Removing attributes is a mistake.

Post » Tue May 03, 2011 1:46 am

That's a dumb statement/argument,i'm not even going to say why,that should be obvious.


Humor me.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Mon May 02, 2011 7:13 pm

Basically the topic description says all.

I see the removal of the attributes as a simplification of the game. I think Bethesda is doing what every company is doing. Simplifying the games. (Supreme Commander, Splinter Cell, Patrician...)

The removal of this system to allow casual gamers to simply increase their health and stamina is a mistake.

Also, consider that Bethesda has said we have 280 perks... Well, it′s a good number, but how many perks to we need to substitute the attributes? If we want to do it well, we need at least 50...



50 is the number you can choose.



Simplification is only a negative change when it introduces a limitation or reduction of content, though.

As much as I love having attributes (for nostalgic and comparative purposes), can you describe a single character action or progression path that is now impossible as a result of attributes being removed? Can you describe 50 of them?


Thread/
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Tue May 03, 2011 11:25 am

To tell you the truth, I don't know why people are making these wild accusations about a game that is no where close of being released(haven't even shown us proper gameplay footage)
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Tue May 03, 2011 6:06 am

Could you provide a link to a specific post? Otherwise this is getting really hard to track.

It seems your argument is that everything "redundant" should be left out, but I can't agree with that. In the end, we could just have our level as the only value, which results in higher damage, higher running speed, faster stamina regeneration, and so on.
Of course, you wouldn't want that, because this is a role playing game, and you'd like to distinguish between different characters. So you have to make choices, and your choices have to matter.

Attributes add another layer to that. You could have a master-swordsman with very high strength, or one with very high agility for faster attacks. Key to this is of course that you can't push all attributes to the maximum amount. Your choice has to actually matter.
There should be a fixed amount of points you can spend on your attributes, just as there is for perks now.

Yes, you could melt this down to Health, Magicka and Stamina, but why? This would oversimplify things and don't do attributes justice. Why should my stamina influence how fast I can run? Why should my magicka-amount influence its own regeneration rate? By narrowing the system down, you have to make choices that are not sensible.

But that's the point my friend,it doesn't simplify things. We have 280 perks,with ranks in there also,thats alot. We don't know if we have perks for health,stamina or magicka.There might be more to those main three things. I just find it more interesting to able to pick a limited number of perks/ranks,that matter to my character,rather than eventually getting to 100 in all attributes,some of which were useless. How in all honesty is personality useful,when we have speechcraft and illusion? There are questions that do need asking about it.
If we have encumbrance,perks,skills,ranks etc,whats the use in strength? Same could be said for other attributes,as i've explained,the new system,and how some spells and skills were in oblivion does show a weakness to attributes. The fact i can limit myself to choosing 50 perks,and have to pick them carefully,to make my character unique is better than evetually reaching a 100 in all attributes. Everyone is going to have their own views,but the fact is,they're gone as we know them. :)
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Tue May 03, 2011 10:00 am

While some of them are going to be tied to specific weapons/shield/magic types, not all of them are. What's to stop them from a perk that increases your melee damage (like strength does), or increases your magicka regen? We know that the perks are tied to the skills, but I highly doubt they will be simply, +X to your skill. I remember one that decreases the sound of your footsteps. As long as you have feet, that one is still good.

If I never use magic: ie no magic shield, no magic fireball. Because I am a warrior type. What 'perk' would open up to me so I can resist magick attacks later down the line?

Willpower attribute has the potential to do this. And how long would I have to wait for this save me from magic perk?
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Mon May 02, 2011 7:30 pm

If I never use magic: ie no magic shield, no magic fireball. Because I am a warrior type. What 'perk' would open up to me so I can resist magick attacks later down the line?

Willpower attribute has the potential to do this. And how long would I have to wait for this save me from magic perk?


How about something in the armor skills?
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue May 03, 2011 10:00 am

For any of those types of people, how did you do it in Oblivion with attributes? Everybody had luck start at 50, and speed 40. Personality had no real effect within the game at all. Hopefully, that can be done with conversation choices.

As for not having side effects, it's called Opportunity Costs. Just like in Oblivion where you can choose to increase a few attributes each level, at the cost of not increasing the others, In Skyrim you must choose which perk to take at the cost of not taking another one.

Personality could have an impact. An orc or dark elf was treated differently than an altmer or imperial. Also, you could change the luck stat and the speed stat. You could leave it alone or bump it. You could also lower it. The bottom line, was that it was an option. That choice is now gone.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Tue May 03, 2011 9:15 am

R.I.P.
Classes, Birthsigns and Attributes. I will miss you...
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Tue May 03, 2011 7:17 am

Let's see just how "limiting" this makes the game. (when I say level, it's the attribute's/skill's level, not the player's)

Morrowind: 8 attributes X 100 levels = 800. 27 skills X 100 levels = 2700. 2700 X 800 = 2160000 possibilities

Oblivion: 8 atributes X 100 levels = 800. 21 skills X 100 levels = 2100. 2100 X 800: 1680000 possibilities

Skyrim; 3 attribues X (presumed) 70 levels = 210. 18 skills X 100 levels = 180. not even calculating the possibilies of perks choices, 210 X 180 X 200 = 7560000
hell, 210 X 180 X 50 = 1890000 = still higher than Oblivion


SOOOOOOOOOO limiting...

Also, JUST the numbers, without increases


Morrowind: 8 attributes X 27 skills: 216

Oblivion: 8 attributes X 21 skills: 168

Skyrim: 3 attributes X 18 skills X 200 perks: 1080

Skyrim (taking into account the 50 perks limit) : 3 attributes X 18 skills X 50 perks: 270
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Tue May 03, 2011 9:51 am

So you want the strength attribute to represent how much more melee damage you can do than somebody with less. This is exactly what Bethesda was talking about. You aren't raising strength to be stronger, you are raising it to hit harder, or carry more stuff. Why not just have a perk that allows you to do more melee damage, or carry more stuff. You are getting the same outcome, just a different vehicle to get there.


If there are perks that raise the damage you do, independently on the weapon you are using, I would be happy.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Mon May 02, 2011 9:40 pm

How about something in the armor skills?

Ok, lets hope they put that in one of their "280" well thought out perks. And lets hope that I don't have to wait to level 20 to get this perk while I am tattoed by magic. And then lets hope I don't change from light armor to heavy armor and lose this 'perk'.

A willpower attribute is never lost.
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Tue May 03, 2011 9:48 am

Also, for those who think they "limit" the possibilities: follow me closely, we're gonna do maths!

Morrowind: 8 attributes X 27 skills: 216

Oblivion: 8 attributes X 21 skills: 168

Skyrim: 3 attributes X 18 skills X 200 perks: 1080

Skyrim (taking into account the 50 perks limit) : 3 attributes X 18 skills X 50 perks: 270

Of course, that doesn't count the number of increases, but is this really limiting?


don't forget the dragon shouts :happy:
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Tue May 03, 2011 10:18 am

If I never use magic: ie no magic shield, no magic fireball. Because I am a warrior type. What 'perk' would open up to me so I can resist magick attacks later down the line?

Willpower attribute has the potential to do this. And how long would I have to wait for this save me from magic perk?

None, but even in Morrowind's system (where willpower actually added spell resistance), you wouldn't be able to raise your willpower much either.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Tue May 03, 2011 4:55 am

Perks pertain to a particular skilll or weapon of choice. If you don't have the weapon/shield/magic, the perks are meaningless. However, an attribute is with you no matter what you use.


Humor me.


Why should attributes help you with everything?? Why does using an axe and getting really good at using axes suddenly increase the amount of damage you do with a blade (Because skill is more important than stregth in sword play, provided you're not taking the extreme and using the example of someone that can't lift a sword as an example of how strength is better than skill). ?? Why does getting hit more times whilst wearing light armour make you walk faster?? Why does picking locks and sneaking around suddenly make you a better archer?? It shouldn't, which I imagine is one of the reasons they are changing it.

Now if you concentrate solely on axes you're not suddenly awesome with swords, because you picked the axe perks, not the sword one. Same applies to all the other examples.
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Tue May 03, 2011 7:43 am

I believe the removal of attributes is being mislead..its not that they are gone its that u no longer uave a character sheet...whats better on release day? "oh hey the character sheet looks different..cool what points do i put in?" or hey i just realized that after playing for 5 hours and leveling up that i dont lose as much health now and the strikes from enemies dont knock me back as much and that heal spell can be used a bit longer and that sword swings faster and now i can carry more loot cuz im so used to this heavy armor...what you do is what u become...natural progression..not simplification as much as it is immersive genius
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Tue May 03, 2011 7:44 am

If I never use magic: ie no magic shield, no magic fireball. Because I am a warrior type. What 'perk' would open up to me so I can resist magick attacks later down the line?

Willpower attribute has the potential to do this.

How much did that actually affect anything, though? I play mage characters, which means I have high intelligence and willpower, yet I still got slaughtered by spells if I don't have other protections (fire/frost/lightning resist, spell reflection/absorbion, etc). Still, there's nothing stopping them from having perks that increases natural magicka resistence.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Tue May 03, 2011 2:23 am

But that's the point my friend,it doesn't simplify things. We have 280 perks,with ranks in there also,thats alot. We don't know if we have perks for health,stamina or magicka.There might be more to those main three things. I just find it more interesting to able to pick a limited number of perks/ranks,that matter to my character,rather than eventually getting to 100 in all attributes,some of which were useless. How in all honesty is personality useful,when we have speechcraft and illusion? There are questions that do need asking about it.
If we have encumbrance,perks,skills,ranks etc,whats the use in strength? Same could be said for other attributes,as i've explained,the new system,and how some spells and skills were in oblivion does show a weakness to attributes. The fact i can limit myself to choosing 50 perks,and have to pick them carefully,to make my character unique is better than evetually reaching a 100 in all attributes. Everyone is going to have their own views,but the fact is,they're gone as we know them. :)


But all perks are bound to skills, as far as we know. Anything else is just wishful thinking at this point.
Attributes would serve to distinguish characters further from each other while not being bound to skills. And as I said, you should not be able to get 100 in all attributes, and personality would be useful by modifying the effects of speechcraft and illusion (it also could increase the chance that wild animals and enemies don't attack you, etc). So would strength, willpower, etc.

The point is we do not have to chose between perks and attributes, we could have both, and both could be meaningful by limiting the amount you can spend, and both would help to shape your character role from different angels, which is an important value of its own in any RPG.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Mon May 02, 2011 9:24 pm

Why should attributes help you with everything?? Why does using an axe and getting really good at using axes suddenly increase the amount of damage you do with a blade?? Why does getting hit more times whilst wearing light armour make you walk faster?? Why does picking locks and sneaking around suddenly make you a better archer?? It shouldn't, which I imagine is one of the reasons they are changing it.

Now if you concentrate solely on axes your not suddenly awesome with swords, because you picked the axe perks, not the sword one. Same applies to all the other examples.


About the light armor, I don't know, really. About the axe, you get stronger. About locks, once more I don't know. I think that the system should be revised, or completely changed, but some things have to remain: if my character is strong, he is strong in every thing he does. If my character is a good spellcaster, even if he had never tried with, let's say, Ilusion, he should be better at it than a pure, mindless warrior. I hope the new system reflects this.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Tue May 03, 2011 6:50 am

Ok, lets hope they put that in one of their "280" well thought out perks. And lets hope that I don't have to wait to level 20 to get this perk while I am tattoed by magic. And then lets hope I don't change from light armor to heavy armor and lose this 'perk'.

A willpower attribute is never lost.


How do you know that there aren't going to be perks that are just innate abilities? In the armor tree you may have to make a decision between inreasing your physical resistance or your magical resistance. I don't remember reading anywhere that the perks that are tied to certain skills will only be used while currently using that skill. Sure, the axe perk that causes bleed will only work with an axe, but with well over 200, I am sure some of them are more general than that.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Tue May 03, 2011 3:04 am

Basically the topic description says all.

I see the removal of the attributes as a simplification of the game. I think Bethesda is doing what every company is doing. Simplifying the games. (Supreme Commander, Splinter Cell, Patrician...)

The removal of this system to allow casual gamers to simply increase their health and stamina is a mistake.

Also, consider that Bethesda has said we have 280 perks... Well, it′s a good number, but how many perks to we need to substitute the attributes? If we want to do it well, we need at least 50...

well go check your eyes its not a simplification its a purification. its stupid to stick with [censored] intermediate numbers that dont realy mean anything. they are making the game a true RPG as much as possible they are one of the only studios intelligent enought to move away from the pen n paper rpg to make true mechanics that work for consoles and PC. the way they are making the game now is that you dont have to worry for numbers and [censored] like that you only have to play you character and you will see it evolve as you play. you wont see number increases and tons of stats you will actualy feel the change wich is much more immersive

i hope in the next elderscrolls skills are hidden and that you get stronger at what you do without looking at your skills
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Tue May 03, 2011 12:12 am

I think it's too late in the development cycle to be modifying anything as integral and fundamental to so many other parts of the game. If they do end up changing it back the game is most likely going to be postponed.

I'd rather have Skyrim sooner then later, and I am not inclined to believe that this is in fact a mistake before I even see the game. Although I am a bit apprehensive.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Tue May 03, 2011 3:56 am

But all perks are bound to skills, as far as we know. Anything else is just wishful thinking at this point.
Attributes would serve to distinguish characters further from each other while not being bound to skills. And as I said, you should not be able to get 100 in all attributes, and personality would be useful by modifying the effects of speechcraft and illusion (it also could increase the chance that wild animals and enemies don't attack you, etc). So would strength, willpower, etc.

The point is we do not have to chose between perks and attributes, we could have both, and both could be meaningful by limiting the amount you can spend, and both would help to shape your character role from different angels, which is an important value of its own in any RPG.


But in this system attributes are redundant, because of the way they have chosen to make it.

Clarifications on#Skyrim. There is no hard level cap. Effect of Attributes have been folded into skill perks and Magicka, Health, Stamina.


How hard is that to understand, that you aren't loosing anything with the new system??

EDIT: @WiselWiselman, the point is that the system is broken, and they felt it needed a reshuffle. And strength has almost no relation to how effective you are in combat with a sword. Give the worlds strongest man a sword, and pit him against someone that has skill with a sword, and the fact that the strongest guy in the world can swing his sword harder will not help him survive. They superior swordsman will win, hands down.

EDIT 2: @ poster below me. I know you're gaining :D
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Mon May 02, 2011 7:00 pm

But in this system attributes are redundant, because of the way they have chosen to make it.



How hard is that to understand, that you aren't loosing anything with the new system??



hell if anything you're GAINING from it. just look at the number of possibilities from my past comment!
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Mon May 02, 2011 7:48 pm

But in this system attributes are redundant, because of the way they have chosen to make it.


How are they redundant? They differentiate further between characters. You could have two characters with exactly the same skills and perks, yet different attributes and they would be totally different from each other.
How can you argue against that when, at the same time, you praise the choices given by perks?


hell if anything you're GAINING from it. just look at the number of possibilities from my past comment!


That's assuming perks and attributes are mutually exclusive, which is false. You could increase that number hundredfold again by keeping attributes.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 03, 2011 3:44 am

Basically the topic description says all.

I see the removal of the attributes as a simplification of the game. I think Bethesda is doing what every company is doing. Simplifying the games. (Supreme Commander, Splinter Cell, Patrician...)

The removal of this system to allow casual gamers to simply increase their health and stamina is a mistake.

Also, consider that Bethesda has said we have 280 perks... Well, it′s a good number, but how many perks to we need to substitute the attributes? If we want to do it well, we need at least 50...


Attributes aren't gone, they're just invisible.
Everything that the attributes did for us, we now can do directly ourselves.
They're still there, governing things, but with their best effects allocated to perks.

Example strength perk: increase weapon damage
Example speed perk: increase character speed
Example willpower perk: better magic resistance
Example luck perk: probably better loot
Example endurance perk: resistance to weapon damage
Example personality perk: increased initial disposition with NPCs
Example agility perk: increase fire rate for bows
Example intelligence perk: decrease spell costs

It's seriously not a huge deal-- at least not in my mind.
I actually like this a lot more.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

PreviousNext

Return to V - Skyrim