Should Bethesda put Attributes back into Skyrim?

Post » Wed Jul 21, 2010 4:23 am

If attributes weren't mentioned in the article then it would stand to better reasoning and logic that the system has remained UNCHANGED. The article says that when you level you choose to either gain health magicka or stamina but doesn't mention attributes. *IF* attributes are really gone I think Bethesda would have made it a point to mention that considering how much of an impact attributes had on the leveling system and skill in previous games. My assumption is that attributes are still in the game just in some other capacity.

Thank you!
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Annika Marziniak
 
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Post » Tue Jul 20, 2010 10:42 pm

If attributes weren't mentioned in the article then it would stand to better reasoning and logic that the system has remained UNCHANGED. The article says that when you level you choose to either gain health magicka or stamina but doesn't mention attributes. *IF* attributes are really gone I think Bethesda would have made it a point to mention that considering how much of an impact attributes had on the leveling system and skill in previous games. My assumption is that attributes are still in the game just in some other capacity.


How can the system remain unchanged given what has already been said in the GI issue about Skills - as well as what happens when you level-up.
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Marcin Tomkow
 
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Post » Tue Jul 20, 2010 9:58 pm

Even Diablo II has Strength and Dexterity as attributes. I hope Skyrim won't have fewer than that.

It makes sense that training several related skills would give some kind of synergy effect, and the governing attribute mechanic for this has worked well so far.
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Marcia Renton
 
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Post » Wed Jul 21, 2010 5:49 am

Quote from Silvaticus from page 3 of this thread:-

"The explanation of the menu system indicates their absence. The article confirmed that their are only four screens in the menus - Inventory, Map, Skills and magic. And we've already seen a picture of the skills screen, which is completely without mention of attributes. Combine this with confirmed 'no classes', and the fact that at level up all you get is a choice between whether to raise health (again, as it raises once at level up automatically), magicka or stamina (fatigue), as opposed to anything at all to do with attributes, and it would only be a logical conclusion that they longer exist."
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lexy
 
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Post » Wed Jul 21, 2010 12:55 am

Attributes could easily be in the game, while working in a way unlike past TES games. Let's pretend both the blade and blunt skills are in the Skyrim, just as an example. Instead of picking strength to increase during your level up, it increases passively as you level the associated skills. As you level blade, strength would passively increase, just like your blade skill would. Strength would still help both blade and blunt, so by leveling blade you would not only be better at blade you would become passively better at blunt as well, because you are becoming more physically strong. You would only increase your hp, magicka and stamina levels actively during level up, the attributes we have become accustomed to would just increase passively.
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Jonathan Egan
 
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Post » Wed Jul 21, 2010 3:32 am

Oblivion's attributes and skills were on seperate screens. Why can't Skyrim do the same?

Wow, okay. Maybe because there wasn't even a section of the menu you could put attributes? How about this: you stop discounting unconfirming yet validly disconcerting pieces of evidence.
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Wayne W
 
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Post » Wed Jul 21, 2010 8:55 am

How can the system remain unchanged given what has already been said in the GI issue about Skills - as well as what happens when you level-up.


The system may remain unchanged in that attributes basically gave bonuses to certain skills. Basic bonuses. Intelligence gave the character a bit of a boost in the amount of magicka and to skills like destruction. These basic bonuses could still very well be present with the perk system acting as a more player involved system to customize our characters. I would venture to guess that only a very slight change to attributes have been made such as attributes leveling up automatically when the character levels up depending on what skills the player used the most during that level. That system has already been in place and you can see it when you go to level up in MW and OB, and you see that you have a x3 next to Intelligence because you used a whole lot of fireballs in combat and leveled up your destruction skill. However I think it makes more sense that instead of giving the player a choice of their three most used attributes, those attributes level automatically and instead, we are given the choice of Health, Magicka or Stamina. Which means that attributes still exist and play a large role in the way the player plays the game.
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Rachel Cafferty
 
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Post » Wed Jul 21, 2010 4:14 am

If attributes weren't mentioned in the article then it would stand to better reasoning and logic that the system has remained UNCHANGED.

This is logical.

If something so drastic happened, like there are no longer any attributes, Then it would have been well worthy of a mention imo.

All the "evidence" is circumstantial at best.

Seeing as the GI article meantions all these other things that changed, why not mention that there are no longer attributes? seems like they missed a beat.
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vanuza
 
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Post » Wed Jul 21, 2010 1:15 am

Quote from Silvaticus from page 3 of this thread:-

"The explanation of the menu system indicates their absence. The article confirmed that their are only four screens in the menus - Inventory, Map, Skills and magic. And we've already seen a picture of the skills screen, which is completely without mention of attributes. Combine this with confirmed 'no classes', and the fact that at level up all you get is a choice between whether to raise health (again, as it raises once at level up automatically), magicka or stamina (fatigue), as opposed to anything at all to do with attributes, and it would only be a logical conclusion that they longer exist."


Going by that quote, if that's true about the 4 tabs, we can also assume that your journal is gone, too.
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Laura Tempel
 
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Post » Wed Jul 21, 2010 3:43 am

Going by that quote, if that's true about the 4 tabs, we can also assume that your journal is gone, too.


At the least we should ask: "Where the hell is it?"
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Glu Glu
 
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Post » Wed Jul 21, 2010 6:56 am


Now to return to the potential loss of primary attibutes, i don't really mind it. They were never really all that meaningful. The only important thing they did was influence your Health, Magicka and Fatigue. So getting rid of them really just cuts out the middle man. Don't get me wrong, primary attributes can be great in some games, but they are not useful for the kind of gameplay we got in Morrowind and Oblivion so Skyrim really is better off without them.

I completely agree with you on this, and very sound arguments. :goodjob:
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Natasha Biss
 
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Post » Tue Jul 20, 2010 9:53 pm

Going by that quote, if that's true about the 4 tabs, we can also assume that your journal is gone, too.


We in fact know the journal is in because it mentions putting things in your notes.

Good point about the journal/quests

EDIT: Quoted wrong person
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LittleMiss
 
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Post » Wed Jul 21, 2010 5:10 am

Going by that quote, if that's true about the 4 tabs, we can also assume that your journal is gone, too.


Or that it gets it's own screen/button. Which would be understandable. Attributes getting their own.... likely not.
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Cat Haines
 
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Post » Tue Jul 20, 2010 11:06 pm

So Eps, instead of conjecture that they cut all the attributes on account of Agility, would you accept that Agility and Speed were merged?
Supported by the 18 count skills.


That's also a possibility. They did it with long and short blades - they could do it with attributes.
Anyways that wasn't the point. The point was that all the attributes are losing their meaningfullness with each game.
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Baylea Isaacs
 
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Post » Wed Jul 21, 2010 8:24 am

Wow, okay. Maybe because there wasn't even a section of the menu you could put attributes? How about this: you stop discounting unconfirming yet validly disconcerting pieces of evidence.


Look at Oblivion
There were 4 tabs; inventory, map (including journal), magic, and skills (including attributes)
This might be similar... >_>
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David Chambers
 
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Post » Wed Jul 21, 2010 3:20 am

The point was that all the attributes are losing their meaningfullness with each game.

I agree.


But I hope that they fixed them instead of axing them. :confused:
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Tai Scott
 
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Post » Wed Jul 21, 2010 12:33 pm

Look at Oblivion
There were 4 tabs; inventory, map (including journal), magic, and skills (including attributes)
This might be similar... >_>


It isn't, because we've already seen the Skills menu.
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Brooks Hardison
 
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Post » Wed Jul 21, 2010 6:22 am

It isn't, because we've already seen the Skills menu.

we saw side scroll instead of a down scroll.

I don't think there would be as much contest to any ideas here as long as everyone could admit that we do not, in fact, have ultimately definitive answers on the matter.
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Keeley Stevens
 
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Post » Tue Jul 20, 2010 8:47 pm

Attributes could easily be in the game, while working in a way unlike past TES games. Let's pretend both the blade and blunt skills are in the Skyrim, just as an example. Instead of picking strength to increase during your level up, it increases passively as you level the associated skills. As you level blade, strength would passively increase, just like your blade skill would. Strength would still help both blade and blunt, so by leveling blade you would not only be better at blade you would become passively better at blunt as well, because you are becoming more physically strong. You would only increase your hp, magicka and stamina levels actively during level up, the attributes we have become accustomed to would just increase passively.


Fingers crossed :) That would rock.
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daniel royle
 
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Post » Wed Jul 21, 2010 4:05 am

It isn't, because we've already seen the Skills menu.


Which, to elaborate, has absolutely no reference to Attributes, and contains information that was stored in the attributes tab in oblivion - name, race, level. And given the apparent focus on a minimalistic design ethos, another additional sub screen seems unlikely ( and is certainly not present on the skills screen, which would be it's natural home, surely? as opposed to inventory, map or magic).

Edit: Schnell olfy speaks the truth. But what we do know does seem to suggest that they aren't present. Gabbo's system does sound good, and is a possibility, but it also sounds like something they would have detailed.
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Alex Blacke
 
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Post » Wed Jul 21, 2010 6:56 am

yeh people are assuming from a skills or level up menu that attributes arn't there, it could just be the new skills menu, it could just offhandly mention leveling up there, why else would there be a progress bar on the skills?


It's not a level up screen, the bar at the top show the character is half way through level 9. It's the skill list.

edit:
It isn't, because we've already seen the Skills menu.


If the map contain the journal then it need two pages, because when you select the map it zoom out from your character to see the rest of the world in bird of view. It doesn't show a list of to-do quests, done quests and personal notes.



The "4" menus are also missing the "save, load, exit" functions.
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Daddy Cool!
 
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Post » Wed Jul 21, 2010 8:57 am

I'm worried. I mean, I'll be extremely happy if they did something so that attributes increase passively as their related skills improve. However, I'm also worried that Bethesda did the same thing to attributes that theydid to spears and throwing weapons, and Morrowind-style levelling. As in, they heard some complaints about them (the +5 struggle), so they just got rid of it entirely. I'll be sad if they did.
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Amiee Kent
 
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Post » Wed Jul 21, 2010 5:27 am

Let's also remember that Bethesda effectively has 10 months to continue to refine the game. They are actively reading these forums and other related forums to see what it is the players want that could easily be implemented in the game. They are watching these forums so that they know whether or not they have been working in the right direction. This reveal was highly strategic. They are giving themselves enough time to put finishing touches and tweaks into the game and allow for just enough excitement build up among the gaming community so that when the game is released, they can expect their biggest Elder Scrolls opening day sales to date. Just because we only saw 4 tabs in the screens does not mean that only those 4 tabs will be in the game. They have more than enough time to add in additional features and to doubt Bethesda's skills at implementing any feature in 10 months time shows that you have little to no faith in the teams abilities to create a great game from the communities input.
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Lauren Dale
 
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Post » Wed Jul 21, 2010 12:07 am

I really strongly disagree with that.

What makes RPG's different is that your role can be tailored by you - rather than you playing a monotone character limited by a rigid storyline.

And as far as stats are concerned - there is great room for manoeuver in terms of combining them with action. You only need look at the Oblivion modding community to see proof of that. And also, in an action game - your movements are based purely on timing and skills - whereas in an RPG; you can try to do the actions (shown by an animation upon pressing a key) - but this will yield different results depending on your stats. And your stats reflect your character playing-history.


I agree with your premise that RPGs are different etc. To me what makes a RPG is the results are determined by the character not the player. I expect at least on the to hit side of things that is gone from RPGs, which svcks IMO. But I don't see the need for attributes. Let us use D&D 2e as an example(since I don't know the math of morrowind) You are a level 2 fighter with gauntlets of ogre power and a +1 long sword attacking a large sized opponent with a AC of 3. You have a base THACO 19 +3 to hit from strength and +1 from the sword lets say specialized for another +1 to hit so end THACO of 14. You have to roll a 11 or higher to hit the dude, you roll 1d12 for damage +6 damage form strength, +2 from specialization, +1 from the sword for a total damage of 10-21. All great and everything and yes the attributes helped to do damage and to hit. But does it really matter lets say we don't say where you got the Thaco of 14 we just say THACO 14 and leave it up to the player to describe his character so he tells us why he hits that well/poorly. Is it he is highly skilled or is it because of natural talent, or a combination of the two. Is that inherently worse or less complex to leave the description up to the player? I don't think so.
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cassy
 
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Post » Wed Jul 21, 2010 4:54 am

The "4" menus are also missing the "save, load, exit" functions.

These have never been a part of the character menu system. It would be inaccurate to include that in any arguments here.

Let's also remember that Bethesda effectively has 10 months to continue to refine the game. They are actively reading these forums and other related forums to see what it is the players want that could easily be implemented in the game. They are watching these forums so that they know whether or not they have been working in the right direction. This reveal was highly strategic. They are giving themselves enough time to put finishing touches and tweaks into the game and allow for just enough excitement build up among the gaming community so that when the game is released, they can expect their biggest Elder Scrolls opening day sales to date. Just because we only saw 4 tabs in the screens does not mean that only those 4 tabs will be in the game. They have more than enough time to add in additional features and to doubt Bethesda's skills at implementing any feature in 10 months time shows that you have little to no faith in the teams abilities to create a great game from the communities input.

Indeed.

I mean, there has been a big enough fuss spanning 3 or 4 threads now. :tongue:
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Rhiannon Jones
 
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