The Reason I'm Glad Attributes are Gone Part 3

Post » Tue Jun 08, 2010 8:51 pm

but this is even more left up to the player and less to the game to recognize the player is a spellsword


And what difference is that going to make? In Oblivion I never got any sort of recognition for being a Spellsword, it was just a style of play that had no other ramification other than the way I engaged an enemy. That won't change at all, except for the fact that I won't be able to max out my abilities any more, but will be limited by the perk choices I make during a game. That's a good thing as far as I'm concerned. In my last play through, I was only level 14 but I was already getting close to maxing out a number of my attributes. How does that make for good character development?
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Princess Johnson
 
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Post » Wed Jun 09, 2010 5:10 am

And Bel, it doesn't make for good character developement, actually agreeing with you :thumbsup: but as far as people going on about classes not much changed....




You could win at level 1. Your argument is invalid...



How is my argument invalid? if anything you just reaffirmed my post....level 1 attributes, beat MQ and all guilds...how were attributes restrictive..
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Roanne Bardsley
 
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Post » Tue Jun 08, 2010 5:15 pm

I find this discussion rather silly.

Fact is that the people saying having to worry about number crunching breaks immersion or takes away from the game obviously never played the games the right way, and if they did, then they were too concerned about the difficulty of the game and took it as meaning that you need to number crunch to survive.

Truly the only time a player (in Morrowind and Oblivion) really needed to number crunch and basically abandon all thoughts of immersion were either when A) you set the difficulty to its highest levels and wanted to succeed throughout the game, B)you wanted to create a character that could complete everything in the game(s), or C) you were trying to create a character that was virtually devoid of any roleplaying purposes anyway.

Honestly, removing attributes and a lot of the other features that existed in past games (excepting the Daggerfall > Morrowind transition, which was an entirely different problem altogether) is not streamlining. Its lazy game developing that goes the route of removal versus the route of repair. "Screw it if the arm is all messed up but can be fixed, remove it!" is a good example of the general line of thinking here. Attributes could have easily been made to have a greater impact on gameplay and despite what many have said attributes (at least in Morrowind) did have a lot of impact on the game. The only thing was that you did not see it. Much of it was passive, and for good reason. Real life physical/mental attributes do not always manifest themselves in such an active way that its obvious to everyone. And for those that do they can easily be translated into a game.
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Lexy Dick
 
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Post » Tue Jun 08, 2010 8:01 pm

In my last play through, I was only level 14 but I was already getting close to maxing out a number of my attributes. How does that make for good character development?

Fix the system so you can only add 1 point to an attribute every few levels. The maximum points you can add is then limited to a function of your level. People then choose how they want to enhance their character instead of chasing attributes.
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Jessie
 
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Post » Wed Jun 09, 2010 6:41 am

So if I now have you down to only 1 complaint. I can say just put the attributes on your 3D skill Menu and we can sign on the dotted line :)


Not really. Even if everything was in the same menu, I'd still want them to have some tangible game effect. And between skills and perks, I just don't see them having that much of a role. They'd just end up being even more redundant than they were in Oblivion.
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Sunnii Bebiieh
 
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Post » Tue Jun 08, 2010 5:30 pm

Then tell me: When is the number high enough for that to happen. If you are just one value below, then you can't make the same things as everyone with values superior to yours, even if just by one?
It seems like a "Oh, I see you have 10 amount of personality. I would kill you otherwise, but now let's make peaceful negotiations. Let me just kill the guy with a 9 there..."
Exactly. :chaos:

Torment is different than most D&D based games. You are playing a specific character, an immortal that cannot die due to common injury, ~basically a bit like Highlander immortals.
Your stats are all nines at the start, but you can improve them at will initially (with points to distribute), and you can raise any stat by one a few times during the game upon leveling, and by other means.

But the point is that stat increases are commitments, and you cannot get them all maxed.
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Marcus Jordan
 
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Post » Tue Jun 08, 2010 11:48 pm

Fix the system so you can only add 1 point to an attribute every few levels. The maximum points you can add is then limited to a function of your level. People then choose how they want to enhance their character instead of chasing attributes.


A D&D or Fallout clone in other words. Why not try a different approach instead?
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Kira! :)))
 
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Post » Tue Jun 08, 2010 5:43 pm

Not really. Even if everything was in the same menu, I'd still want them to have some tangible game effect. And between skills and perks, I just don't see them having that much of a role. They'd just end up being even more redundant than they were in Oblivion.

So if we both were mage types and had the same perks and skills for spells for the same level and same tank bars, but you happened to invest more of your intelligence attribute than I did, I would say you have a tangible affect in the game because for the same spells you used would do a little more damage then mine would.

And we can say for the sake of RP. I invested in say, endurance, because I wanted a little more melee defense protection since I was a mage. A consequence I would have to live with when I faced you who had more intelligence.
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Siobhan Thompson
 
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Post » Wed Jun 09, 2010 1:48 am

Truly the only time a player (in Morrowind and Oblivion) really needed to number crunch and basically abandon all thoughts of immersion were either when A) you set the difficulty to its highest levels and wanted to succeed throughout the game, B)you wanted to create a character that could complete everything in the game(s), or C) you were trying to create a character that was virtually devoid of any roleplaying purposes anyway.

or D) you needed to start the game with a new, uesable character, or E) you were levelling up and trying not to get gimped.
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kasia
 
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Post » Wed Jun 09, 2010 8:56 am

Although some attributes elongate gameplay, i will kind of miss getting my athletics up, honestly i actually liked jumping around on jerall mountains, it did give me something to do. But either way it never really bothered me, i'm not sure if i'm expecting to much, but i have high hopes for Skyrim being the best Elder Scrolls game yet, if not, i will still play it for a really long time. So i think i know Bethesda knows what they're doing, they made some of the best games i've been more than satisfied with.
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No Name
 
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Post » Wed Jun 09, 2010 8:12 am

A D&D or Fallout clone in other words. Why not try a different approach instead?

So you don't mind the Perks like fallout, but don't want character customization like D&D? This is different, and could be better than both combined. Dragon Shouts, flowing conversations and a lot more. There is just 1 piece from perfection.
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Aaron Clark
 
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Post » Wed Jun 09, 2010 1:19 am

... cmon get over it yes we all know atributes are gone

Just wait.. its all but guaranteed that they reaper via mods...
(and I'm not so sure this wasn't the idea from the start.)
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Bad News Rogers
 
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Post » Tue Jun 08, 2010 10:12 pm

How is my argument invalid? if anything you just reaffirmed my post....level 1 attributes, beat MQ and all guilds...how were attributes restrictive..


They weren't, they were useless. I never thought Oblivion's attributes restrictive because their effect was rarely felt, and I'm not saying this in a good way.


I find this discussion rather silly.

Fact is that the people saying having to worry about number crunching breaks immersion or takes away from the game obviously never played the games the right way, and if they did, then they were too concerned about the difficulty of the game and took it as meaning that you need to number crunch to survive.

Truly the only time a player (in Morrowind and Oblivion) really needed to number crunch and basically abandon all thoughts of immersion were either when A) you set the difficulty to its highest levels and wanted to succeed throughout the game, B)you wanted to create a character that could complete everything in the game(s), or C) you were trying to create a character that was virtually devoid of any roleplaying purposes anyway.

Honestly, removing attributes and a lot of the other features that existed in past games (excepting the Daggerfall > Morrowind transition, which was an entirely different problem altogether) is not streamlining. Its lazy game developing that goes the route of removal versus the route of repair. "Screw it if the arm is all messed up but can be fixed, remove it!" is a good example of the general line of thinking here. Attributes could have easily been made to have a greater impact on gameplay and despite what many have said attributes (at least in Morrowind) did have a lot of impact on the game. The only thing was that you did not see it. Much of it was passive, and for good reason. Real life physical/mental attributes do not always manifest themselves in such an active way that its obvious to everyone. And for those that do they can easily be translated into a game.


A pure mage in Morrowind is "virtually devoid of any roleplaying purposes anyway"? And I know they did have impact on the game. Never said it was positive though. And don't say "obviously never played the games the right way" as there shouldn't be a right way. Often you pro-attributes state you can't turn your character in to what you want it to be because of the lack of attributes.

Fix the system so you can only add 1 point to an attribute every few levels. The maximum points you can add is then limited to a function of your level. People then choose how they want to enhance their character instead of chasing attributes.


A system like that would be useless. The effect the increase in the attribute would have for the character would be insignificant, therefore redundant.
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Robert DeLarosa
 
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Post » Wed Jun 09, 2010 12:23 am

So you don't mind the Perks like fallout, but don't want character customization like D&D? This is different, and could be better than both combined. Dragon Shouts, flowing conversations and a lot more. There is just 1 piece from perfection.

Perks originated from Fallout?
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Laura Hicks
 
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Post » Wed Jun 09, 2010 1:06 am

So if we both were mage types and had the same perks and skills for spells for the same level and same tank bars, but you happened to invest more of your intelligence attribute than I did, I would say you have a tangible affect in the game because for the same spells you used would do a little more damage then mine would.


I just don't see how having more Intelligence makes my spells any more powerful than yours. Either I know it or I don't.
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pinar
 
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Post » Wed Jun 09, 2010 1:54 am


A system like that would be useless. The effect the increase in the attribute would have for the character would be insignificant, therefore redundant.

Multipliers would not be useless. If you think so, then put a heavywieght in the ring with a featherweight and tell me their attributes are useless, if one does 10% more damage then the other (at least). BTW they both are highly skilled and obtained the Perk to grab and hold.
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LADONA
 
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Post » Tue Jun 08, 2010 8:02 pm

The effect the increase in the attribute would have for the character would be insignificant, therefore redundant.

I disagree; but also... Redundancy in all forms is generally good in an RPG. It expands the player options, and allows players to form their own play habits, in the way most comfortable to them.

**In Fallout for instance, there were two ways to load a gun... One cost you double the other.
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Darlene DIllow
 
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Post » Wed Jun 09, 2010 1:44 am

Exactly. :chaos:

Torment is different than most D&D based games. You are playing a specific character, an immortal that cannot die due to common injury, ~basically a bit like Highlander immortals.
Your stats are all nines at the start, but you can improve them at will initially (with points to distribute), and you can raise any stat by one a few times during the game upon leveling, and by other means.

But the point is that stat increases are commitments, and you cannot get them all maxed.


Yeah, you can't max them all out... oh wait, you can...


So if we both were mage types and had the same perks and skills for spells for the same level and same tank bars, but you happened to invest more of your intelligence attribute than I did, I would say you have a tangible affect in the game because for the same spells you used would do a little more damage then mine would.

And we can say for the sake of RP. I invested in say, endurance, because I wanted a little more melee defense protection since I was a mage. A consequence I would have to live with when I faced you who had more intelligence.


For the sake of RP? you practiced the exact same skills, achieving the same abilities, yet somehow one got smarter and one got thougher... That's highly logical.

Just wait.. its all but guaranteed that they reaper via mods...
(and I'm not so sure this wasn't the idea from the start.)


More power to you then, even more for me.

I disagree; but also... Redundancy in all forms is generally good in an RPG. It expands the player options, and allows players to form their own play habits, in the way most comfortable to them.

**In Fallout for instance, there were two ways to load a gun... One cost you double the other.

That's not redundancy, that's having different options for a situation that lead to two different results... Redundancy is doing different stuff that would lead to the same result (or very very close to it) as the other stuff already in place. I called it redundant because it didn't have any effect, therefore it's just wasted actions.
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Dan Scott
 
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Post » Tue Jun 08, 2010 7:33 pm

So you don't mind the Perks like fallout, but don't want character customization like D&D?


I'd much rather have a game where my character progression is an organic process, determined by the way I play the game itself. The fact that the TES games use an "advance by doing" approach makes getting rid of those numbers simply a logical progression to me. Don't get me wrong, I enjoy games like Fallout and D&D where I have to take the time to figure out how my character is going to evolve, but I don't want all my games to be like that. Variety is a good thing.
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Daniel Holgate
 
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Post » Tue Jun 08, 2010 7:42 pm

Yeah, you can't max them all out... oh wait, you can...
Someone has played torment and maxed all stats to 25?
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lucile
 
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Post » Tue Jun 08, 2010 7:27 pm

I just don't see how having more Intelligence makes my spells any more powerful than yours. Either I know it or I don't.

Let me come down to reality then. You and I know chemistry; periodic table, bases, acids, element creation. But you are a bit more intelligent then I am with chemistry. So we both make some concotion and go to a science competition. You would probably win.
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BRIANNA
 
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Post » Tue Jun 08, 2010 8:19 pm

How are Skills and Perks..more Organic than Attributes...when both involve direct player input...

in a perfect world, Attributes would increase as you preformed certain skills allowing that to translate into other use of Skills....instead of Skyrims....raising H/M/S every level bit...
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Floor Punch
 
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Post » Wed Jun 09, 2010 8:14 am

Let me come down to reality then. You and I know chemistry; periodic table, bases, acids, element creation. But you are a bit more intelligent then I am with chemistry. So we both make some concotion and go to a science competition. You would probably win.

Here is an different example..

In the Witcher there are recipes to mix potions, and many ingredients have two properties. The witcher (or even the player) that knows how to make use of both properties at once can make stronger potions using the same recipe.
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Stacy Hope
 
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Post » Tue Jun 08, 2010 11:24 pm

How are Skills and Perks..more Organic than Attributes...when both involve direct player input...


With attributes, you raise skills to increase attributes that increase how much other skills increase and how effective the skills are.
With perks, you raise skills and improve their effectiveness using perks...

Oh look, one has less loops...

@ Gizmo

I was talking about maxing at TES, not Planescape.
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Racheal Robertson
 
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Post » Tue Jun 08, 2010 8:24 pm

I'd much rather have a game where my character progression is an organic process, determined by the way I play the game itself. The fact that the TES games use an "advance by doing" approach makes getting rid of those numbers simply a logical progression to me. Don't get me wrong, I enjoy games like Fallout and D&D where I have to take the time to figure out how my character is going to evolve, but I don't want all my games to be like that. Variety is a good thing.

Advancing by doing is applaudable in many applications. But there are some where it just would work in cRPG. If I wanted to increase intelligence or strength, I guess there could be books I can read in the game or a gym I can attend in the game. But those will be misused just like people who jumped around all the time to leap tall buildings with no boundaries. So there has to be another mechanism where a conciesce decision must be made for some progression and advance by doing wouldnt make sense. This decision would be based on finite resources, so each decision is measurable and worthwhile.
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vanuza
 
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