Removal of Class System?

Post » Tue Feb 01, 2011 1:31 pm

I'm actually quite looking forward to the new levelling system - it makes so much more sense to not have classes, and literally level up from whatever you choose to do most - basically just cutting out all the unneeded bs like level multipliers and trying to cheat the system to get a decent character etc. This way you could develop really unique characters as you play the game instead of having to decide everything beforehand
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dell
 
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Post » Tue Feb 01, 2011 10:57 am

I voted other as I see both good things and bad things in the removal of the class system. Of course, I'd miss being able to name my class, and not be a jack-of-all-trades.

However, if there was a class system, I imagine that if I start out as a warrior, and name my class a warrior, I might run into some difficulties with roleplaying. Imagine if I start using the magic of Skyrim, and find out that I like the magic system/effects, then I decide to become a mage instead, but my character is already specialized and named to be a warrior. At that point, I myself at least, would want to restart my character. However, without a class system, I can just start using magic from that point on and change my equipment to suite my new style of play.
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Anthony Rand
 
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Post » Wed Feb 02, 2011 12:07 am

I like the new classless leveling as well.

Though, does this mean no more attributes, and no more trying to get +5s?
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Josh Trembly
 
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Post » Tue Feb 01, 2011 12:53 pm

I like the new classless leveling as well.

Though, does this mean no more attributes, and no more trying to get +5s?

yes.
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Makenna Nomad
 
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Post » Tue Feb 01, 2011 12:10 pm

I'm actually quite looking forward to the new levelling system - it makes so much more sense to not have classes, and literally level up from whatever you choose to do most - basically just cutting out all the unneeded bs like level multipliers and trying to cheat the system to get a decent character etc. This way you could develop really unique characters as you play the game instead of having to decide everything beforehand


But if I have this right it also removes all the little choices I used to make:

After a week running around my char would be more fit (endurance) and after hauling the contents of a couple of caves home they would be more strong, after reading a few good books they may become more intelligent (sic) and after a very fortunate escape or treasure find they may even become more lucky.

Not everyone power played, I find it very annoying that we must all suffer in the name of those more intent on winning than they are on playing the game.
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Saul C
 
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Post » Tue Feb 01, 2011 3:12 pm

I always made a custom class anyways, I think this way is better cause now you can play how you want and it will automatically level based on ANY of the skills you use.
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Ice Fire
 
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Post » Tue Feb 01, 2011 11:33 pm

As far as I am concerned, it will be like playing a custom class.


This

Does it really matter? With classes, you could still get every skill to 100

good riddance.


And this
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OnlyDumazzapplyhere
 
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Post » Tue Feb 01, 2011 1:45 pm

Just to sum it up: Bethesda have decided to remove the preselected classes (like acrobat, spellsword, monk etc.) They don't think it really works when players are forced to select a class and basically try to predict how they are going to play the game, based on a 10 minute introduction. For games on the scale of The Elder Scrolls, its not effective. So they have decided to remove the class system completely and now every skill will make up level up, not only the major and/or minor skills.

When I first read about it I was pretty pissed about it, I felt like they were destroying the very foundation of the gameplay in the series. But now when I think about it, it's true. It svcks that you are only able to level up with only a few select skills, it forces me to use skills that I may not even enjoy anymore.
Personally I never played as one class. I always play as a jack of all trades.

Besides, you can still play as a monk for example, you would just use the skills you relate to the monk class. But should you decided to try something else, you can do that to.

Overall I think it sounds as an improvement to the series, and I'm very excited to see how it plays out. I think I'm going to enjoy it.


Pretty much the same that I thought at first. It didn't sound to TES game at all. But when I now think about it, the new class system would be good. I could gain more levels and change my characters personality a bit because all skills would be almost "equal"! I really want to see it. :)
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victoria gillis
 
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Post » Tue Feb 01, 2011 8:44 pm

Do NPC's still have classes?

Thats one of the things that makes the game world more real to me.
A trader has a higher speechcraft than a warrior, a conjurer more intelligence than an assasin.
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~Amy~
 
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Post » Tue Feb 01, 2011 9:02 pm

Class had no effect on your character in previous games, it was an arbitrary title. I could play a "warrior" in Oblivion and level up a magic skill to 100 while gaining very few levels and destroying everything because NPCs wouldn't have scaled up much. I always made custom classes anyway, because none of the pre-set ones really made you effective in doing what the class was supposed to be about anyway (in Oblivion at least).

You can still play any class you want with the new system, you just don't have a title or specific skill set attached to it.

From the way I interpret it, if I want to play a thief in Skyrim I can simply play the game like a thief and doing so will make me into a thief. Makes sense.

The only concern is level scaling, as long as they don't scale things too much it should be fine though. I don't want my characters that focus a little more on non-combat skills to be gimped by NPC combat stats scaling ridiculously high like in Oblivion.
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loste juliana
 
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Post » Tue Feb 01, 2011 4:13 pm

Any word on what's become of the attribute system specifically?
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T. tacks Rims
 
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Post » Tue Feb 01, 2011 4:11 pm

I won't miss it. It was serving as a kind of shortcut for the skills system and didn't really directly impact play. The classes were there to allow people to quickly say 'I want to play this character type' without having to fiddle around with making the right set of choices between skill subsets.

This new skill system gets way out in front of most of the issues the older system had, anyway. If a player wants to play a barbarian-type character they aren't tasked with figuring out which subsets of skills make them a barbarian, they just play their character like a barbarian and the skills appropriate to that play style improve on their own and level the character appropriately.
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Timara White
 
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Post » Tue Feb 01, 2011 10:31 pm

The poll is flawed, the removal of a class title doesn't turn your character into a jack of trades. You want to be a mage, be a bloody mage. Nothing is stopping you. The way I see it the "soft cap" actually detours the "King of trades". Boils down to this.

You want to be a "Jack of trades": Advance all your skill one by one. When you reach the soft cap all of your skills will be in the "jack" status. The progression of your character will be greatly slowed at this point. So if you want to achieve the "King of trades" be prepared to grind.

You want to be a "Queen of sorts": Advance a smaller pool of skills. Example all magic/combat skills, all stealth/combat skill etc. Be prepared to reach the soft cap with your skills at "Queen" status.

You want to be a "King to some": Advance a focused group of skills. (we called them main skills in the class system) When you reach the soft cap your skills will be maxed (king status).

For the first time there will be a clear cut reason to stick with your focused group of skills(class). They didn't include classes, because they didn't want to lock you into a certain play type. Your free to play as you feel. You want a class title heres what you do => Character Name: ________ the ______ (done)
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Sara Lee
 
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Post » Tue Feb 01, 2011 11:44 am

If your not a fan of it, just call your class whatever you want, the skills you use the most effectively become your major skills which define your class. It is a much much better system than oblivion. Gone are the days of people avoiding the skills they were wanting to use just so they could get their attributes up faster.. I can't wait to see how this game plays! :celebration:
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Eliza Potter
 
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Post » Tue Feb 01, 2011 6:47 pm

Biased poll is biased.

I like the idea as it allows a person to decide halfway through the game that maybe they want to refocus their character.

Also, it's more realistic.
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Jade Barnes-Mackey
 
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Post » Tue Feb 01, 2011 8:11 pm

Actually this will not change much. It's less hassle, if you decide that you don't get far with your speech and trade character, you don't have to start a new game because your primary and secondary skills are set in stone per engine. That's even more roleplaying, your character might just have learnt to cope with the harsh world.
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Tyrel
 
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Post » Tue Feb 01, 2011 5:31 pm

Biased poll is biased.

I like the idea as it allows a person to decide halfway through the game that maybe they want to refocus their character.

Also, it's more realistic.


How is it biased? You clearly took the position of "No, it wasn't needed"
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Gemma Flanagan
 
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Post » Tue Feb 01, 2011 8:41 pm

I'm sorry, I just see this as an implementation for people who rarely play RPG's. This probably also means we'll be able to be arch-mage, and leader of fighter's/thieves'/assassin's guildes at the same time. Ain't that a blast...
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Carlitos Avila
 
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Post » Tue Feb 01, 2011 2:34 pm

Could they not have a dynamic class system that simply changes depending on your skills? That way it would be easier to say what KIND of character you have. I mean, the class system in this sense would purely be cosmetic and only really serve that purpose and it would allow you to know, maybe, what type of combat you are most effective at.
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Michelle Chau
 
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Post » Wed Feb 02, 2011 1:45 am

The class system didn't keep players from being Jack of all trades, the leveling system did. With nothing unique to set them apart and it's not even a proper class system, more like a preset requirements for leveling. If, for example, bards actually SING unique stat enhancing songs then I can safely say I'll definitely miss them but that's not the case.
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Claire Jackson
 
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Post » Tue Feb 01, 2011 10:26 pm

My biggest problem with this is that I can't name my class anymore.


Maybe we'll be able to give ourselves a certain name, hopefully.
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Tiffany Castillo
 
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Post » Tue Feb 01, 2011 2:31 pm

I'm surprised by this info, but not really upset at all. Leveling has been a very sticky problem for the past few games. I'm glad the devs have decided to take a bold approach to improving the leveling system, perhaps taking some inspiration from the community's suggestions and some of the popular leveling mods. :)

Oh yeah, it reminds me of GCD somewhat. I think it could turn out nice.

Different and simpler doesn't always have to mean bad or less RPG-like. We'll see how it goes.
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Trish
 
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Post » Tue Feb 01, 2011 8:16 pm

Instead of having a few skills that you increase in order to increase your overall level. You just use the skills you want. As you increase your skills, your overall level increases. However, to promote specialization, increasing a skill from 34 to 35 does more to your overall level, than increasing a skill from 7 to 8. This way, if you try to be a jack-of-all-trades, if will take a lot longer to increase your overall level. Plus, there are now perks, like in Fallout. When you increase you overall level, you get to choose from a list of perks like "your mace can bypass armor" and other perks like that.


Sounds good althoug I'm still not so suer about perks. As long as they are not just 'add 15 levels to blunt' and more like 'swinging your longsword will decrease your fatigue 5% slower', I'll be fine.
No matter what, I know gamesas will create a brilliant game. They haven't failed yet.
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Erin S
 
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Post » Tue Feb 01, 2011 4:12 pm

I don't particularly miss it - seldom used the preset classes, anyway. The only issue from a modding perspective is that it may be a bit more time consuming to make challenging and well-balanced NPCs now that all of the skills have to be picked out by hand. Simultaneously however, if they can use perks, that opens up more opportunities for variation! :celebration:
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Nicholas
 
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Post » Tue Feb 01, 2011 8:34 pm

"Gone is the restrictive class system of earlier games"

-Matt Miller, Gameinformer February Issue.


I don't see how the class system from earlier games qualifies as "restrictive", seeing as your class really didn't effect your options at all. Your major skills started higher and let you level up, but you could still raise your other skills to 100 and get the same amount of effect out of them. I think major skills also increased quicker, but that just meant you needed more effort to raise those skills that were not part of your class, it did not actually restrict you in any way.

I'm not bothered by thwe act of removing classes, though, because honestly, classes in the Elder Scrolls haven't really made that big of a difference. Removing it would just seem like the next logical step. And there have been many RPGs that don't have classes and seem to work pretty well (Fallout, for example.) so it's not like Bethesda is doing something completely new and revolutionary by removing the class system. Now, I'm not sure if I'll like the overhauled character system or not, because I've yet to play it, and with this sort of thing, sometimes you really can't tell if something is good or not just by hearing about it, sometimes, you just need to try it yourself.

My biggest problem with this is that I can't name my class anymore.


I honestly don't care, half the time, I didn't even bother to name my classes anything other than the default "Adventurer" anyway.
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Solina971
 
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