The Reason I'm Glad Attributes are Gone Part 3

Post » Wed Jun 09, 2010 12:04 pm

Strength will probably be tied to health.

Witch would completely defeat the point of why attributes were removed according to Todd.

He said that attributes were removed because they increased other things besides themselves, such as intelligence and magicka.

Tying a attribute with one of the replacer attributes would just result into the same thing, but on a more simplified scale.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Wed Jun 09, 2010 4:35 pm

Witch would completely defeat the point of why attributes were removed according to Todd.

He said that attributes were removed because they increased other things besides themselves, such as intelligence and magicka.

Tying a attribute with one of the replacer attributes would just result into the same thing, but on a more simplified scale.

I think strengths effects are going to be more tied into perks tbh. Not really an idea way to handle it but it works and it's probably the best way to do it as far as this system is concerned. The only way strength is really tied to health this time is that you boost health at level up, which was an effect of strength.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Wed Jun 09, 2010 7:09 am

Witch would completely defeat the point of why attributes were removed according to Todd.

He said that attributes were removed because they increased other things besides themselves, such as intelligence and magicka.

Tying a attribute with one of the replacer attributes would just result into the same thing, but on a more simplified scale.

He said attributes were folded into perks and health/magicka/stamina.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Wed Jun 09, 2010 2:01 am

He said attributed were folded into perks and health/magicka/stamina.

I presumed he meant stuff like endurance for health and intelligence for magicka.

Stuff like strength for mellee weapoons and bows, aggilety for more critical hits for all weapons will not be able to get folded it to perks, as, from the info so far, perks will all be tied to skills, and while you could just have an 'more damage perk' in each perk tree for each weapon, this would not be like attributes since they were broader then skills.

Now I've got a train to catch.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Wed Jun 09, 2010 10:59 am

I presumed he meant stuff like endurance for health and intelligence for magicka.

Stuff like strength for mellee weapoons and bows, aggilety for more critical hits for all weapons will not be able to get folded it to perks, as, from the info so far, perks will all be tied to skills, and while you could just have an 'more damage perk' in each perk tree for each weapon, this would not be like attributes since they were broader then skills.

Now I've got a train to catch.

And the ones not folded into perks will be tied to health/magicka/stamina.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Jun 09, 2010 2:21 am

I presumed he meant stuff like endurance for health and intelligence for magicka.

Stuff like strength for mellee weapoons and bows, aggilety for more critical hits for all weapons will not be able to get folded it to perks, as, from the info so far, perks will all be tied to skills, and while you could just have an 'more damage perk' in each perk tree for each weapon, this would not be like attributes since they were broader then skills.

Now I've got a train to catch.

More critical hits and damage could be handled easily enough by skills alone I think. Some parts might be handled by perks maybe, it's within the realm of possibility at least. I'm wondering if some perks might be broader than just one specific weapon since the rumor is that all 1-handed weapons will be in a 1-handed skill (I dislike that but w/e). Like a damage multiplier perk for one handed weapons so it could be a bit broader.
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Jun 09, 2010 2:41 am

double post
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Jun 09, 2010 1:31 pm

Which is perfectly fine.

I agree wholeheartedly.

@Br0ski Why wouldn't all 1H weapons be under the 1H skill? Or, what's wrong with that?
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Wed Jun 09, 2010 11:34 am

I agree wholeheartedly.

@Br0ski Why wouldn't all 1H weapons be under the 1H skill? Or, what's wrong with that?

Nothing wrong I would just prefer separate weapon skills. It's no biggie really just a minor gripe.

Maybe it's just nostalgia since I'm replaying morrowind :P.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Wed Jun 09, 2010 2:55 pm

While I deeply question the capabilities of a TES game without attributes, I also envision the "perfect" RPG as one that doesn't rely on numbers, but on sheer immersion, choice, world, how much there is to do in that world, and how dynamically that world changes around the player. I believe stats are a simplified method to display information in and of themselves, so in order to keep things convenient during an age of gaming where having no stats would be problematic due to technical limitations, they are put in.

However, gaming is becoming more technically advanced. RPGs devoid of stats that instead rely on a more dynamic, visual cue-driven system are a possibility. However, are we quite there yet? Will Bethesda be the first game company to do such a thing well? What they're trying to do is a huge jump from the standard RPG formula everybody is so familiar with, which is both impressively ambitious and remarkably ballsy, considering they know how touchy their fanbase can be.

Reading that several skills plus all attributes are gone is severely weighing down on me. I'm worried more than ever about the quality of this upcoming TES game, but I haven't lost all faith - not yet. If Todd and the team think they're onto something, I'll give them the benefit of the doubt. One last time. Don't let me down again, you guys. I know you can do much better than Oblivion, even Morrowind.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Wed Jun 09, 2010 4:48 pm

If these games had that degree of differentiation between characters then you might have a point, but they don't. In Oblivion my only option at character creation was appearance and race. And everytime I played a Breton, my attributes were exactly the same each time. It wasn't until I chose my class and birthsign that there was any differences if I wanted to play a Breton Spellsword with the Warrior birthsign or a Breton Mage with (insert appropriate birthsign here). And we already know that won't change in Skyrim other than the lack of classes and birthsigns. The only real differences were with the races themselves, and those differences were more clearly defined by their Powers and innate abilities than through their attributes.

For first thats in Oblivion and Oblivion has worst character generation out of all TES games, great luck there is mods what fix this simplified chargen,
for second you are not born as spellsword its class its profession profession need training, Battlemages and spellsword even have special training facilities like Battlespire, so there is two ways make it good allow at chargen take background with class or aalow later in game join to appropriate organizations and receive special training bot are valid, unlike in previous games classes can really be enhanced by skill perks in Skyrim, taking class allow for example redistributed more free points at the beginning of game in certain skills or specialization path, as well there can be special perks what hard to receive later in game but they can be available at beginning if you take class way.
But also TES games really lack of checks badly, and Oblivion is most horrible example of such lack, checks in dialogues with larger number of choses, check for events like try to bash door or deduct work of mechanism, guild and quest requirements, saving throw almost not used thats all make RPG mechanic dull and flawed.
But many of such checks was added by mods because easy to manage attributes was here even if devs not use them properly by self.
Strange bel....I did not look at my Attributes section excessively...all that mattered to me was my inventory, and spells.

I knew what my character could do from seeing the racial descriptions, the only time I nursed my attributes menu was when I was infected by a disease or had a mod that made my attributes Matter.

Well sometimes disease can be explained literally no only by numbers in stat screen, well explained diagnose is better then few red numbers, but also invisible to player effect powers of diseases can be really good for roleplay fro example like in Daggerfall where diseases was much more fearsome then just few reds in stat from Oblivion, about stat improving mods you right having even flawed but editable and easy manageable system is better then not having such system at all or having difficulty changeable and hardcoded.

How so Dragonborn....with a straight face say how they were restrictive....when its likely you barely paid them any attention? in Oblivion you where no barred from anything for having low attributes...so I'd love to see your -thought out- explanation.

Restriction define role as scenario in theatre so I agree with you

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?

Exactly thats problem of implementation is thats was hard add some checks into game, but not better make absurd decision and allow barabarian thats not cast spells be Archmage of Mage Guild, being spellsword mean thats you acquire special training in certain facility or study hard arcane and warrior paths by self from books and constant training, skill perks really will help to decide class, fast advance to all attributes maxed is also problem of flawed implementation.

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

Thats are not right there is no clones its just way improve attributes system of TES

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.

For example by increasing magnitude of spell at certain percent, increasing chance of successful cast decrease magicka usage.

But I don't need a number to determine those things, either I can bash down the door or I can't. There's certainly no stat on the door telling me how much of a Strength value I need in order to bash it down.

Ok if such feature will be added to game by devs, but if not?
Modders need easy manageable and understandable by player mechanic, but there can be out even out this situation if there will enough fundamental details to determine model features.
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Wed Jun 09, 2010 6:46 pm

For first thats in Oblivion and Oblivion has worst character generation out of all TES games,


It's already been announced that Skyrim will be the same, only appearance and race at character creation. Only this time there will be no birthsigns or classes either.

for second you are not born as spellsword its class its profession profession need training, Battlemages and spellsword even have special training facilities like Battlespire, so there is two ways make it good allow at chargen take background with class or aalow later in game join to appropriate organizations and receive special training bot are valid, unlike in previous games classes can really be enhanced by skill perks in Skyrim, taking class allow for example redistributed more free points at the beginning of game in certain skills or specialization path, as well there can be special perks what hard to receive later in game but they can be available at beginning if you take class way.


Why bother, just let me define my class on how I play the game. I don't need a label to know that I'm some sort of magic/melee hybrid, or a pure fighter type, I'll come to realize that with the choices I make in battle. Giving my particular play style a name is meaningless.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Wed Jun 09, 2010 2:05 pm

Fine with me. I'd rather the game start me off with a more generic character and encourage becoming a more unique one as I progress, than to start me off with a very specialized character and encourage becoming a generic one as I progress.

Nice. That's a very elegant way of putting it.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Wed Jun 09, 2010 4:17 am

Post limit.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Previous

Return to V - Skyrim

cron