Some things that some don't seem to understand about Classes

Post » Fri Jun 17, 2011 2:10 am

Oh good lord. Are you even trying to seriously comprehend whats being said here or what? Here, I'll say it in caps:

WE WANT IN-GAME REFLECTIONS OF WHAT WE ARE ROLEPLAYING. WE DO NOT ALL WANT TO JUST LEAVE EVERYTHING TO THE [censored] IMAGINATION. IF I OR ANYONE ELSE WANTED TO DO THAT WE WOULDN'T NEED GAMES.

Say I check off these skills at the beginning:

One-Handed Weaps.
Smithing
Heavy Armor
Block
Speechcraft
Destruction
Restoration

And I call myself a Paladin. Somewhere down the line, I find that I really like using magic, so I decide to drop all the melee stuff as majors and I put up instead a bunch of magical skill. I get all the skills I'm going to use at the top of the list for the convenience of accessing them quicker if I want to check my experience with each. Then I spend a couple minutes changing class and description (because I WANT to, not because otherwise I'm suddenly inable to be a mage. I can choose to ignore my class name and description altogether and get back to gaming) and then proceed to go about my business being a mage. I didn't need to change anything. I could have just stopped training any of my melee skills and just stuck with magic. But then I'd be going through a whole list of skills to find the skills I'm actually putting to use (or tracking the experience in. my class system also works as way to keep track of several skills at once without having to go through the whole list) and I'd have some seemingly mismatched class options that really don't affect anything gameplay wise, but if I were roleplaying, would serve as a great reflection of what I'm playing as that enhances me actually playing that sort of character.

Anyone can just play as Paladin. But I think its that much more special when you can literally pull up the class menu and have it say you're a Paladin. It isn't necessary, but it damn sure is nice to have when I'm roleplaying. One less thing I have to leave up to the imagination.

Understand now?



Yeah, if you're stupid enough to stay within those archetypes even though you apparently don't want to. How hard is it to understand that just because the class sheet lists you as a warrior doesn't mean you have to use a warrior's skills?


So its just a meaningless title
Heres an idea
Define yourself by an ingame title that actually means something
"I am a mage of the Synod"
"I am a warrior of the Hold of Solitude"

or in the case of a DB assassain
"Me, oh I'm nobody important"
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Angela Woods
 
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Post » Thu Jun 16, 2011 12:24 pm

Meaningless to you, wholly and fundamentally important to me. To the roleplayer, nothing can mean everything and everything can mean nothing. Sure for you a class title seems irrelevant and meaningless but to me I'm laying down the fact that I am a self-established Paladin. Or, I can use a little bit of imagination with the class description and the name and make it so I am a Paladin of the Nine Divines or a Barbarian of Hrothgar.
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roxanna matoorah
 
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Post » Thu Jun 16, 2011 7:59 pm

Roleplaying is, as ZZ and Greg said, subjective and different to each individual. A title would be nice
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Anna Kyselova
 
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Post » Thu Jun 16, 2011 1:52 pm

Seems like an interesting proposal, but if it will be in..
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Alexandra Louise Taylor
 
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Post » Thu Jun 16, 2011 5:05 pm



The new system will likely be as restricting and confusing to players who have been confused by TES up until now.

I don't see how you can possibly say this and actually believe it yourself.
You use what skills you want, and define your gameplay based on those skills.
What about that is possibly restricting? That's the base definition of freedom at it's finest.
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Madeleine Rose Walsh
 
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Post » Thu Jun 16, 2011 6:58 pm

Everybody understands this.

The gripe *most* people have is that the new system gives you "amorphous blob syndrome" and there's really no role-playing, just playing into your role. Its not necessarily bad but It's nice to have a class background that actually effect gameplay, as apposed to a background that is completely imaginary and irrelevant.

What about that is possibly restricting? That's the base definition of freedom at it's finest.


because if somebody uses all the skills then they'll be equally [censored]ty at everything and they'll ragequit when they get their but kicked by a rat. There's still going to be grinding.

its not restricting, but people are still going to find it confusing.
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gemma
 
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Post » Thu Jun 16, 2011 11:50 pm

Its the perks, not the skills that make Skyrims system just as restrictive as class systems of the past.

But even class systems of the past eventually allowed you to become the epic badd ass messiah that was 100 in all skills and allpowerful. Skyrim...not so much. With a limited number of perks, you'll only ever become a true master of 3 or 4 skills or you'll be average at a handful of skills. Fairly restrictive, and what with people bandwagoning this notion that Skyrim's system will allow you to transition from one specialization to another better than the class system of the past when the truth is that this isn't the case at all, it (which is something I originally wanted to respond to with these topics) is just silly to say that the perk system is less restrictive than the class system.
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sas
 
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Post » Thu Jun 16, 2011 6:18 pm

My only issue is that everyone starts the same right off the bat. Nothing separates your character from mine in the first 20 minutes after the first dungeon.
Similar to fallout.

But meh, it's all the same


So you'd rather everyone be different for the first 20 minutes then after that slowly converge on everyone turning out the same?? Or would you not rather everyone start the same and then diverge towards everyone being different. Personally I'd rather it be the longer portion of the game, rather than the start, that my character is different from everybody else's.
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Amanda savory
 
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