Skills Hint in Today's GI Update?

Post » Sun Apr 03, 2011 8:22 am

On the 2nd page of the GI update today it says something like *if you're really good at a particular skill, like one-handed weapons...*

Is this a hint as to skills in the game? Will there be specific skills connected to one handed and two handed weapons? Perhaps replacing "Blade" and "Blunt" with "One Handed Weapons" and "Two Handed Weapons"?

Not sure how this would work since it wouldn't matter if you used a one-handed blade or axe, but could it be interesting if done this way?

Discuss.
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Flesh Tunnel
 
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Post » Sun Apr 03, 2011 6:37 am

Indeed!

Maybe we should keep the discussion in the official thread, though...
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Mizz.Jayy
 
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Post » Sun Apr 03, 2011 1:43 am

Our fears may have been confirmed lol. At least perks will combat this.
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Melanie
 
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Post » Sun Apr 03, 2011 1:27 am

It does make sence to me, fighting with only a weapon and no shield would require a different fighting style. Also two-handed weapons will not be able to give you much protection, but a lot more "firepower". I would like to see blunt and blade with one-handed and twohanded.
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~Sylvia~
 
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Post » Sun Apr 03, 2011 5:20 am

Seems to be confirmed. I don't mind, perks will focus on swords, axes, ect. more.
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Kit Marsden
 
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Post » Sun Apr 03, 2011 4:29 am

It'll likely be replaced by perks if it goes that way. For example, yes there is one skill governing swords and axes that are one-handed. BUT there will likely be perks that only really matter if you use a sword or mace, or dual wield.
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Stay-C
 
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Post » Sat Apr 02, 2011 10:25 pm

I believe they also hinted at speechcraft/mercantile/illusion playing a role in "getting to know" the NPCs to make certain radiant stories trigger.

This intrigues me because it would offer unique connections to NPCs that the PC rarely feels. . .or perhaps I've been playing too much Fable
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Ashley Clifft
 
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Post » Sun Apr 03, 2011 11:34 am

Seems to be confirmed. I don't mind, perks will focus on swords, axes, ect. more.


That's my thought as well. I am beginning to imagine that this newly redesigned system could be much deeper than anything we've seen before as long as the perks are done well. The perks could really reward palyers for sticking to a particular playing style, rather than just waiting for the next best weapon to come along.
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Farrah Barry
 
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Post » Sun Apr 03, 2011 10:06 am

Yeah, I'm thinking perks make this less of a doomsday scenario than this could be. Sure, you might only have one-hand and two-hand weapon skills, but then we have perks essentially subdividing one-handed into swords, daggers, maces, and axes, and similar for two-handed. In a way, this gives us more skill-based customization than any of the previous games, letting us specialize in a far more specific weapon type than in the past.
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Krista Belle Davis
 
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Post » Sun Apr 03, 2011 1:51 am

I'm just glad they got rid of SpeedTree. One stingy-usage-license Middleware that disallows release of modeling program plugins out, two to go (I'm eyeballing you, FaceGen and FaceFX... :stare:)
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CORY
 
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Post » Sun Apr 03, 2011 2:57 am

This means that axes are no longer blunt weapons. Yay.
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Robert
 
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Post » Sun Apr 03, 2011 4:30 am

To me breaking them down this way makes more sense that blade and Blunt. using a long sword and a small axe are closer in use that a long Sword and a claymore.
If this is how it breaks down and the perks let you focus further (perk example - +5 damage with axes) then the system could be far better then before
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Solène We
 
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Post » Sun Apr 03, 2011 6:03 am

I like this. It's possible spears might be in now.
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xx_Jess_xx
 
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Post » Sat Apr 02, 2011 10:41 pm

One-handed + Two-handed > Blade + Blunt
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Sabrina Steige
 
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Post » Sat Apr 02, 2011 10:36 pm

To me breaking them down this way makes more sense that blade and Blunt. using a long sword and a small axe are closer in use that a long Sword and a claymore.
If this is how it breaks down and the perks let you focus further (perk example - +5 damage with axes) then the system could be far better then before


Agreed.

It also seems that it would work better with the dual wield functionality. You could weild an axe and a sword and be effective since both are governed by the same base skill (one-handed weapons). Of course I am sure we will see perks that directly influence specific weapon types that will give us incentives to stick with axes, swords, daggers, spears, etc.

Edit: I am predicting that spears are in. I have a really good feeling about this possibility.
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how solid
 
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Post » Sat Apr 02, 2011 8:55 pm

Yeah, I'm thinking perks make this less of a doomsday scenario than this could be. Sure, you might only have one-hand and two-hand weapon skills, but then we have perks essentially subdividing one-handed into swords, daggers, maces, and axes, and similar for two-handed. In a way, this gives us more skill-based customization than any of the previous games, letting us specialize in a far more specific weapon type than in the past.

Hopefully. It mixes a ton of weapons together that don't seem very much alike. I already wasn't all that happy with the disappearance of shortblade...

Spears ? There's a screen of an halberd. So I'd say it's not that unlikely.
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Elizabeth Falvey
 
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Post » Sun Apr 03, 2011 9:45 am

I believe they also hinted at speechcraft/mercantile/illusion playing a role in "getting to know" the NPCs to make certain radiant stories trigger.

This intrigues me because it would offer unique connections to NPCs that the PC rarely feels. . .or perhaps I've been playing too much Fable


No kidding, the most unique connection you get in Fable is running up to someone, flexing and farting, then everyone cheers and you are for some reason much more famous.
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Laura Cartwright
 
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Post » Sun Apr 03, 2011 11:39 am

im assuming there are perks for the individual classes of weapons since there is supposedly a perk for maces that ignored armor or something. i certainly hope so because pretty soon its going to be just melee weapons vs ranged weapons. using a sword is very different than using an axe. hell.........using a scimitar is different than using a broadsword.
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Tiffany Holmes
 
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Post » Sun Apr 03, 2011 2:04 am

im assuming there are perks for the individual classes of weapons since there is supposedly a perk for maces that ignored armor or something. i certainly hope so because pretty soon its going to be just melee weapons vs ranged weapons. using a sword is very different than using an axe. hell.........using a scimitar is different than using a broadsword.

I believe that's the general consensus. It's easy to imagine it being similar to FO3 where there was a skill for "guns" but you could get perks for pistols, rifles, heavy weapons, etc. I think this is actually a much deeper and imaginative system than anything we've seen to date.
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Horse gal smithe
 
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Post » Sun Apr 03, 2011 5:27 am

Yeah this gives them more room to work with different weapon types without them needing separate skills for each which would could make too many. I prefer this to them taking away Mysticism. ;(

I wonder if hand to hand still is a skill though? Don't see how the could be one or two handed.

I do hope they still have both light and heavy armour though..
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Loane
 
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Post » Sun Apr 03, 2011 4:39 am

Yeah, that's been the general consensus for a while. Skills handle one-handed weapons versus two-handed weapons, and specific weapon specializations are handled by perks.
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Trent Theriot
 
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Post » Sun Apr 03, 2011 7:28 am

On the 2nd page of the GI update today it says something like *if you're really good at a particular skill, like one-handed weapons...*

Is this a hint as to skills in the game? Will there be specific skills connected to one handed and two handed weapons? Perhaps replacing "Blade" and "Blunt" with "One Handed Weapons" and "Two Handed Weapons"?

Not sure how this would work since it wouldn't matter if you used a one-handed blade or axe, but could it be interesting if done this way?

Discuss.

Was this not confirmed awhile ago?

I really don't see how this is bad, they are just reorganizing the weapons, it makes more sense to me, since a axe or mace aren't blunt at all.
And perks add a whole new system to the game, they allow you to specialize in certain weapons by adding buffs and abilities when using those weapons.
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Eddie Howe
 
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Post » Sat Apr 02, 2011 8:41 pm

Note that "Specialization through perks" doesn't work with Elder Scrolls.
You gain one perk per level,and this means you'd either need to redistribute perks or wait for the next level (which will get harder to achieve) to CHANGE your specialization.

I had decided to use spears after completing the main quest with a blunt weapon wielder in MW.By that time I was level 45,and I simply started off with mudcrab hunting and became a spear wielder.Sorry,but I am not the type to restart the game over and over to try different things,I just CONTINUE on with different things.


About the skill change,in case of two melee skills (blade&blunt) this MAY seem logical but this means spears and such will be combined as well in case they are included,which breaks the formula because wielding a spear is not the same as a claymore or a dagger.So they'll probably be left out.
Another thing is,there is a generalization approach so I wouldn't be surprised if we have 11 skills (I calculated) in TES 6,two of them being "MELEE" and "RANGED"

Which is not a good thing.TES is about details.Do a TES-like skill list instead of "actual snowflakes OMFG"
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Claudia Cook
 
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Post » Sat Apr 02, 2011 8:50 pm

Note that "Specialization through perks" doesn't work with Elder Scrolls.
You gain one perk per level,and this means you'd either need to redistribute perks or wait for the next level (which will get harder to achieve) to CHANGE your specialization.

The idea is reduce the god-complex, being a master of everything. Such gameplay tends to reward people for not sticking with particular skills, which makes specialization less rewarding (what good is it to specialize as a mage, if a barbarian can learn to throw spells around just as well as an Arch-Mage?). The new system rewards specialization, while also not preventing you from being a jack-of-all-trades.. you just won't be as good in any one skill as someone who specializes.

You can always make a new character if you want to try a different specialization.
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Miragel Ginza
 
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Post » Sun Apr 03, 2011 7:21 am

One-handed + Two-handed > Blade + Blunt

Indeed, as when you think about it, it does make more sense. A guy who uses a short sword would probably do better with a one-handed axe than a two-handed claymore. Likewise, a guy with a two-handed war hammer would feel more at home with a claymore than a mace.

I used to be against this as well, but then I realized it really helps to add to the realism of the game.
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Jessica White
 
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