Simplifying.

Post » Sat Jul 31, 2010 9:39 pm

Yes, those weapons were different, but how did it showed in Morrowind?
It didn't.

My point is, I don't know why people are talking about removal of depth when there were no depth to begin with...

Sure there was depth. Climbing for instance was redundant? Unarmored or spears were redundant? The spells that were removed from Dagger to OB were redundant? I dont think so.
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Kevin Jay
 
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Post » Sat Jul 31, 2010 11:12 pm

1. TES4 already started to dumb it down (stat/skill system was already good in TES3)
2. Removing attributes can't be described as toning down a bit
3. It is better to have too complex game, than to have oversimplefied one. In first case there is possibility of growth, but in second case there is no progress of gaming skills
Example

X3:Terran Conflict vs. Freelancer


[censored] go tell me that EVE online is better than super mario or castle crasher
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Tanya
 
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Post » Sat Jul 31, 2010 11:40 pm

Sure there was depth. Climbing for instance was redundant? Unarmored or spears were redundant? The spells that were removed from Dagger to OB were redundant? I dont think so.


It became redundant when they made a true 3D landscape game and level designers could give you acess to anywhere they wanted you dont realy need climbing because where you cant go designers didnt put anything anyway.

This skill became redundant in oblivion when the combat became realtime and you could just dodge the blows. basicaly unarmored was only your capacity to dodge in morrowind not how hard your skin is

give examples or else your argument wont be taken seriously
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Mr.Broom30
 
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Post » Sun Aug 01, 2010 6:53 am

Attributes are a layer of numbers between the things that actually matter in the game . . .

That's actually part of the reason they were so useful. While I think we'll be fine without certain attributes such as intelligence, there is still the issue of things like carry weight. There are two ways to address these through perks and skills alone:

1. A convoluted formula that uses certain skill levels to make a rough summation of how much your character should be able to carry as assumed by their skills. Something like, say, 100 - 200( 1 / [skills added] ) + ( skills added ) / 6. It allows for just as much diversity in players and NPCs' encumbrance as the old attributes allowed, except difficult to understand, having been founded upon an intangible formula. http://uesp.net/wiki/Morrowind:Combat#Attacks

2. Alternatively, we use perks! After all, perks can do everything, right? Possibly, and I myself think the perks system could be pretty well-developed, but have fun trying to explain something such as encumbrance being in a weapon skill tree. "By swinging your sword so often, your shoulders and back muscles are stronger." Oh, but worst of all, this isn't a nice gradual progression like the previous games! I'd rather not go from a weapon skill of, say, 47 to 48 and then magically gain an additional 20 units of max encumbrance.


Honestly, I'd rather have some neat numbers adding up to my character's carry weight in a way I can understand and plan out. :P
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sarah simon-rogaume
 
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Post » Sun Aug 01, 2010 3:39 am

Yes, those weapons were different, but how did it showed in Morrowind?
It didn't.

My point is, I don't know why people are talking about removal of depth when there were no depth to begin with...

I think there is a direct relationship between number of weapon skills, and weapon variety. In Morrowind there is no doubt that there were plenty of weapons for each weapon skill. In Oblivion there were less weapons and mostly less variety. So I surely have no proof of it, other than the belief that no one would only have a handful of weapons for 1 skill, but its a hypothesis I'd be interested to see be tested.

Why are they limited into skills? So you have to train with the weapons, that restriction is part of it being an RPG. If 3 weapon skills is all thats needed, why separate them at all? Lets let every character be equally proficient with all weapons. Why have skills, they just get in the way in the begining anyway?
You draw the line somewhere, and mine is at a point that makes sense.
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Albert Wesker
 
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Post » Sat Jul 31, 2010 9:47 pm

It became redundant when they made a true 3D landscape game and level designers could give you acess to anywhere they wanted you dont realy need climbing because where you cant go designers didnt put anything anyway.

This skill became redundant in oblivion when the combat became realtime and you could just dodge the blows. basicaly unarmored was only your capacity to dodge in morrowind not how hard your skin is

give examples or else your argument wont be taken seriously

None of those things are redundant, they add depth and variety. Combat was always real time. I dont have to give examples to people that have actually played the games and they know who they are. When I hear someone say this or that was cut becasue it was redundant, they are just reciting what the previous newb said.
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Myles
 
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Post » Sun Aug 01, 2010 5:25 am

None of those things are redundant, they add depth and variety. Combat was always real time.

Lol if thats depth to you just dont buy skyrim you wont like it, it wont have what you call depth. and if combat before morrowind is what you call real time combat then i dont know what to tell you because its almost as real time as Final Fantasy 6 Combat is
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rebecca moody
 
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Post » Sun Aug 01, 2010 1:02 am

Lol if thats depth to you just dont buy skyrim you wont like it, it wont have what you call depth. and if combat before morrowind is what you call real time combat then i dont know what to tell you because its almost as real time as Final Fantasy 6 Combat is

I guess you never played an ES before, eh? Or at least before Morrow, since Dagger and Arena combat was real time. Plus those were just four quick examples of depth we've lost over the years.
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Marilú
 
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Post » Sun Aug 01, 2010 12:47 am

I guess you never played an ES before, eh? Or at least before Morrow, since Dagger and Arena combat was real time.

i played daggerfall and its not what i call real time combat youre in front of the enemy and you swing the sword on both sides of the screen
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saharen beauty
 
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Post » Sat Jul 31, 2010 7:50 pm

Maybe for those who feel some connection between attributes and roleplaying. For me, perks and skills add diversity, and attributes didn't really add diddly.

It isn't about the connection between attributes and roleplaying, it is about the connection between attributes and character. A character can be a good swordsman capable of performing some impressive feats. However, a character's doing something and being good at it doesn't explain why he excels at it or why he is better at it than others. You will not find any Tyrion Lannister or Miles Vorkosigan or Captain Ahab or Frodo Baggins in the Elder Scrolls. For the most part, any real depth of character is in the player's mind alone. In the Elder Scrolls, every character is an able-bodied, able-minded archetype of a person who can, through dedication and hard work, achieve anything he wishes to achieve. Attributes interfere with that ideal, and eliminating that interference may be one of the reasons behind eliminating attributes. However weak or less-than-diddly attributes are in previous Elder Scrolls games, they still offer more depth of character than we are likely to find in Skyrim.
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alicia hillier
 
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Post » Sun Aug 01, 2010 2:23 am

It became redundant when they made a true 3D landscape game and level designers could give you acess to anywhere they wanted you dont realy need climbing because where you cant go designers didnt put anything anyway.

This skill became redundant in oblivion when the combat became realtime and you could just dodge the blows. basicaly unarmored was only your capacity to dodge in morrowind not how hard your skin is

give examples or else your argument wont be taken seriously

Climbing isn't redundant. Just because their isn't a road leading you somewhere doesn't mean you aren't supposed to. Thats such a linear game design, and terrible for a sandbox game. There should be multiple ways into an area. Does a thief steal from a castle by walking through the gate?

Combat was realtime in Morrowind, and it wasn't redundant there. What about the skill of absorbing blows with no armor? Thats unarmored, and its a real skill. People can train to recieve blows in such a way that their body nullifies most of the damage. A punch that can knock you out could cause someone of a similar size to stagger slightly.

How about levitation? Was that redundant, or did it interfere with the bad level design?
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Austin England
 
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Post » Sat Jul 31, 2010 6:45 pm

Climbing isn't redundant. Just because their isn't a road leading you somewhere doesn't mean you aren't supposed to. Thats such a linear game design, and terrible for a sandbox game. There should be multiple ways into an area. Does a thief steal from a castle by walking through the gate?

Combat was realtime in Morrowind, and it wasn't redundant there. What about the skill of absorbing blows with no armor? Thats unarmored, and its a real skill. People can train to recieve blows in such a way that their body nullifies most of the damage. A punch that can knock you out could cause someone of a similar size to stagger slightly.

How about levitation? Was that redundant, or did it interfere with the bad level design?

Plus Daggerfall was in true 3D and ES combat has always been real time.
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Lucy
 
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Post » Sun Aug 01, 2010 5:51 am

Plus Daggerfall was in true 3D and ES combat has always been real time.

Though Oblivion was the only game to not use dice rolls to determine whether or not you hit or if your attack either missed or was blocked.
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Danial Zachery
 
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Post » Sat Jul 31, 2010 5:27 pm

Though Oblivion was the only game to not use dice rolls to determine whether or not you hit or if your attack either missed or was blocked.

Yeah, and it was all real time. But it was real time before. A dice roll doesnt make it turn based. So his point doesnt stand.
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Michelle Serenity Boss
 
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Post » Sun Aug 01, 2010 7:05 am

Though Oblivion was the only game to not use dice rolls to determine whether or not you hit or if your attack either missed or was blocked.

Unarmored doesn't have to mean your ability to dodge, it could be how effectively you can abssorb a physical blow with no armor. People do actually train in that, its a real skill...
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R.I.P
 
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Post » Sun Aug 01, 2010 4:31 am

Yeah, and it was all real time. But it was real time before. A dice roll doesnt make it turn based. So his point doesnt stand.

true, but I'm giving him the benefit of the doubt and assuming his terms were crossed.

@boredvirulence, why on earth are you quoting me?
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Eileen Collinson
 
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Post » Sun Aug 01, 2010 1:57 am

true, but I'm giving him the benefit of the doubt and assuming his terms were crossed.

Hes going to need a lot more than some crossed terms to refute me though. Plus what Bored said. The fact is, is that they were not redundant. They all had their uses, especially depending on who your character is. His three "points" are all fallacious. Lets just say that they didnt have a use though for a second. A lot of things in ES games didnt have any use. We should get rid of most of the books now?
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Janette Segura
 
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Post » Sun Aug 01, 2010 7:08 am

true, but I'm giving him the benefit of the doubt and assuming his terms were crossed.

@boredvirulence, why on earth are you quoting me?

The point on dice rolls and its effect on the unarmored skill which according to Kenji Senpai was removed because of Oblivion being the first to have "real time" combat.
So its a bit of a stretch, but thats where the arguement about the "real time" combat goes back to, which you are comenting about...
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Katie Pollard
 
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Post » Sun Aug 01, 2010 2:56 am

Sure there was depth. Climbing for instance was redundant? Unarmored or spears were redundant? The spells that were removed from Dagger to OB were redundant? I dont think so.

Climbing wasn't, but it was buggy, hardly working, and nearly impossible to implement in today.
Unarmored was in Oblivion's combat system, as AC doesn't mean dodging anymore, there's Acrobatics for that.
Daggerfall spells removed were pretty much redundant.

I think there is a direct relationship between number of weapon skills, and weapon variety. In Morrowind there is no doubt that there were plenty of weapons for each weapon skill. In Oblivion there were less weapons and mostly less variety. So I surely have no proof of it, other than the belief that no one would only have a handful of weapons for 1 skill, but its a hypothesis I'd be interested to see be tested.

Why are they limited into skills? So you have to train with the weapons, that restriction is part of it being an RPG. If 3 weapon skills is all thats needed, why separate them at all? Lets let every character be equally proficient with all weapons. Why have skills, they just get in the way in the begining anyway?
You draw the line somewhere, and mine is at a point that makes sense.

Variety hardly adds anything when all the choices do the same thing.
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Matthew Barrows
 
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Post » Sat Jul 31, 2010 9:07 pm

Plus Daggerfall was in true 3D and ES combat has always been real time.

I said 3D Landscape. truly shows you dont even take time to read other people arguments when they are in conflict with what you think

I'm saying the combat is not real time because the enemies just stand in front of you and hit you at a periodic rate. thats not real time thats crap.

plus its not because theres no climbing and that there is a path to everywhere the designers want you to go that its poor level desing for a sand box. if there 5-6 way to get in to a castle you still have as much choice as having a skill that tells you how good you stick to the walls. why not give the players to use their real skills and use their thumbs to get on the other side of a wall rather than make a skill check that chooses for you if you fall or suceed
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adame
 
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Post » Sun Aug 01, 2010 5:52 am

Hes going to need a lot more than some crossed terms to refute me though. Plus what Bored said. The fact is, is that they were not redundant. They all had their uses, especially depending on who your character is. His three "points" are all fallacious. Lets just say that they didnt have a use though for a second. A lot of things in ES games didnt have any use. We should get rid of most of the books now?

Have I walked into the crossfire or something?

The point on dice rolls and its effect on the unarmored skill which according to Kenji Senpai was removed because of Oblivion being the first to have "real time" combat.
So its a bit of a stretch, but thats where the arguement about the "real time" combat goes back to, which you are comenting about...

And this whole unaromred skill conversation has nothing to do with me.
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Trent Theriot
 
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Post » Sun Aug 01, 2010 3:39 am

Climbing wasn't, but it was buggy, hardly working, and nearly impossible to implement in today.
Unarmored was in Oblivion's combat system, as AC doesn't mean dodging anymore, there's Acrobatics for that.
Daggerfall spells removed were pretty much redundant.

Daggerfall was buggy in general, Unarmored did more than just dodging and the spells removed from Dagger and or Morrow to OB were not redundant. Do you know what the word redundant means? The spells had a purpose and had different strengths and weakness compared to similar spells, hence they were most certainly not redundant. again those are just a few examples from the depth we lost. Want to see the rest, go play Daggerfall.

Have I walked into the crossfire or something?

No, you and I are just conversing. And the latter part of that post wasn't directed to you exactly, or at least I didnt mean for it to be. I should have separated it, thats my bad.
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Anna S
 
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Post » Sun Aug 01, 2010 6:43 am

It's an RPG no matter how simplified it is. there may be only two melee skills but you still have the freedom to use whatever you want. It's not like it had multiplayer and there's leaderboards for who has the most kills with short blades or anything. :blink:
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Jessica Lloyd
 
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Post » Sun Aug 01, 2010 6:07 am

Hes going to need a lot more than some crossed terms to refute me though. Plus what Bored said. The fact is, is that they were not redundant. They all had their uses, especially depending on who your character is. His three "points" are all fallacious. Lets just say that they didnt have a use though for a second. A lot of things in ES games didnt have any use. We should get rid of most of the books now?

if you want to play it like that .... Slippery slope fallacy.

the fact is that skills like climbing or unarmored have been replaced by gameplay mechanics that couldnt be implemented in past game. plus for the argument of getting trained at receiving blows you cant get trained at getting swords or arrows go through your heart.
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Emerald Dreams
 
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Post » Sun Aug 01, 2010 1:20 am

Complexity simply for the sake of complexity does not a good game make.

Simplicity for the sake of simplicity does not a good game make either.

As for people who say the weapons skills in Morrowind were redundant, I'd like to know how. A claymore is used very differently than a longsword which is used very differently than a dagger. A mace is used very differently than a warhammer. An axe is used very differently than a mace or a warhammer. Each weapon strikes the target in different ways, used in different manners. Even though it might appear that a mace strikes the same as a battle axe, they target different points on the body. Daggers are for thrusting, claymores for chopping and slashing, longswords do both but are gripped much differently and require different skill to manuever.

^ This. People who have the attitude of "But they're exactly the saaaame!" make those of us with actual weapons training weep for humanity.

Yes, those weapons were different, but how did it showed in Morrowind?
It didn't.

Problems with the animations do not change the fact that a stick is not the same as an axe.

give examples or else your argument wont be taken seriously

And you think neon green font will get other people to take you seriously? I need sunglasses just to read this.

Honestly, I'd rather have some neat numbers adding up to my character's carry weight in a way I can understand and plan out. :P

The problem with that is you're expecting people to do math. How dare you. :lol:
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Amy Smith
 
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