related. I find that a lot more awkward than having Attributes.

Keeping Attributes, but making it so you couldn't directly change them (like you had to do with the annoying "multipliers" in MW and OB), only improve them by using their related skills (or with a few rare perks or special quest rewards), would still allow them to do their jobs in the background, which is how it should have been all along (and was with GCD for MW and Kobu's for OB).
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KIng James
 
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Post » Tue May 17, 2011 2:30 pm

I would rather attributes increase by using the skills associated with them.

In fact I wonder why they didn't use such a system in Oblivion.


This. That's the most logical and natural way to increase stats.

Fight a lot, your strength, endurance and agility goes up. Cast a lot of magics and do a lot of alchemy and your intelligence goes up.

IRL you can build your 'stats' by using them, I don't see why that shouldn't be possible in Skyrim.
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Luis Longoria
 
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Post » Tue May 17, 2011 4:41 am

Almost certainly, the role of attributes will appear in some way in Oblivion - there'll be some way of calculating different walking speeds, different magicka, different encumbrance, different melee weapon damage, different spell resistance, etc.

Indeed. Example :

Walking speed : reduced by armor weight, armor weight penalty reduced by armor related perks, Stealth related perks bonuses (fast sneaking movement perks etc...)

Magicka : it's already a fixed value that you can choose to increase at each level up (or choose more HP or more stamina), plus magic based perks can appear to increase capacity/regen/reduce spell costs

Encumberance : buy a new bag for more capacity (ultimate daedric spider silk bag anyway?), perks from physical/stealth branch, alteration enchantments but globaly a fixed value

Melee weapon damage : depends only on the corresponding weapon skill obviously. It was weird in Oblivion that increasing blade would increase your blade damage AND increase your strenght which would also increase your damage. Pointless complexity for the sake of it. Now only your weapon skill (and the perks that correspond) will increase damage with a specific weapon

Spell Resistance : there's none that is skill governed. Only item enchantments, temporary buffs and racial bonuses give them. Eventually some perks could give some but it's unlikely or specific resists. Maybe some poison resist perk in a thief type skill (stealth or alchemy?)
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Sheeva
 
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Post » Tue May 17, 2011 3:33 pm

I think theyre in. Cant figure out how they would decide how strong or intellectual(or the other stuff) your character is otherwise. perks for that would be stupid imo.
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gemma king
 
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Post » Tue May 17, 2011 2:49 am

I would guess that attributes are still in as well, but they are undergoing a bit of re-haul and as of now the devs are still sorting out a few things, which is why they're mum about this matter at the moment.
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Oscar Vazquez
 
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Post » Tue May 17, 2011 1:52 pm

they've decided to go back to Arena style :disco: :shocking: :banghead:
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Je suis
 
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Post » Tue May 17, 2011 4:27 am

This. That's the most logical and natural way to increase stats.

Fight a lot, your strength, endurance and agility goes up. Cast a lot of magics and do a lot of alchemy and your intelligence goes up.

IRL you can build your 'stats' by using them, I don't see why that shouldn't be possible in Skyrim.

Completely agree, it would also make sense since they do the skill levleing in a similar way
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lolly13
 
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Post » Tue May 17, 2011 5:17 am

I think Attributes are out, just based on the GI article about levelling, skills and perks. That does not mean the system is being dumbed down, just changed. Nothing wrong with that. But it does leave questions, many already addressed in this thread, like what determines speed, how much you can carry, and what differentiates the races? I am very curious about these, and admittedly, I would be disappointed if everyone moved at a single pace and inventory was standardized for all characters. Not disappointed enough to avoid buying/enjoying the game, but disappointed none the less.
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des lynam
 
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Post » Tue May 17, 2011 5:27 am

Indeed. Example :

Walking speed : reduced by armor weight, armor weight penalty reduced by armor related perks, Stealth related perks bonuses (fast sneaking movement perks etc...)

Magicka : it's already a fixed value that you can choose to increase at each level up (or choose more HP or more stamina), plus magic based perks can appear to increase capacity/regen/reduce spell costs

Encumberance : buy a new bag for more capacity (ultimate daedric spider silk bag anyway?), perks from physical/stealth branch, alteration enchantments but globaly a fixed value

Melee weapon damage : depends only on the corresponding weapon skill obviously. It was weird in Oblivion that increasing blade would increase your blade damage AND increase your strenght which would also increase your damage. Pointless complexity for the sake of it. Now only your weapon skill (and the perks that correspond) will increase damage with a specific weapon

Spell Resistance : there's none that is skill governed. Only item enchantments, temporary buffs and racial bonuses give them. Eventually some perks could give some but it's unlikely or specific resists. Maybe some poison resist perk in a thief type skill (stealth or alchemy?)

Exactly what I had hoped they'd get away from with melee damage; don't tell me they're doing again: Skill with a weapon determines damage, with Strength as a secondary concern at best, and you always hit regardless of skill. Perfect mechanics for a mindless arcade-style FPS with no basis in realism. Perfectly absurd for either a RPG or realistic combat.

If you're totally untrained and unskilled with a melee weapon (as are 99% of most modern, civilized people with PCs or Game Consoles), the odds of hitting a dodging, blocking, and counterstriking target while trying to prevent getting hit back are not all that good. Sure, you can hit something just about 100% of the time if it's not moving and you're not in danger of being hit back, but that's generally not the situation in-game. Once the opponent stats swinging back, combat becomes mostly misses or cautious maneuvering, until somebody makes a mistake and dies. In the unlikely event that you DO connect, though, that big chunk of swinging iron or steel is probably going to seriously injure or kill whoever it hits. Skill determines hits, strength, weapon weight, and leverage determine damage, with a lot of random variation. Oddly enough, in OB, you could always hit. Even odder, the biggest effect on the damage done was how accurately or skillfully you could swing that object, and it always did the same damage on every hit while your skill was at that level. The combat in MW was bad in that it didn't give you any visual feedback of what was going on (WHY you missed), but the combat in OB was a complete joke. Now we're getting more of the same?
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Gisela Amaya
 
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