A response in the continuing debate concerning whether attri

Post » Wed Aug 03, 2011 8:15 pm

[...] with the possible exception of restictionists who hate the notion of anyone being able to create anything approaching an uberbuild and therefore want it voided as an option, which by definition is a reduction of player options NOT an expansion of them) by removing certain attributes. What they ARE doing is going further to limit the options available to a player/playercharacter.

They are, it seems, taking certain abilities and achievement related enhancements that, in previous games, came as a natural and automatic part of progression in certain skills/abilities, and repackaging them into perks of limited availability.

But the notion that such reductions in options "allow" for greater diversity is a lie. They actually allow for less potential diversity, by forcing diversity in a smaller number of certain builds. Players were nevere NOT allowed to be extremely diverse, they were never not allowed to make pure characters, very limited in certain areas and very gifted in others (and many if not most players had main characters who were exactly as I have just described). However, players did have the option of creating characters who were some what uber. It was an option that some players certainly chose. The Devs seem to be trying to take away such options, and dressing it up as somehow being an increase in options, when in fact it is just the opposite. I could easily be wrong, but I have a strong hypothesis, and there are good indicators to support it that the benefits of Acrobatics, Atheletics and the like will still be in the game. . but quarantined under "Perks". You can be really fast, but you won't be able to gain that extra damage in one handed weapons. You can jump high, but you have to give up that perk point that you wanted to use for enhancing your destruction spells, etc. etc. [/b]


They're trying limit the freedom players have because they know players are smart. Smart players aren't going to waste points in builds that aren't the very best just for the sake of diversity. Noobs aren't going to end up with weak characters. The new system seems to guide the players in order to showcase all perks in ways that make them viable. It's seems easier to make perks more viable when developers can anticipate what a player has chosen before that particular perk the player is looking at.

More options that are viable => More practical choices => More choices.

Hard choices instead of clear cut builds.
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Jennifer Munroe
 
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Post » Wed Aug 03, 2011 8:22 pm

Streamlining is another word for dumping down , we all know it and it made several other sequels to fall under expectations. Removing key elements of RPG makes the product more attractive to shooter's crowd so if you like shooters you may like the new approach but if you are an RPGer then the game is probably not for you .
I don't consider shooter's crowd inferior or stupid but their influence is pushing us RPG gamers into indys , sure it svcks to be a minority but i think it is fair for developers looking after profit. What isn't fair is the hypocrisy of insisting that your game is something that it isn't.
To sum this up all those removals will make the game better to casual or different genre loving gamers but for us RPGers the only option left is look elsewhere.


LoL. Hipsters in mah game forums.
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Janine Rose
 
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Post » Wed Aug 03, 2011 10:16 pm

um strenght only had a small effect on mele damage it was your weapon skill that contributed the most to that and weapon skills are still in so no your mage still wont be very good at it if its his first time useing that mele weapon in the middle of the game.

This i agree .My guess is at level up you will get a samll base increase to all things attribute related like strenght for example since it was the one mentioned or even just a mulityplyer that could be one of ten depending on race that increases slightly on level up.This way youre character that has been doing his thing for 20 levels will carry more than his level 1 counter part if neither have selected the stamina attribute that has been confirmed to govern encumbrance.This could be a place where the orc vs the bosmer could have a multiplyer.Now after that you have to choose a attribute be it stamnia magicka or health further defineing youre character.Another place you could add race multiplyers .Then you get a perk which will further distinguish youre character and perks could also contain race muliplyers though it would probably be easyest to put a multiplyer in base attribute scaleing so at each level youre characters get more distinguished .Could this be the reason all start out with the same base attribute it would make sense .In the end youre mage at level 20 would get a small strength bonus even without a weapon skill but if you played a swordsman he would get the strength bonus added to the multiplyer for his weapon skill and hit way harder makes sense to me.
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how solid
 
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Post » Wed Aug 03, 2011 12:17 pm

I've never played fallout 3, so I have no idea how the perk thing works. I'm sure we will be given enough points to diversify builds and create some awesome PCs. The perk tree example given in the game play demo (enchant I think it was) went on for days, so I'm sure that there will be more than enough opportunities to be strong, fast, agile, lucky, wise, likable and smart.

As far as the artistic (or lack thereof) argument; of course they want to make a game that is artistically satisfying just as much as they want to make a load of money. No they are not making games just for themselves, Todd has been paying a ton of lip service to the modding community during interviews which indicates that Bethesda does listen to their fans and do want to keep them happy so that they buy the future game. You people who think that they make art for art's sake need to take a trip to the real world. Let me tell you children something, I studied music all my life. I went to college and earned a degree in composition and performance. I then proceeded to convince myself that I didn't need to play nice or adhere to commercial principles. I followed my muse with no discretion and payed for it. Now, I'm not doing what I love, I'm a soldier instead. Oh, and the vast majority of treasured art has been given to the world on behalf of commercial interests. Bethesda has those same interests of success and there is nothing wrong with it.
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Frank Firefly
 
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Post » Wed Aug 03, 2011 5:37 pm

The beauty of no attributes is that power is represented by three areas:

1. HP/MP/STA
2. Gear
3. Spells known/Perks/Abilities/Dragon Shouts/Skill Level

This means that the stronger we are the more HP/MP/STA which will be associated primarily with our level.

The gear we wear will provide us with benefits depending on its quality and/or enchantments.

The knowledge and abilities our characters possess enable them to function more effectively in and out of combat.

Essentially, power is not just a number. And by taking a more literal approach to a measure of ability and power Bethesda is immersing us in a higher level of realistic representation than with a numerical rating system.

This also means that the dominant characteristic of a character's efficiency in battle will not be any of the aforementioned three aspects but us (the player). Our own cunning, wit, intelligence and determination to survive and so forth will be the deciding factor in how powerful/potent our character turns out to be.


Reasoning like this, you could turn counter strike into a modern rpg , your own cunning, wit, intelligence and determination to survive and so forth will be the deciding factor in how powerful/potent our character turns out to be, it is your own skill that decides if you are good or not. You can also buy weapons in cs, so it must be an rpg!
Of course there are no HP/MP/STA or abilites ( but anyway I fully expect them to remove those unneeded part of the game in future tes games now to remove some complexity) /end of sarcasm.
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Facebook me
 
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Post » Wed Aug 03, 2011 6:48 pm

I can appreciate the fact that your argument is fleshed out. However, I still think that Bethesda has found a way to keep these features, but streamline them somehow. Whether I'm wrong will have to remain to be seen until the game actually comes out. Because of this, I choose not to debate about how or why until everyone actually has the final build of the game in their hands to play and experience first hand.

My question to you is what is wrong with relegating things like that to perks? For example, why not have to sacrifice some of your strength for your jumping and speed abilities? IRL, there's always a sacrifice in strength for greater agility, and vice versa. And even if they're not relegated to a perk tree, and you're still allowed to level them with the new leveling system, that's still fairly realistic. Say you're an exceptionally strong person, but you want to build up your speed, so you work on that. Your skill with speed is much lower than strenght, but becoming faster still benefits you, just at a slower incremental increase at first.

I really think the perk system is a good one and will force the player to really think about what kinds of abilities they want to focus on and have, and make it truly difficult to be a jack of all trades (like it would be in true life).


I agree. If such things as acrobatics and athletics are in the perk system, and we're having to sacrifice strength for higher jumping or whatever, hasn't relegation always been a part of TES, just now in a different form?

I mean, to be more agile, you had to forgo that extra point you may have wanted to put into strength. Now, this will likely be accomplished through the perk system, I hope.
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Tamara Primo
 
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Post » Wed Aug 03, 2011 1:50 pm

They're trying limit the freedom players have because they know players are smart. Smart players aren't going to waste points in builds that aren't the very best just for the sake of diversity. Noobs aren't going to end up with weak characters. The new system seems to guide the players in order to showcase all perks in ways that make them viable. It's seems easier to make perks more viable when developers can anticipate what a player has chosen before that particular perk the player is looking at.

More options that are viable => More practical choices => More choices.

Hard choices instead of clear cut builds.


There is guiding and then there is steering/driving.

Many smart players who are playing for the role play value, rather than pure powerplaying, did indeed sacrifice having the "very best POSSIBLE character" for the diversity that came with having the best character for a certain build or class.

For example, my characters have been Master Wizards, with impressive physical strength, great athletic ability, and some proficiency with blades. Could I have technically been even MORE awesome if I had the highest marksman abilities, and maxed out blunt weapon stats, etc. etc.? Sure, but it wasn't essential to my still being powerful, and it wasn't part of the role I was playing. Even so, I did not begrudge anyone who wanted to master every trait etc. To each his or her own.

I don't really have a problem with there being a limit to the number of perks one character can have IF the perks are really special bonuses that take Mastery of a skill to something like Grand Mastery or Savant level etc. What I don't like is the notion of abilities that have hitherto been a part of normal progression, being stolen away, and given back in a more limited and limiting fashion as "perks" and treated like some awesome new specail enhancement, when in fact, it is the same stuff that was offered before, but being offered back peicemeal with all sorts of new fine print caveats, exemptions, limitations and restrictions.
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Lucy
 
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Post » Wed Aug 03, 2011 9:31 am

(with the possible exception of restictionists who hate the notion of anyone being able to create anything approaching an uberbuild and therefore want it voided as an option, which by definition is a reduction of player options NOT an expansion of them)


Not commenting about the squeezing part of the paragraph, but this thing about "restrictionists" wanting to trim down options.... If there are no consequences for the options, and related restrictions, the actual given options are void. The game can only react so much, if everything is possible for everyone, and that nullifies the players many options from gameplayperspective no matter how many there are.

Generally, if all is available at all times for all, nothing really matters.
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Barbequtie
 
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Post » Wed Aug 03, 2011 6:29 pm

Players were never NOT allowed to be extremely diverse, they were never not allowed to make pure characters, very limited in certain areas and very gifted in others (and many if not most players had main characters who were exactly as I have just described).


You were never "not" allowed to, correct. That still holds true. Of course this ignores the fact that by the mid to late 20's every character was the same any ways, regardless of intentions to make a pure or diverse character or not because eventually all skills and attributes got to 100 for all characters. Wow, wonderful diversity there..... :whistling:

Now the addition of perk trees and limited availability of perks will indeed enforce a degree of uniqueness in character builds and make playing a "pure" character actually different from another "pure" character rather than everything merging into a bland sameness singularity after so many levels. So your implication that the devs are trying to pull the wool over your eyes is indeed false since they are actually enforcing a degree of uniqueness you said you wanted but didn't actually have before.
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Cesar Gomez
 
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Post » Wed Aug 03, 2011 7:31 pm

Reasoning like this, you could turn counter strike into a modern rpg , your own cunning, wit, intelligence and determination to survive and so forth will be the deciding factor in how powerful/potent our character turns out to be, it is your own skill that decides if you are good or not. You can also buy weapons in cs, so it must be an rpg!
Of course there are no HP/MP/STA or abilites ( but anyway I fully expect them to remove those unneeded part of the game in future tes games now to remove some complexity) /end of sarcasm.



Hellooooooo theeeereee...

Ok Herewego. Your argument is invalid because in an RPG the actions taken by the character in prior confrontations directly affect that character's ability to be effective in subsequent encounters.

This is not represented anywhere in Counterstrike, other than in money for guns, which is a monetary gain and not definitive as directly affecting a character's abilities. So it would be hardly true to call Counterstrike an RPG. By "hardly true" I mean of course that it is a lie.

EDIT: Of course, you were just being sarcastic :tongue:
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Marquis T
 
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Post » Wed Aug 03, 2011 10:01 pm

I like the change, I've never seen an attribute system that worked perfectly. Fallout is probably the closest I've seen to good, and still, charisma is worthless.

Edit: This reminds me when they cut down the talent trees and the latest WoW expansion, people complained about having their options taken away, but it wasn't really, Blizzard simply took away the illusion of choice, because everyone took the same cookie cutter builds anyway.
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Hella Beast
 
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Post » Wed Aug 03, 2011 4:21 pm

I like the change, I've never seen an attribute system that worked perfectly. Fallout is probably the closest I've seen to good, and still, charisma is worthless.


Which Fallout are you talking about (or are you talking about the first one aptly named as Fallout - without a number)? Because charisma wasn't worthless in the first two games -- and even if it was less usefull than Intelligence and Agility, for example, it still had its uses.
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Lillian Cawfield
 
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Post » Wed Aug 03, 2011 7:49 pm

Which Fallout are you talking about (or are you talking about the first one aptly named as Fallout - without a number)? Because charisma wasn't worthless in the first two games -- and even if it was less usefull than Intelligence and Agility, for example, it still had its uses.


That is the problem. The anti-stat crowd doesn't use anything but swords.

Charisma is lost on a large majority.
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Logan Greenwood
 
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Post » Wed Aug 03, 2011 3:30 pm

They aren't removing abilities and features because they think they're "pointless," "redundant," or "extraneous." Now, I can't say what their motives really are, but I can tell you that what they've taken and the excuses they've given us as to why they've been removed are just that, excuses. They're removing features for reasons that they obviously don't want us to know, think that we'll disagree with, or otherwise find to not be good reasons to allow for their removal.


While the OP was well thought out, the validity of it is still lost on me because of this quote.

No, you can't tell us that Beth removed attributes for other reasons. You don't know. The best information we have is that they have been removed because Beth considered many attributes "redundant." Whether or not they were is still an on-going debate. However, to claim that you even remotely have any idea why Beth makes the decisions they make, is absolutely ridiculous.
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Mr.Broom30
 
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Post » Wed Aug 03, 2011 10:43 pm

'Intelligence' defines how smart my character is. Whether he can easily be lied to or not. Whether he can have a proper discussion with a mage or rather likes to smash in skulls. How exactly is that squeezed under magica, health or stamina?



Intelligence never did that though, you did - not a single dialogue option specific to intelligent characters. It was entirely up to the player what dialogue options you chose and how intelligently your character handled various situations.
You can imagine your character is intelligent and play as if he/she is in Skyrim, and there'll be literally no difference. I'm perfectly fine with that myself, I prefer they leave it up to me to decide the personality and mind of my PC rather than having a stat that's also tied to combat effectiveness limit my dialogue options.
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Emzy Baby!
 
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Post » Wed Aug 03, 2011 12:42 pm

It's streamlined it. I remember in Oblivion I would hop from place to place and ransack farms to make fatigue potions. Why? Not because I needed to hop or needed the potions, but because I wanted to get +5s at level up. I'd spend thousands on trainers for skills I'd never use - again for +5s. With the Skyrim system that won't be necessary.
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Gisela Amaya
 
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Post » Wed Aug 03, 2011 6:37 am

Intelligence never did that though, you did - not a single dialogue option specific to intelligent characters. It was entirely up to the player what dialogue options you chose and how intelligently your character handled various situations.
You can imagine your character is intelligent and play as if he/she is in Skyrim, and there'll be literally no difference. I'm perfectly fine with that myself, I prefer they leave it up to me to decide the personality and mind of my PC rather than having a stat that's also tied to combat effectiveness limit my dialogue options.


So because it did not do that in past games it can't now? not directed towards you, but these individuals who are opposed " I.E OPPOSED," to having attributes never get it across their skulls that Pro Attribute individuals want them back but fixed and improved, they aren't in the back ground, they arent hidden and the only thing of them that remains is what they did for skills, yes Skills now do for themselves what Attributes did. doesnt mean thats all Attributes did or could do.

how most peeps have not made the connections and seen the utter stupidity in PR and Question avoidance beth has been doing since Jan is Beyond me, things like Attributes were figured out long before they were officially announced out in the GI mag, and for simple instances like whether or not armor is merged took MONTHS, an E3 confrontation and a freaking fan interview to get a clear answer and even then it was laced wth PR.

You can imagine all you want, it wont matter and thats not the reason people are asking for Attributes, why you see Game mechanics as a limitation is beyond me...its a freaking game, if you don't like it ignore it infact not having it is a limitation how about them apples, the game has no methods of differing your characters persona with that of a Rabbit. HOW BOUT THAT?
;p
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Natalie J Webster
 
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Post » Wed Aug 03, 2011 1:02 pm

Not commenting about the squeezing part of the paragraph, but this thing about "restrictionists" wanting to trim down options.... If there are no consequences for the options, and related restrictions, the actual given options are void. The game can only react so much, if everything is possible for everyone, and that nullifies the players many options from gameplayperspective no matter how many there are.

Generally, if all is available at all times for all, nothing really matters.


Not so. For a pure powergamer that may hold true, but it does not hold true from a roleplaying perspective. The ability to have everything does not for a moment mean that every player will choose to have and do everything.
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Sam Parker
 
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Post » Wed Aug 03, 2011 9:52 pm

how most peeps have not made the connections and seen the utter stupidity in PR and Question avoidance beth has been doing since Jan is Beyond me, things like Attributes were figured out long before they were officially announced out in the GI mag, and for simple instances like whether or not armor is merged took MONTHS, an E3 confrontation and a freaking fan interview to get a clear answer and even then it was laced wth PR.

huh?

The lack of attributes were mentioned even back in december.
If it wasn't in the gametrailers website, it was mentioned in a magazine, same with the armor thing.
You can imagine all you want, it wont matter and thats not the reason people are asking for Attributes, why you see Game mechanics as a limitation is beyond me...its a freaking game, if you don't like it ignore it infact not having it is a limitation how about them apples, the game has no methods of differing your characters persona with that of a Rabbit. HOW BOUT THAT?
;p

Uh, it didn't differ you from a rabbit before either... if they even had attributes, which I don't clearly remember.
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Rachael
 
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Post » Wed Aug 03, 2011 4:23 pm

You were never "not" allowed to, correct. That still holds true. Of course this ignores the fact that by the mid to late 20's every character was the same any ways, regardless of intentions to make a pure or diverse character or not because eventually all skills and attributes got to 100 for all characters. Wow, wonderful diversity there..... :whistling:

Now the addition of perk trees and limited availability of perks will indeed enforce a degree of uniqueness in character builds and make playing a "pure" character actually different from another "pure" character rather than everything merging into a bland sameness singularity after so many levels. So your implication that the devs are trying to pull the wool over your eyes is indeed false since they are actually enforcing a degree of uniqueness you said you wanted but didn't actually have before.


Not so. All of my characters are between 35 and 50p;us, and none of them are 100 in everything because becoming 100 in everything was never my focus.

If you did a poll, I am sure that you would find MOST people's primary characters never attained 100 in every skill, because of how they roleplayed the character, favouring certain styles of defense and attack over others etc.


Yes, eventually everyone could run fast and jump high, but even that wasn't universall, because some people walked everywhere, and subsequently took AGES to level up common attributes like athletics.

And the problem, to my mind, in your commetnary is the word "enforce." Forced "uniqueness"? I thought part of the point of the games was maximal freedom. Not forcing you to do or not do anything within the reasonable parameters of the game.

Enforce and freedom are words that have a fairly high amount of mutual exclusivity. They really do not go together all that well.
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Cagla Cali
 
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Post » Wed Aug 03, 2011 11:12 am

Not so. For a pure powergamer that may hold true, but it does not hold true from a roleplaying perspective. The ability to have everything does not for a moment mean that every player will choose to have and do everything.


Well, I don't know about powergaming (that word does, however, reflect to me of the notion about being able to do everything), but if you are talking about "roleplaying" as in pretending outside of the game (and not playing at the games terms -- as in "I am Jack the ripper", instead of this particular runthroughs version of Dovahkiin), then we are talking about different things. Restrictive statsystem does not remove the ability to roleplay or "roleplay", infact I'd say it enhances it by making the player commit to the role he has chosen.

And no it does not mean that, but the choice has no weight, and cannot have any because everything else must also be allowed at any point. It is basically a choice without a real consequence as you can flip it upsidedown at any point.
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QuinDINGDONGcey
 
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Post » Wed Aug 03, 2011 7:55 pm

Idk but im starting to notice how people have I and/or want in their post but never have I seen TES and/or needs in their post because they are making it to were we don't need but can always use it, and thats just by assumption. Because we don't know if there is a perk or way to increase your intelligence, though I never found use for it in oblivion any way.


Now I will say the op is atleast being mature about his wants rather than people name calling as if they going to kill someone for Beth changing up stuff, hell bringing more to to the table thats usable.
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BaNK.RoLL
 
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Post » Wed Aug 03, 2011 3:54 pm

We havent played the game and we sure as hell havent seen all of its features.
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N3T4
 
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Post » Wed Aug 03, 2011 2:29 pm

Spec, on 01 August 2011 - 05:04 PM, said:

'Intelligence' defines how smart my character is. Whether he can easily be lied to or not. Whether he can have a proper discussion with a mage or rather likes to smash in skulls. How exactly is that squeezed under magica, health or stamina?

There is a whole skill dedicated to that speechcraft.
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Franko AlVarado
 
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Post » Wed Aug 03, 2011 7:00 am

So because it did not do that in past games it can't now? not directed towards you, but these individuals who are opposed " I.E OPPOSED," to having attributes never get it across their skulls that Pro Attribute individuals want them back but fixed and improved, they aren't in the back ground, they arent hidden and the only thing of them that remains is what they did for skills, yes Skills now do for themselves what Attributes did. doesnt mean thats all Attributes did or could do.

how most peeps have not made the connections and seen the utter stupidity in PR and Question avoidance beth has been doing since Jan is Beyond me, things like Attributes were figured out long before they were officially announced out in the GI mag, and for simple instances like whether or not armor is merged took MONTHS, an E3 confrontation and a freaking fan interview to get a clear answer and even then it was laced wth PR.

You can imagine all you want, it wont matter and thats not the reason people are asking for Attributes, why you see Game mechanics as a limitation is beyond me...its a freaking game, if you don't like it ignore it infact not having it is a limitation how about them apples, the game has no methods of differing your characters persona with that of a Rabbit. HOW BOUT THAT?
;p

So how would you like to see it done that isnt possible with out actively picking a srength or agilty attribute?Thats my thing i get that people just want more diversity or things to function in this way or that but i cant see a reason these things couldnt be done in more than one way .Heck if attributes were still pickable id still want the same thing i dont care how it gets picked.
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Haley Cooper
 
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