Superfluous Skills II

Post » Fri Feb 18, 2011 11:12 pm

As the other thread has reached it's ten page limit, I though it would be nice to continue the discussion here. As the name implies, this is about the combination of a slight skill reduction (Down to 18 from 21) as well as a discussion on the new Perks system, of which there are 280. As this is a discussion on what effectively amounts to personal opinions, I would kindly ask ahead of time that all parties please be respectful of other's opinions, regardless of whether or not you agree with them. With regards to the poll, I tried to add in the four sort've 'basic options' to the list, but if you have an opinion that isn't quite covered by it, please, feel free to share that too.

I suppose it would only make sense for me to begin the discussion. As I stated in the previous thread, I think the new perks system has excellent potential, however, I do not appreciate the loss of skills, just as I disliked it in Oblivion. I feel a wiser solution would have been to fix skills which could be considered broken, rather than gut them entirely, simplify them into a perk or combine them into existing, functional skills.

Please, share your thoughts as well.
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luke trodden
 
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Post » Sat Feb 19, 2011 7:27 am

If Perks work in a way where Skills unlock them via Tiers and then are continuably leveled as you play (the perks) leading up to the next perk path via specific skills increase combination (longBlades and shortsword) would unlock another set of perks, allowing for actual customization of the characters.

Without a specific perk and skills a character should not be able to effectively wield that weapon, this isn't morrowind so don't worry about missing alot as much sense as that made (it did, you svcked at it, again I am aware how frustrating combat was, give it rest, old engine issues etc etc) but I'd rather my char not be universally porficient at every weapon they grab hold of. I.E you do not handle a dagger or shortsword as you would a mace, a Mace is swung farther in most instances that a short sword and more so than a dagger.

if the perksystem is like fallout then one might as well call dud now (in the past thread people were going on about how numbers didnt make a character and roleplayer/specilization, and yet thats EXACTLY how the perk system is in FO3/NV)
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Laura Elizabeth
 
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Post » Sat Feb 19, 2011 2:23 am

It's pretty obvious by the number of perks that your personalization options are going to be expanded if anything.
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 12:39 pm

While the loss of skills seems like a negative at first, the addition of a comprehensive perk list is going to more than make up for it.
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 8:34 am

The skills aren't superfluous they allow you to vary your character strengths for different playthroughs. Replacing them with universal perks just encourages minmaxing like nothing else and is dumbing down the whole skill system where instead of playing the character you want the way you want, you're just playing to unlock the next perk. Beth will either do the fallout method again and we'll have half a dozen useless perks or they'll do the mmo method and we'll have a grindy adventure of +1% chance of a critical hit on weapon perks. Or hey maybe they'll just stop kidding themselves and bring out the UAV, AC-130 and attack dogs.
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naomi
 
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Post » Sat Feb 19, 2011 2:06 am

The changes are for the better, and the skills that are "gone" are still there in the form of perks.

Oh, and Greenbay won! :celebration:
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Samantha hulme
 
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Post » Fri Feb 18, 2011 8:55 pm

As long as we are given a way to jump extremely high.
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Amiee Kent
 
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Post » Sat Feb 19, 2011 4:58 am

as stated if the perks only amount to numbers or are like FO3/NV, then the point is mute and the only real difference between my char and another would be the number combinations, everyone would still be universally proficient at all weapons. if it turns out their are exceedingly stark differences between characters such as your char excelling at capping targets with a bow repeatedly and the occasional spell toss, were as My char can't effectively aim much less get more than a few shots off before tiring but can swing a good sword and shield then I feel it would suite everyones bit.
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Janette Segura
 
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Post » Fri Feb 18, 2011 8:35 pm

The skills aren't superfluous they allow you to vary your character strengths for different playthroughs. Replacing them with universal perks just encourages minmaxing like nothing else and is dumbing down the whole skill system where instead of playing the character you want the way you want, you're just playing to unlock the next perk. Beth will either do the fallout method again and we'll have half a dozen useless perks or they'll do the mmo method and we'll have a grindy adventure of +1% chance of a critical hit on weapon perks. Or hey maybe they'll just stop kidding themselves and bring out the UAV, AC-130 and attack dogs.

How do you know the perks are universal?
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Penny Courture
 
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Post » Sat Feb 19, 2011 12:24 am

I would like to contribute my vision of what an RPG should evolve into, and what I believe we are actually seeing with Bethesda's decisions to this genre as a whole including especially the rearranging of superfluous skills and the like. Many see this "simplification" as a means to an end, that it is removing depth and power and intelligence from this game. I am here to voice my feelings and understanding on the matter and to dutifully refute the idea that simplification is the same as reducing depth, because that is not true and a deception in the mind of anyone who believes it.

As for the evolution of RPGs I would like to see I have written elsewhere and will quote (a bit out of context) myself:
To talk briefly about what we are all looking for in a traditional rpg is nearly impossible. But I will sum up my personal conclusions without another wall of text.

In the early days you had rpgs with little sprites you could barely make out were some kind of humanoid walking around an "overworld" getting into unseen random battles and fighting other sprites who had a set amound of "HP" or a number that, when reaching zero, meant it died. Why did we make a game like this? Was it because we thoroughly enjoyed number crunching? The short answer is no. We played our games this way because of the limitations involved in making a game that you could actually play. What we really wanted was a cool game where you could get measurably more powerful in an enriched fanciful version of reality (fact: level 4 is bigger than 3, therefor it's better and measurably more powerful). What we had to sacrifice to do this at the time (starting with table games like D&D) was the detail work of combat. Instead of trying to work out a large complex number system (which actually some games have done in the past) and trying to figure out what an attack on somebody's arm meant, or leg, or head or how the battle would have gone in a sea of detail minutia, we invented one overall value called your "Health" or "Health Points" and your character "Attacked" that pool of health until it was gone. Our imagination made up for the rest of the details of how the battle went (hence why you could even "miss" an apparent attack at all).

Or did it? I have seen a strange bastard child rise out of this HP and Attack formula that doesn't seem to be aware of its origins at all. It's almost like the idea of HP/MP and just bland statistics are holding rpg gamers in a trance and they need to be slapped to get out of it. We never wanted a system of numbers. We only like "levels" because they are a way to measure increased strength and ability. The reality is, if we had the technology and resources we would create a believable world with a believable battle system that was not reliant on a visible number system. Visible numbers substitute an otherwise impossible way to measure an increase in an avatar's skill through use. We want this to feel as much like real life as possible, while still granting us measurable success and power. To illustrate: If you are watching a movie like Lord of The Rings, a well written fantasy realm where power is tangible and battle with evil is more physical than spiritual, would you not notice if say Legolas fired an arrow straight through an Urikhai's head and he simply didn't die? Better yet, wouldn't you notice if that particular Orc walked about completely unfazed (because his HP isn't zero yet, it's still 5) and then after he is sliced by a dagger on his bottom left calf he keeled over and died, wouldn't you snap out of your 'suspense of disbelief' trance and say "that is stupid, this movie isn't realistic at all". Of course you would! You know it. Well we are at this point in video games, especially starting in games like Oblivion, where we really need to start shedding our outer shell of numbers and embrace a more realistic approach to the suspense of disbelief. I'm not saying visible numbers won't play a role, but I am saying that a greater effort needs to be done to incorporate realistic game-play with a measurable increase in power, balancing the two out until the day we can shed the visible number system some believe to be the crux of the genre.


And another paragraph out of context about class systems:
Take the common rpg classes and look at the most successful rpg games today. You will find that there is the "warrior" the "mage" and the "rogue". For a game designer interested in making money and willing to use a proven system will try their best at balancing each class type and allowing each class to have their own forte and piano attributes. In a progressively realistic rpg we run into some problems with this right away, and you can see some of the balancing difficulties in a modern game like Oblivion. One problem is keeping your audience (like me) in a http://en.wikipedia.org/wiki/Suspension_of_disbelief while balancing the damage done by different weapons used by different classes of attacker. It is common for game designers to make sure that a bow and arrow user is not inherently more powerful than a warrior, or else the people cry "imbalance".
But what is the reality? Sorry to say this, but using distance to attack your enemy is always going to be preferable. That's why you see the evolution of weapons like it is today. Police are not carrying around light sabres, but actually guns and plastic sticks. A Jedi and sword user may be a romantic (pun intended) way of fighting, but it isn't the evolution of fighting. My point? A warrior needs to encompass the real benefit of using a bow and a sword. If you can shoot your enemy in the head with an arrow before he can see you that will always be preferable. Close confrontation isn't as preferable. The sword is used in battle because in a real war close confrontation was often unavoidable, and the sword's durability for repeated use was needed. You can kill many enemies with a single sword, but only one with an arrow. However, arrows were used. In the rpg world it is not uncommon to see game designers foofoo the bow and arrow system to make sure the warrior-sword class isn't seen as an inferior option, when it actually is (for small fights, which is what every rpg to date is based on). This bleeds over into other areas too, and you often see unrealistic "damage" systems in place for every conceivable weapon type (long/short swords, knives, axes, warhammers, heavy/light armor etc). In the old world the Roman army was an incredible fighting machine, and they used a select amount of weapons. Fanciful options were for show and often used by Gladiators and not in real world application (hence why I laugh everytime I see a "bandit" running at me, when I have a bow, with a giant 'war-hammer'. Maybe better luck in the next life?).


Why did I bring this up in a thread about superfluous skills? Because I feel like Bethesda is heading in the proper direction for role playing games. Many feel like having a large amount of skills to choose from is the foundation of an role playing game. Perhaps they are right. But you must consider that Bethesda has a limited amount of resources and interest even in making a playable game. They must balance these things properly along with producing a product that will yield a return for their investment. If this wasn't considered than the product (Elder Scrolls) wouldn't exist. I believe they have done very well giving us a foundation of 18 skill arch-types (because that is what some are, arch-types like the "one handed weapon") and still keep many of the major role playing avenues open. With the new perk system in place you will be able to specialize from an skill arch-type into more depth than ever before in previous Elder Scrolls games.

Some believe that removing visible attributes and other values from playing a dominate role in your character is giving the game less depth. In the paragraphs I quoted I talked about how as RPGs move towards a more realistic system they need to shed their number and attribute system in favor of something believable. I think that Bethesda is taking a bold and improved approach to combat by simplifying the old exterior and visible number system and making the depth and reality of combat deep and less "spread-sheety" and more intuitive like a battle would be in real life. Are you a skilled warrior in real life? When in battle you won't be contemplating the knicks in your sword from combat or the general stature of your enemy (like sizing up a monster in RPGs based on level alone), you will be looking for tactile advantage. You are in battle! Do you have the high ground? Is your enemy wearing armor? What weapon does he have? When you finally meet face to face your ability as a sword user will prove who is the master of the fight, not just your general age and racial proportion. Perks I believe will fill this role, where instead of having a skill that is of the value "50" you will have an ability granted you by a perk that will give you a new sword move, perhaps a swifter recovery from blow and the ability to parry a thrust in combat.

Make everything as simple as possible, but not simpler. ... -Albert Einstein

The question, "Complexity, but how?" can be answered by taking a look at the reality around you. Reality, that is apart from our own contraptions and machinations, is in many ways "simple". Think about what you need to live. You need to eat food, sleep and breath. Eating the right food is not hard, it's simple. But is that the end of the matter? Eating and digesting complex proteins is really a very wonderfully complex matter, not to mention the way the body uses this fuel to manifest new living cells and replace old ones. Everywhere we look in life things always get more complicated the more we look into them. There is a saying that some have, "the ignorant have deceived themselves into believing they know much about a matter, it's those who understand that admit they know very little". The point I am trying to make is essentially what Einstein said, and reality has a wonderful way of being supremely complicated and yet executed in its simplest form.

In a videogame the goal should be just that, to have a simple concept, something that is implemented to feel natural, yet if we wanted to know more or use an element in a more complicated way we could find and do exactly that.

For example you could have sword-fighting as a game element. If you are a casual player who plays a few hours here and there you will not want to open up your skill statistics and see 15 different kind of sword skills each with a set of leveling and possibilities. It's just too overwhelming! Instead having one skill that says: Sword-Fighting, knowing that it well represents your ability to use a sword is very satisfying. But what about those of us who are more interested in immersion? What if we want to be able to use a dagger more proficiently? What if we like katanas or long-swords? Well how does this work in the real world... If you are to become a swordsman you might start out learning some basic physics to swords. Even though there are many kinds of swords, the physics behind them is relatively the same. When you start out you know almost nothing about swords, and in a sense it would be like that casual gamer looking at his one skill "Sword-Fighting". Now lets say you want to advance your sword-fighting abilities and train under somebody else. You would probably do research and learn about other sword-fighting styles.

Which brings me to my next point, that rpg game developers seem to be on a 'dumb down' mission so their games are more accessible to a larger audience. But what exactly needs to be dumbed down? If you wanted to take basic sword-fighting classes in your hometown and had no interest in advancing because it's just a hobby they wouldn't need to stop all advanced sword fighting knowledge and implementation around the world on your account! And if you wanted to learn better fighting skills you would probably need to find and relocate yourself to train under the appropriate master. The same can be true for games. They can have a core set of simple rules in place that govern all your statistics, but if you are the 'hard-core' gamer and want to increase your skill in long-swords etc. it would be possible! There would be a sub-skill under the main element "Sword-Fighting" that you could find and train. But only if your looking for it! Just like in real life. You usually don't stumble upon a sword master at market, or a master iron worker at town and one thing led to another and you have an apprenticeship in their trades.

There should be the 'gloss' of simple understanding that does not need to go any further if one does not want to in games, yet have all the elements role-play gamer craves when he sits down to play. Deep leveling system and skill-trees. The ability to customize your character and plan out your avatars future as if he were the body of your soul, the complexity in place like it is in real life without detracting from the simplicity of normal gameplay.

You wouldn't have a giant sheet of statistics initially for the player to look at and get overwhelmed with. Just like reality often eases us into a greater understanding of the universe as we make progress from birth to old age, things should start out very simple and continue to get deeper and complex.


I believe we are seeing a system much like the one proposed above, where the workers at Bethesda games are starting you out with 18 skills, some that are "one handed" and another that is "two handed", yet they get richer and deeper as you choose to improve your character. The new simplified user interface and the new branching skill system seems to be doing exactly this.

So as it is obvious, to me the new skill system is another fantastic step in the right direction for RPGs. Bethesda may make another historical game with Skyrim, and hopefully be a leader in evolving the RPG genre into the destined future of simulated reality.
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Rachel Tyson
 
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Post » Sat Feb 19, 2011 3:25 am

-snip-

This is basically what I've been trying to say throughout many threads. I've just not had the sources and science behind it like you did.
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Marina Leigh
 
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Post » Sat Feb 19, 2011 12:55 am

My version of a perfect rpg contains skills and subskills, but they are invisible. Doing a lot of swimming not only makes you a good swimmer, but it would also increase lung capasaty and muscle mass which would in turn help you be a better runner. If you did a lot of swimming, your swimming subskill would go up, and all the sub skills would facter into an athletic level. The higher the athletic level, the easier it would be to level up the running sub skill. And instead of seeing these numbers on a menu, you could litterally feel/see yourself getting better.

And from the looks of things, that is what Skyrim will be. Perks will be an improvement you can see and/or feel ingame, replacing the number that tells me I'm a good swordsmen. I think that is great, and I can't wait to try it out.
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Connor Wing
 
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Post » Fri Feb 18, 2011 8:34 pm

I'm probably being too much of a traditionalist here, but I don't like reducing the number of skills, partly because I feel like having several different skills would actually work BETTER with the system of leveling and class design they're using now, because you don't have to just pick 7 or 10 specific skills, so there would be room for a few weapons skills and acrobatics and such, if you really wanted. But I'm not too against it; I'm excited to see how Bethesda will pull this off. And I love the idea of perks/skill specialization as a way to make develop one's character, and it will probably make the system deeper overall. I just hope specialization will be interesting, and not like "x% more fire spell damage." Also I kind of hope to see something like a "cosmic" specialization path in Alteration with a lot of Mysticism abilities =).
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Prohibited
 
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Post » Sat Feb 19, 2011 2:21 am

While the loss of skills seems like a negative at first, the addition of a comprehensive perk list is going to more than make up for it.

I have to say, based upon my experience with Fallout, I doubt that thus far. In the previous thread I went in to detail about the long term ramifications of replacing something you level, and is intrinsically linked with your attributes, with something as simple as saying "I want that" when you level up. While I think the perks are a fantastic idea, as a replacement for skills I think they're going to fail spectacularly.

The skills aren't superfluous they allow you to vary your character strengths for different playthroughs. Replacing them with universal perks just encourages minmaxing like nothing else and is dumbing down the whole skill system where instead of playing the character you want the way you want, you're just playing to unlock the next perk. Beth will either do the fallout method again and we'll have half a dozen useless perks or they'll do the mmo method and we'll have a grindy adventure of +1% chance of a critical hit on weapon perks. Or hey maybe they'll just stop kidding themselves and bring out the UAV, AC-130 and attack dogs.

I don't believe they're superfluous, but the previous thread was titled as such, so I kept the title going so people understood it is the same discussion.

While I doubt all perks will be universal (I believe some will be race-specific, and others perhaps Warrior/Mage/Thief specific), I do agree with you in the sense your perks are either going to be a massive leap forward, which borders on unfair (+25% Damage with Swords), or it's going to be a small advantage which doesn't scale with heightened levels (+2.5% Damage with Swords). This is of course besides my biggest issue in the first place: Why are we replacing a unique, likable concept with something far simpler? If I want to excel at swords, I want to pick up a sword and damn well use it. Not use whatever the hell I want, and when I level up, gain some inexplicable, sudden knowledge of how elite swordsmen use their weapons, it's ridiculous.

I'm probably being too much of a traditionalist here, but I don't like reducing the number of skills, partly because I feel like having several different skills would actually work BETTER with the system of leveling and class design they're using now, because you don't have to just pick 7 or 10 specific skills, so there would be room for a few weapons skills and acrobatics and such, if you really wanted. But I'm not too against it; I'm excited to see how Bethesda will pull this off. And I love the idea of perks/skill specialization as a way to make develop one's character, and it will probably make the system deeper overall. I just hope specialization will be interesting, and not like "x% more fire spell damage." Also I kind of hope to see something like a "cosmic" specialization path in Alteration with a lot of Mysticism abilities =).

As I stated, it is my sincere hope no one 'labels' you a traditionalist or anything else. This is simple discussion of opinions and ideas.

Truth be told, I don't think Bethesda will fail to please many new players, and many returning players. But I can't help but shake the feeling that this 'stream-lining' is to appease those who thought learning the complexities of each skill were 'too complicated', and making a character exceptionally proficient 'too tedious'. I see a dangerous trend towards appeasing the lowest common denominator, and in doing so, a shift away from the game's core; Those who have watched the devolution from the original Splinter Cell to the clumsy mess that was Splinter Cell: Conviction, know first hand what I'm talking about. The game started as an excellent, deep stealth game, which had a fiercely loyal fanbase. However, in an effort to attract more fans, they began to strip away some of the more complex actions, such as hiding bodies and staying hidden at all costs, in order to please those who found the first too difficult. In the end, they had a game in which action and gunplay far exceeding the game's original genre (Stealth), and it ended up being lost in a see of 'me-too' games in the third-person shooter genre.

Some may think that is an extremist's stance to take, but from the way Oblivion's stream-lining was supposed to please both 'hardcoe existing fans, and new players' I felt like that was simply marketing hyperbole: As an existing fan, I couldn't quite understand why a simplification of the game, and removal of features, is considered a step forward.
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latrina
 
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Post » Sat Feb 19, 2011 5:14 am

Truth be told, I don't think Bethesda will fail to please many new players, and many returning players. But I can't help but shake the feeling that this 'stream-lining' is to appease those who thought learning the complexities of each skill were 'too complicated', and making a character exceptionally proficient 'too tedious'. I see a dangerous trend towards appeasing the lowest common denominator, and in doing so, a shift away from the game's core.


FWIW, Todd has stated that Bethesda's design philosophy behind the skill set is to make sure that each skill has a good amount of depth, and represents a meaningful and interesting choice in character customisation. Indeed, their stated aim seems to be to increase the complexity in any given skill, rather than simplify it.
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Stacy Hope
 
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Post » Sat Feb 19, 2011 12:31 am

I'd like to point one thing out:

Oblivion itself had its own first attempt at a perk system when you leveled up skills to multiples of 20 and it gave you specific treats, though it was automatic. I think it's a nice catch if you think in retrospective and relate it with Skyrim now, despite the Fallout influence.

I think it was healthy in the sense that those benefits were felt very accomplishing to get, because the game itself gifted them to you and felt like something special.
When the game does this and it's not all "you choose" it feels like something out of the ordinary and packs an extra wow.
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Quick Draw III
 
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Post » Sat Feb 19, 2011 8:33 am

I'm pretty sure Todd said in his podcast that just because they got rid of a "skill" it didn't mean what you could do with it wasn't there anymore. They got rid of Mysticism. I doubt they'd get rid of soul trap (which, for any who don't know, was a mysticism spell).
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Jerry Jr. Ortiz
 
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Post » Sat Feb 19, 2011 7:56 am


I suppose it would only make sense for me to begin the discussion. As I stated in the previous thread, I think the new perks system has excellent potential, however, I do not appreciate the loss of skills, just as I disliked it in Oblivion. I feel a wiser solution would have been to fix skills which could be considered broken, rather than gut them entirely, simplify them into a perk or combine them into existing, functional skills.

Please, share your thoughts as well.


But only one skill was actually removed from Morrowind to Oblivion and that would be spears. The rest were merged into other skills that made more sense or they were put somewhere else in the game (enchanting) People see that the game had 6 less skills than Morrowind when in reality, you only truly lost one skill. Now however, Daggerfall to Morrowind was a real loss in skills, we lost 10 skills. No one, at least that I can remember, really harped on the loss of those skills because most of them needed to be gone or merged into other skills or just be inherent in the game (swimming for instance) In Skyrim, you actually not losing any skills at all, they are all being merged into another. Also, with the new leveling system, for all we know, 18 skills could be like 50 skills in Morrowind and Oblivion.
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sally coker
 
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Post » Sat Feb 19, 2011 2:21 am

But only one skill was actually removed from Morrowind to Oblivion and that would be spears. The rest were merged into other skills that made more sense or they were put somewhere else in the game (enchanting) People see that the game had 6 less skills than Morrowind when in reality, you only truly lost one skill. Now however, Daggerfall to Morrowind was a real loss in skills, we lost 10 skills. No one, at least that I can remember, really harped on the loss of those skills because most of them needed to be gone or merged into other skills or just be inherent in the game (swimming for instance) In Skyrim, you actually not losing any skills at all, they are all being merged into another. Also, with the new leveling system, for all we know, 18 skills could be like 50 skills in Morrowind and Oblivion.


Not sure that's quite right. I don't think Oblivion really had anything which replaced Morrowind's Unarmoured skill, for instance.
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Sophie Miller
 
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Post » Sat Feb 19, 2011 3:46 am

I'd like to point one thing out:

Oblivion itself had its own first attempt at a perk system when you leveled up skills to multiples of 20 and it gave you specific treats, though it was automatic. I think it's a nice catch if you think in retrospective and relate it with Skyrim now, despite the Fallout influence.

I think it was healthy in the sense that those benefits were felt very accomplishing to get, because the game itself gifted them to you and felt like something special.
When the game does this and it's not all "you choose" it feels like something out of the ordinary and packs an extra wow.

And that was one change in Oblivion I throroughly enjoyed. Again, I'm not against perks - I think perks have phenominal potential, as is evidenced, like you said, by Oblivion. I just don't believe we needed to lose three skills to accomidate them.

But only one skill was actually removed from Morrowind to Oblivion and that would be spears. The rest were merged into other skills that made more sense or they were put somewhere else in the game (enchanting) People see that the game had 6 less skills than Morrowind when in reality, you only truly lost one skill. Now however, Daggerfall to Morrowind was a real loss in skills, we lost 10 skills. No one, at least that I can remember, really harped on the loss of those skills because most of them needed to be gone or merged into other skills or just be inherent in the game (swimming for instance) In Skyrim, you actually not losing any skills at all, they are all being merged into another. Also, with the new leveling system, for all we know, 18 skills could be like 50 skills in Morrowind and Oblivion.

Spears, Unarmoured, Medium Armour and Enchantment all went by the wayside, and with it, their respective gameplay features (One can make the argument that Enchanting still existed, but not on the personal level, it wasn't anything you could improve upon). The blunt+axe combination made sense, as I can't deny that one swings a sledgehammer in much the same manner as you'd swing an axe. The short blade+long blade combination did not, in my opinion. I can't imagine wielding a dagger in the same sense as I'd wield a long sword or claymore. And yes, I wont deny Daggerfall ended up feeling cluttered, especially with some of the more useless skills (Such as having three seperate language skills). Morrowind, on the other hand, felt fantastic. And in comparison, Oblivion showed the missing skills. Now that we're down to 18, and combat skills effectively determine whether you're good with one hand or two, my hopes arn't high in this department.
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maddison
 
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Post » Fri Feb 18, 2011 11:10 pm

I keep on hearing that there's no attributes in the game. Is that true? Or is that just vague assumptions, such as the "no spell-making" argument? To me, that'll be the nail in the coffin if it's confirmed they're out too, but otherwise I'll keep my hopes up and give the game a change. Any responses (Preferably with some sort of official statement, but don't worry if that's too difficult to find) would be appreciated.
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suzan
 
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Post » Sat Feb 19, 2011 12:31 am

Im not sure about attributes, but i feel they are out :( but i posted on another thread though about Spell crafting, i think my suggestion was awesome :P also, spell crafting Needs a variable the player Cant control, makes it less spredsheety, also needs to be limited, not on money though.
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Adam Kriner
 
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Post » Sat Feb 19, 2011 11:28 am

Yeah, I agree that spell-making could easily spiral out-of-control (Not going to lie though - occasionally that was awesome), and you're right, something needs to be implemented to add in a degree of luck to the mix.

But the attributes have me extremely concerned. That's not a small detail of the game being dropped - that's one of two ways the character evolves in the series, and had a profound effect on everything else. As I said, I'm sincerely hoping it's a case of misinterpretation, and someone provides evidence that they are still in, or at the very least, could still be in.
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 10:40 am

Well, i think they were replaced with perks, attributes and perks seem a little redundant, want speed? get a perk in athleticism, want strength? get a perk in the skill you want to be stronger in! also, i think it would be VERY VERY errr... "Not Right" if they took out spell crafting because it was spredsheet like but made a bunch of PASSIVE 5% perks and such... and perks are not variables, you don't have to stand and get beaten by a couple rats/mud crabs anymore :) no matter what, you will get stronger when you level up. also, i read you get to pick what you want to increase when you level up, magicka, health, or stamina, which to me, is a confirmation.
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Dorian Cozens
 
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Post » Sat Feb 19, 2011 1:45 am

Oh boy, you and I differ in opinion GREATLY in that respect. I think perks are an excellent add-on, but they are NO WHERE NEAR the complexity of attributes/skills. That's one of my biggest issues - everyone assumes they'll be some perfect replacement... If you played Fallout, you know that perks are just a check box you select when levelling up. I liked to strength-based activities to level up my strength. I don't want that replaced with "HAI, U LVLD UP, NAO UR STRONG".

Spell-making isn't out, by the way, from what I've seen. It seems to be more a matter of interpretation based upon a translated interview.
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Michelle Serenity Boss
 
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