18 skills? wouldnt 21 be fine?

Post » Tue Aug 17, 2010 10:36 am

Mysticism was not redundant. How hard is this for people to understand?
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JD bernal
 
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Post » Tue Aug 17, 2010 1:14 pm

Aside from the questionable plight of the college of Mysticism, I think the reduction this time is quite logical. Also, one/two handed weapon skills are a far more believable progression than a blunt/blade one.

Mysticism was not redundant. How hard is this for people to understand?

I'm afraid that we may not even have absorption spells, if every lightning spell is going to be a two-in-one magicka drain and the like.
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Crystal Clarke
 
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Post » Tue Aug 17, 2010 5:50 pm

As long as the perks really allow for character customization, I'm fine with 18 skills. The perks should allow you to specialize in certain aspects of one skill, like sword/mace/axe (one handed or two handed) or fire/frost/lightning (destruction). If they implement them the right way, it will be a whole new dimension in character development in TES. What I've heard so far is very positive in this aspect, so I'm fine with the direction they've chose.
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Lakyn Ellery
 
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Post » Tue Aug 17, 2010 1:34 pm

Mysticism was not redundant. How hard is this for people to understand?

Every mysticism skill could fit into another category. Therefore, mysticism is redundant.

Also, I think mercantile was redundant and annoying concerning how easily it could fit under speechcraft. After all, mercantile is just using your skills of speechcraft to haggle better.
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Iain Lamb
 
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Post » Tue Aug 17, 2010 2:14 pm

For me it depends on how all the new "tasks" such as mining are managed. If everything besides smithing, enchanting, and alchemy only requires interaction and isn't skill-related then 18 sounds about right.

My ideal solution would be to add a 4th major category of trade skills to the pantheon of combat, stealth, and magic. It would govern alchemy, smithing, and enchanting as well as others such as :

Taming/Breeding/Petkeeping (for horses or companions such as a hunting hound)
Trap Making (making large traps to assassinate or catch game, or portable ones for use in combat; could also govern lockpicking, which I don't like being a standalone skill)
Mercantile/Economy (in addition to it's uses in Oblivion, it could determine what you receive from mini-professions such as mining)

In general, being able to make a variety of cool and useful things along the lines of alchemy would add tons of replayability for me. Think about it, you could sneak around and only kill people using traps (which could be poisoned!!!!!) You could hide in a corner while a summoned beast and beast you tamed compete to slaughter your enemies. You could use telekinesis to make a line of traps between you and a sleeping marauder and then wake him up with an arrow in his bowels. It seems you'll already be able to lay a destruction ice trap next to a guard, backstab him, and lead him into it so he's slowed and you can get away to backstab him again. That's the kind of creative variation thing that would get me to play through the game on 8 different characters instead of 2 or 3.
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Auguste Bartholdi
 
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Post » Tue Aug 17, 2010 9:05 am

"I want 18 skills" is winning? You can′t be serious...
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marie breen
 
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Post » Tue Aug 17, 2010 12:04 pm

They do not need tons of different weapon skills. One hand and two hand with perks is fine. What I mean is there doesn't need to be a spear skill to get spears in the game.
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Ilona Neumann
 
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Post » Tue Aug 17, 2010 12:16 pm

"I want 18 skills" is winning? You can′t be serious...



It makes sense to me. I was flipping between that and other. There are unnecessary bloat skills in oblivion, trimming it down and adding a robust perk system adds to the game. Also the OP posts a thread like this every 30 minutes and voting for 18 skills is a vote against him. It is kind of like real life politics, who actually votes for somebody/something. You are always voting against the alternatives.
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Inol Wakhid
 
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Post » Tue Aug 17, 2010 11:42 pm

Honestly, any number of skills would be "fine". Even just one: "level", or two: "combat" and "noncombat" or three: "fighting", "magic", and "trade skill". The main problem people have with reducing the number of skills, is that it possibly makes their character less unique. For example: a character that's good at searching out deals, and is knowledgeable on the subject of commerce, but has poor people skills would not be possible to make if Speechcraft and Mercantile were combined.
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Charles Weber
 
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Post » Tue Aug 17, 2010 6:54 pm

To be honest I thought both mercantile and mysticism made sense. Scrapping armour (figuratively lol) seems somewhat more logical. I still don't see why axes and maces have to be governed by the same skill and now even the blunt skill won't exist no longer.

In Ob they were combined, now you get Blunt and Axe they are different, as they each have there own perk path.
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Sophie Miller
 
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Post » Tue Aug 17, 2010 11:47 am

"I want 18 skills" is winning? You can′t be serious...


It's to spite the OP in all his pessimism.
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joannARRGH
 
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Post » Wed Aug 18, 2010 12:48 am

18 skills is fine. I don't have a problem with them changing it from Oblivions 21. Mysticism and Athletics were useless in Oblivion and I'm glad the Former is gone.
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Alexander Horton
 
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Post » Tue Aug 17, 2010 10:03 pm

Completely indifferent to the fact there`s 18 skills. It`s not going to stop me immersing myself and enjoying this game to the max.
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Nichola Haynes
 
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Post » Wed Aug 18, 2010 1:58 am

voted, want morrowind back. mostly because (compared to oblivion) you could do more because you had more skills. however, with talk about woodcutting, mining and smithing. I am willing to see if skyrim can offer more game play with less skills.
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Lizbeth Ruiz
 
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Post » Tue Aug 17, 2010 5:09 pm

You've got to have a different mindset about Skyrim. Skyrim is going to be quality over quantity.
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Alisha Clarke
 
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Post » Tue Aug 17, 2010 6:06 pm

Not meaning to be offensive, but isn't this like the 12th thread you've made about this stuff?
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glot
 
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Post » Wed Aug 18, 2010 2:13 am

In Ob they were combined, now you get Blunt and Axe they are different, as they each have there own perk path.

Yeah, the funny thing is they used to be totally separate skills in Morrowind, then merged in Oblivion, and in Skyrim they'll be combined with others in in one or two handed weapon skills while acknowledging their peculiarity again by splitting them up in perks. Sounds bonkers at first, yet I'd like to reserve my judgements until I've seen this in action.
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glot
 
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Post » Tue Aug 17, 2010 1:51 pm

You've got to have a different mindset about Skyrim. Skyrim is going to be quality over quantity.



Amen.
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Izzy Coleman
 
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Post » Tue Aug 17, 2010 11:38 am

Every mysticism skill could fit into another category. Therefore, mysticism is redundant.


No. They couldn't.
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Madison Poo
 
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Post » Wed Aug 18, 2010 1:28 am

You've got to have a different mindset about Skyrim. Skyrim is going to be quality over quantity.

This.

One hundred billion times this.
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Bryanna Vacchiano
 
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Post » Tue Aug 17, 2010 7:19 pm

voted, want morrowind back. mostly because (compared to oblivion) you could do more because you had more skills. however, with talk about woodcutting, mining and smithing. I am willing to see if skyrim can offer more game play with less skills.



Outside of the loss of a few weapons what could you do in morrowind that you can't in oblivion skill wise. I am pretty sure the answer is nothing and in fact the skill perks at 25/50etc added in things you could not do in morrowind.
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Paul Rice
 
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Post » Tue Aug 17, 2010 3:37 pm

Yeah, the funny thing is they used to be totally separate skills in Morrowind, then merged in Oblivion, and in Skyrim they'll be combined with others in in one or two handed weapon skills while acknowledging their peculiarity again by splitting them up in perks. Sounds bonkers at first, yet I'd like to reserve my judgements until I've seen this in action.


It makes more sense to me this way. If you train up using a sword all day and night you will have picked up some general melee combat skills that would apply to all weapons while still being better with the sword, this comes closer to that idea.


No. They couldn't.


Yes. They could.
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Kitana Lucas
 
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Post » Tue Aug 17, 2010 11:45 am

Im against removing skills. And sure perks help, but they should supplement the system not be the system.
Why not have 1 skill, but you just use perks to decide who you are!?
Think of it, you would master one skill and be capable of everything!
Except you wouldn't use magic, because you have a perk that gives you + 10 % damage for melee weapons....
*end sarcasm*

Yes there are some skills that may not have been used a lot, but it doesn't mean get rid of them. Expand them.


And about the training in 1 skill would make you slightly better in other skills.
You get better in the other skills because you raised your attributes, and those affect the other skills....
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JaNnatul Naimah
 
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Post » Tue Aug 17, 2010 1:27 pm

No. They couldn't.


Oblivions Mysticism spell effects:
Detect Life
Soul Trap
Dispell
Telekinesis
Reflect Spell
Spell absorption

Change them into:

Alteration:
Dispell
Telekinesis
Reflect Spell
Spell Absorption

Illusion:
Detect Life

Conjuration:
Soul Trap

Makes sense to me :)
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CArlos BArrera
 
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Post » Tue Aug 17, 2010 6:06 pm

It's not really about use, but the conditioning from moving around in the armor. IMO they should keep armor skills, allow you to get a protection bonus from armor you are skilled in and/or reduce the speed penalty for armor you are skilled in. From what you can read in a few in-game books, that's generally how it's always worked.


I disagree, I don't see how any amount of experience or training with armor would somehow make the material prevent more damage.
I could see your skill at dodging allowing you to adjust your position to reduce/avoid damage but that's true with or without armor on.
Speed penalty I could see, but I think that's more about strength and endurance building via carrying extra weight all the time than it is about skill with any specific armor type.

The one argument I could see is knowing the specific weak/strong spots of your armor, but that would be specific to individual armors rather than a category of light or heavy.
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brenden casey
 
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