Removing attributes is a mistake.

Post » Mon May 02, 2011 8:58 pm

A change is not necessarily always a good thing.
But i agree on those saying that we should wait till we have more information about it first, i want to see how they will handle encumberance and perks first. There should be ways to indicate that your character is stronger or faster, or smarter. Hopefully there are perks to do this in a proper way.


Yeah well, I'm sure they'll find a way to do it with the new system. I mean, We're getting ways to end the game differently this time, as opposed to every character being able to max out everything. Surely they though of a way to handle attirbute differences without us necessarily tweaking them manually.


Hell, my guess is that the attributes go up with the skills they're associated to. Example: 1-handed weapon raises strenght, Marksman raises agility (never made much sense, but that's what it's linked to anyways)


I have had enough of this nonsense. Rejecting any criticism because you deem it emotionally induced is a fallacy, no matter how often you repeat that line.

So far, the only argument for the removal of attributes (instead of fixing them) has been that http://img713.imageshack.us/img713/6686/tiapft.jpg on their own. Sadly, this is almost completely based on faith because we know too little about the new perk system.


Well, your arguments seem like the same thing, but the other way around: what you say is purely pessimistic. You say confidently that it's a mistake even though NO ONE HERE knows how the new system will work. Of course, we're just speculating on how it will work, but looks, it's been a big revelation so far that this is the way it'll work, and the game is built around it. So please, try to at least keep some faith if you don' wanna try to see how it could work. Because they are NOT going to change the system now, not so close to the release date...

Also, who knows, maybe some people are just sick of the same thing and want a change for once?
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Avril Churchill
 
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Post » Tue May 03, 2011 5:02 am

I have had enough of this nonsense. Rejecting any criticism because you deem it emotionally induced is a fallacy, no matter how often you repeat that line.

So far, the only argument for the removal of attributes (instead of fixing them) has been that http://img713.imageshack.us/img713/6686/tiapft.jpg on their own. Sadly, this is almost completely based on faith because we know too little about the new perk system.

If you want more a deeper explanation read my post...
Cause that is not the only argument.
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Trent Theriot
 
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Post » Tue May 03, 2011 11:22 am

Todd Howard in the http://www.g4tv.com/videos/52434/elder-scrolls-5-skyrim-gameplay-preview/:

"... Everything those attributes did are still in the game, they're just in other places ..."
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Yvonne Gruening
 
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Post » Mon May 02, 2011 8:43 pm

Todd Howard in the http://www.g4tv.com/videos/52434/elder-scrolls-5-skyrim-gameplay-preview/:

"... Everything those attributes did are still in the game, they're just in other places ..."

This.
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Catherine N
 
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Post » Tue May 03, 2011 12:07 am

rather than removal, i'd say it's more like attributes are hidden from the player's direct manipulation.

to take the 1hander, 2hander weapons as an example, maybe upgrading the skill in one of them upgrades the "hidden" strength stat which would govern over general weapon damage, so a fully upgraded one handed warrior would do more damage with a 2handed weapon than a mage with a 2handed weapon.
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kelly thomson
 
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Post » Tue May 03, 2011 2:19 am

We're not necessarily afraid of change (didn't you read my username?). And I did post my own solution on the previous page -- one based on there being no attributes, which we needn't play the game to understand most of the ramifications of -- it's just that no one read it. :P
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Jaki Birch
 
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Post » Tue May 03, 2011 9:03 am

Todd Howard in the http://www.g4tv.com/videos/52434/elder-scrolls-5-skyrim-gameplay-preview/:

"... Everything those attributes did are still in the game, they're just in other places ..."

I was about to do this myself,you beat me to it...kudos :)
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Chloe Yarnall
 
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Post » Tue May 03, 2011 1:02 am

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."

Sorry, just had to do that.

But seriously, quantity =/= quality. This is streamlining, not simplification. Like they have pointed out in many interviews, your choices are not limited by this removal. Instead, they are broadened because perks are much more flexible than stat increases. Sure, any change will bring negatives, but in this case, I think it enhances the overall experience.
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Nicole Mark
 
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Post » Tue May 03, 2011 12:40 am

Well, your arguments seem like the same thing, but the other way around: what you say is purely pessimistic. You say confidently that it's a mistake even though NO ONE HERE knows how the new system will work. Of course, we're just speculating on how it will work, but looks, it's been a big revelation so far that this is the way it'll work, and the game is built around it. So please, try to at least keep some faith if you don' wanna try to see how it could work. Because they are NOT going to change the system now, not so close to the release date...

Also, who knows, maybe some people are just sick of the same thing and want a change for once?


You might say it's pessimistic, but I'm trying to go by what we know at this time and nothing more.
I tried to say where this will cause problems, and suggested possible fixes. Of course, this might lead you to a point where you have to ask yourself why attributes were removed in the first place, but that is a different matter.
So, I can see ways it could work. But assuming everything will work out somehow ... I don't know, that's borderline fanboyism to me. :shrug:


This.


Hooray, Dragonborn1 strikes again. I have yet to see one post of you about this topic that doesn't say "No.", "This." or "They are all wrong.".
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Stace
 
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Post » Tue May 03, 2011 5:21 am

It's all about in game effects. If you take increase your weapon skill, take a perk to increase your inventory capacity, and take a stamina at level up, this has exactly the same effect as increasing your strength in previous games. If you take more magicka, this has exactly the same effect as increasing your intelligence. Granted you can't run faster than a horse anymore, but there are certainly arguments that a limited sprint ability is much more realistic than increasing your speed and becoming superhuman.

Sounds awful.

It might be hard to see, but giving a player absolutely whatever they want is only good for initial sales, and generally produces a poor game.

*Think about this... What is it that makes an MMOG exciting? One thing is that the game world is beyond your control, and that you can find yourself in 'dangerous' situations. Why is that über sword so great? Its because you can't just get one on a whim, and having it gives a real sense of empowerment in the environment. Would it be as fun, if the game allowed every player easy access to it? If it was in the shop for a few gold? Of course not. Restrictions in a game play an unglamorous, but very important role in the fun factor.
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Brad Johnson
 
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Post » Tue May 03, 2011 4:08 am

Todd Howard in the http://www.g4tv.com/videos/52434/elder-scrolls-5-skyrim-gameplay-preview/:

"... Everything those attributes did are still in the game, they're just in other places ..."

Some of us [were] trying to make the point that the fault is that the attributes didn't do enough. I agree they were rather redundant, but my solution would've been to retain some of the attributes and make them less so.

Example:
In the previous game, claymores were badly implemented and ended up doing less damage on average than daggers. In the next game, you look again at the "claymore problem" - which solution do you choose?
  • Remove the redundant claymores from the game ("everything claymores did are still in the game, as daggers...")
  • Leave claymores as they are, redundant
  • Change the function of claymores in such a way that they're no longer redundant

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Chloe Mayo
 
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Post » Tue May 03, 2011 11:05 am

So, I can see ways it could work. But assuming everything will work out somehow ... I don't know, that's borderline fanboyism to me. :shrug:



I'm not ASSUMING that it will work. I'm just telling you to not assume that it won't. Because Bethesda won't make a svckish system on purpose, just to piss off the fans

(and also, I'm a fairly positive guy in reality, it's not fanboyism lol)
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Ladymorphine
 
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Post » Mon May 02, 2011 10:36 pm

When you level, you have the choice to pick magicka, Stamina, and Health...
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roxxii lenaghan
 
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Post » Mon May 02, 2011 9:25 pm

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."




Wasnt Antoine talking of literature there?
Anyway, I dont think a quote like that goes for all possible things in all possible permutations.
Literature, maybe sculpture, yes.
Gaming?
Mmno

Edit: While Im not a fan of mindless criticism, Im certainly no fan of unfettered fan-ism either.
Ive read some pretty well constructed and thought out concerns on here.
Attributes did things. That its potential was unused does not mean it needs to be axed, thats just silly.
For one, how about quests that require a high level in intelligence, so you can 'read' the ancient scroll?
Things like that were not in vanilla games, but modders used them to make very interesting content. Thus showing how attributes could be used better in game.
I agree that on first glance a major chunk of character customisation and character uniqueness has been removed.
Maybe perks can take over somewhat, but certainly not for 100%.
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Alina loves Alexandra
 
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Post » Mon May 02, 2011 8:36 pm

Hooray, Dragonborn1 strikes again. I have yet to see one post of you about this topic that doesn't say "No.", "This." or "They are all wrong.".

There's been at least 10 threads in the last 24 hours on attributes. How many times should I post my reasoning why no attributes are better? It's redundant already. Attributes are dead to me. They won't be missed.
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Chad Holloway
 
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Post » Tue May 03, 2011 10:12 am

Sounds awful.

It might be hard to see, but giving a player absolutely whatever they want is only good for initial sales, and generally produces a poor game.

*Think about this... What is it that makes an MMOG exciting? One thing is that the game world is beyond your control, and that you can find yourself in 'dangerous' situations. Why is that über sword so great? Its because you can't just get one on a whim, and having it gives a real sense of empowerment in the environment. Would it be as fun, if the game allowed every player easy access to it? If it was in the shop for a few gold? Of course not. Restrictions in a game play an unglamorous, but very important role in the fun factor.

I don't understand how it is giving you whatever you want. If you wanted these effects before, you increased your strength, now you increase the effects. Did you read my post without considering the context of the thread? Nothing you can do has changed, just the ways to get there.
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Adam
 
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Post » Tue May 03, 2011 10:37 am

Sounds awful.

It might be hard to see, but giving a player absolutely whatever they want is only good for initial sales, and generally produces a poor game.

*Think about this... What is it that makes an MMOG exciting? One thing is that the game world is beyond your control, and that you can find yourself in 'dangerous' situations. Why is that über sword so great? Its because you can't just get one on a whim, and having it gives a real sense of empowerment in the environment. Would it be as fun, if the game allowed every player easy access to it? If it was in the shop for a few gold? Of course not. Restrictions in a game play an unglamorous, but very important role in the fun factor.


Well, givng players absolutely everything when they want it, wasn't this Oblivion's level scaling?
I don't really see how this fits with no attributes. You're still doing the same thing anyways (seriously, who never though "oh I'll just increase my magicka... I mean intelligence")


I agree that on first glance a major chunk of character customisation and character uniqueness has been removed.



Yeah, of course, because now you can't just max out every character you make, means that character uniqueness has gone... To be honest I think it added some
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Naomi Lastname
 
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Post » Mon May 02, 2011 7:14 pm

Some of us [were] trying to make the point that the fault is that the attributes didn't do enough. I agree they were rather redundant, but my solution would've been to retain some of the attributes and make them less so.

Example:
In the previous game, claymores were badly implemented and ended up doing less damage on average than daggers. In the next game, you look again at the "claymore problem" - which solution do you choose?
  • Remove the redundant claymores from the game ("everything claymores did are still in the game, as daggers...")
  • Leave claymores as they are, redundant
  • Change the function of claymores in such a way that they're no longer redundant



How do you make attributes less reduntant with the new system,and don't you think bethesda would have thought long and hard about this?
They haven't done it to piss us off,it's because they felt it was needed. Like i've said before,everyone could have attributes to 100,hows that unique exactly? knowing every attribute will eventually be the same,with ranks and perks it won't ,you'll have to pick wisely because we cant have all perks in one playthrough. I would like those who are spitting the dummy out about attributes,come up with a good way to make them less redundant,knowing dice-rolling isn't the same....which did matter.
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AnDres MeZa
 
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Post » Tue May 03, 2011 3:08 am

I don't understand how it is giving you whatever you want. If you wanted these effects before, you increased your strength, now you increase the effects. Did you read my post without considering the context of the thread? Nothing you can do has changed, just the ways to get there.
Kind of like teleporting cross country instead of a road trip.

Actually, my beef with this is centered around it being classless; the rest is all side effects of that.

It does seem like the game (many games) are all just trying to satisfy player whim... To give them what whatever they want. There is such a thing as too much freedom; it makes for a bad game. It gets boring.
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brandon frier
 
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Post » Mon May 02, 2011 10:22 pm

Some of us [were] trying to make the point that the fault is that the attributes didn't do enough. I agree they were rather redundant, but my solution would've been to retain some of the attributes and make them less so.

I'm sure they would love to, but that would require more development time. There's a lot of things they could do to make the game better, but it's infeasible to do everything. They've got more than enough on their plate as it is, and it's not like we really lost anything.
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Cccurly
 
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Post » Tue May 03, 2011 3:21 am

How do you make attributes less reduntant with the new system,and don't you think bethesda would have thought long and hard about this?
They haven't done it to piss us off,it's because they felt it was needed. Like i've said before,everyone could have attributes to 100,hows that unique exactly? knowing every attribute will eventually be the same,with ranks and perks it won't ,you'll have to pick wisely because we cant have all perks in one playthrough. I would like those who are spitting the dummy out about attributes,come up with a good way to make them less reduntant,knowing dice-rolling isn't the same....which did matter.

I don't think it's a bad decision, I just think there's a better way to do it. Yeah, you can do more with attributes within a perk and skill-based, streamlined progression system. Dice aren't relevant, but a character's (not a player's) ability is, or there would be no stats. So bearing in mind that Beth's designers are probably much better at it than I am, I consider it a real shame that attributes weren't worked with rather than cut; I typed this in like ~5 minutes:

When examining something like the attributes for redundancy, there are really three paths that a designer could take (after reaching the conclusion that they don't directly do much as currently implemented):

  • Remove the redundant attributes.
  • Keep the redundant attributes.
  • Implement the existing attributes in such a way that they aren't redundant.


If you ask me, Bethesda totally missed out on the third option: giving attributes more uses. Here's what I'd have done-

  • Streamline the attributes to: Strength | Speed | Toughness | Willpower ; Health ? Stamina ? Magicka
    • Strength affects physical attacks and is used to calculate encumbrance, governs success/failure of strength feats; perk prereq
    • Speed determines movement speed, jumping (capped at < ~20% increase over default); perk prereq
    • Toughness determines starting Health & Stamina, and is used to calculate poison & disease resist, health regain mechanic; perk prereq
    • Willpower determines starting Magicka and is used to calculate natural magicka resist, magicka regain mechanic; perk prereq

  • Attributes sub-categorise skill and perk groups
  • Attributes auto-increase as a result of (governed) skill increases
  • Attributes govern passive [divine, preter-/supernatural, plot] perk progressions (regen; disease & poison resistance; magicka resistance; natural armour; ...)


I like my system much better; but I think Skyrim will be fine without attributes, and most criticism of their removal seems to miss the point a bit.

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kristy dunn
 
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Post » Mon May 02, 2011 10:47 pm

Now this I agree with.

I don't think attributes should have been removed. When examining something like the attributes for redundancy, there are really three paths that a designer could take (after reaching the conclusion that they don't directly do much as currently implemented):

  • Remove the redundant attributes.
  • Keep the redundant attributes.
  • Implement the existing attributes in such a way that they aren't redundant.


If you ask me, Bethesda totally missed out on the third option: giving attributes more uses. Here's what I'd have done-

  • Streamline the attributes to: Strength | Speed | Toughness | Willpower ; Health ? Stamina ? Magicka
    • Strength affects physical attacks and is used to calculate encumbrance, governs success/failure of strength feats; perk prereq
    • Speed determines movement speed, jumping (capped at < ~20% increase over default); perk prereq
    • Toughness determines starting Health & Stamina, and is used to calculate poison & disease resist, health regain mechanic; perk prereq
    • Willpower determines starting Magicka and is used to calculate natural magicka resist, magicka regain mechanic; perk prereq

  • Attributes sub-categorise skill and perk groups
  • Attributes auto-increase as a result of (governed) skill increases
  • Attributes govern passive [divine, preter-/supernatural, plot] perk progressions (regen; disease & poison resistance; magicka resistance; natural armour; ...)


I like my system much better; but I think Skyrim will be fine without attributes, and most criticism of their removal seems to miss the point a bit.

Yeah, I would go with this system too.

But you know what's funny? People would still complain that they're "dumbing it down".


And the lack of attributes won't make it any less RPG. The skills and perks will still make different characters different, and I'm pretty sure races will have their own bonuses.
Skills already mattered more than attributes anyway, a warrior would be better than a mage in Hand-to-hand if none of them are trained in it, but not by much.
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Alister Scott
 
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Post » Tue May 03, 2011 7:04 am

So far, the only argument for the removal of attributes (instead of fixing them) has been that http://img713.imageshack.us/img713/6686/tiapft.jpg on their own. Sadly, this is almost completely based on faith because we know too little about the new perk system.

No, we have Todd's word to base it on...

Todd Howard in the http://www.g4tv.com/videos/52434/elder-scrolls-5-skyrim-gameplay-preview/:

"... Everything those attributes did are still in the game, they're just in other places ..."

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Scott
 
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Post » Tue May 03, 2011 8:57 am

Yeah, you can do more with attributes within a perk and skill-based, streamlined progression system.
Agreed.

Dice aren't relevant, but a character's (not a player's) ability is, or there would be no stats.
A character's ability means dice; unless you are talking thresholds :yuck:.

**That is indeed a really nice Orc portrait. (avatar above)

Well, givng players absolutely everything when they want it, wasn't this Oblivion's level scaling?
I don't really see how this fits with no attributes. You're still doing the same thing anyways (seriously, who never though "oh I'll just increase my magicka... I mean intelligence")
I have, in many games.
Its a shame that intelligence only means magicka... That's not how an RPG is supposed to be.

Yeah, of course, because now you can't just max out every character you make, means that character uniqueness has gone... To be honest I think it added some
Nahh... It has nothing to do with power-gaming, its about what the numbers mean ~how it describes the unique personage. It also aids in role playing to know your character's weaknesses.
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Ashley Hill
 
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Post » Tue May 03, 2011 10:08 am

A character's ability means dice; unless you are talking thresholds :yuck:.

Dice in programming terms, maybe. I mean, perks, skills, powers, and -- indirectly -- spell and magic item effects are all representations of character abilities.
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Epul Kedah
 
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