So no initial class, and they let us define our class later in the game, just as I hoped for, and suggested in http://www.gamesas.com/index.php?/topic/1144150-character-development-and-you.
"The main thing is that you don't pick which skills are important to you in the beginning."
You develop them as you like and get skillful in some of them, I hope similar skills boost the growth rate of each other so that you are "advised" to get specialized, and the more specialized you get the easier it becomes to advance the related skills, and I hope the races have some lasting effect on your character as well.
"As any given skill increases, it contributes to your overall level growth. The higher the skill, the more it contributes to leveling. Thus specialization in a few key skills is advisable but not required. The more skills you choose to advance the more you delay your progression to high levels."
That's great news, as it removes the need to power game to micromanage those additional attributes, but I do not know how they are managing those attributes, and if we can increase them by advancing our skills or not, as both can result in interesting game-play, if different ones.
"Those ever ascending levels are highly desired", and some really interesting stuff, regarding how leveling is highly desired, and the http://www.gamesas.com/index.php?/topic/1107940-perks-they-can-make-each-play-through-a-unique-experience, as it seems that they have finally hit the sweet spot on leveling.
I wished that we had to learn skill perks from their related masters, and the price for such lessons could have been increasingly steep for higher level perks, thus in later stages of the game, we had goals about how to spend our money as with greater power comes increased rate of looting and gaining money.
But this is a great step ahead of Oblivion's perk implementation, and really a welcome touch.
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On the other hand at some place they told that quests are dynamically arranged in dungeons that you have not met yet, which is great, and are tailored you your character's strengths and weaknesses, which is not bad if implemented correctly, but do we have quests that force us to retreat and come back when more powerful and prepared?
That's the question that is very important, because if we do not have such scenarios of initial failures and final conquers, advancing in levels would be meaningless, like in Oblivion, unless gaining new perks and skills for our specialized character in higher level, change the game-play so drastically to keep it interesting for us to want to advance to higher levels, in order to gain those specialized perks.
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In the whole I'm really intrigued and excited about what I have read, and the only fear is about how the level scaling of those dynamic quests is implemented.
What is your take about these details?