The Reason I'm Glad Attributes are Gone Part 3

Post » Tue Jun 08, 2010 11:47 am

Yay, you agree with something I agree. Now please tell me where attributes enter game-wise in your little metaphor. Oh, they don't, do they. I see a story I could make for my character, different skill level for different activities, a sudden start in the increase of another skill... nope, no attributes...
Of course they do.

The first officer has had an above average strength all of his life and expects people to back down. I could extrapolate that his other stats (whatever they may be) make him all bark and no bite except on the firing range.

The second officer has quite a lot of guile, and a mind that ticks like a clock ~this guy roleplays his real life as whatever he thinks his authority figures expect. He's perceptive, and cunning (call it a kind of wisdom).

The surgeon suffers from low charisma ~he just fades in a crowd; but he's brilliant if a little bit clumsy ~his skill and practice make up for on the operating table, but he trips on things in the hall. (low dexterity ~though a high dex could have added a bonus to his surgery skill).
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Janine Rose
 
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Post » Tue Jun 08, 2010 10:46 pm

Who said anything about no strength at all? Just because there won't be a number to fixate over doesn't mean it won't actually exist in the game. It will be just another background stat, like the fBarterBuyBase value that exists in Oblivion. Which I'm sure you aren't aware has a value of 300. There are literally hundreds of such values in the game that run in the background, without the player being the slightest bit aware of them.

Ahh thats good now how much variables are used in modeling Strength in game?
another thing how easily you can modify them in game and with scripts?
Strength by self was flexible for manipulations in game (spell effects) and with scripts.
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Rowena
 
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Post » Tue Jun 08, 2010 1:01 pm

lol Zetro...that Kid picking up a Warhammer twice his size without anything saying he rationally should be able to do that and Killing someone levels above him in game isnt following the rules.

all Im doing, is Making a warhammer with a certain weight make the kid aggro towards me and his skills 70 and see the hilarity that ensues....that hammer should effectively keep him inplace / not allow him to run....but oh wait encumbrence is gone.



Again with the pointless anologies. You won't be starting the game as a child, and no child in the game will be attacking you with a Warhammer. And who says that encumbrance is gone? Just because the attribute that controlled that mechanism won't be listed in a menu somewhere doesn't mean that the mechanism has been eliminated. You'll still have limits as to how much you can carry, it will just be handled differently.
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Roddy
 
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Post » Tue Jun 08, 2010 9:06 am

And when you first walk into his office, are you aware of all this? Or do you make assumptions about him strictly based on the fact that he is a doctor? Granted that if you were to get to know him better then those things you mention would come out, but the vast majority of people he comes in contact with will never even reach that point. They'll define him strictly on the basis of him being a doctor.

But the player must know. If I were roleplaying this doctor, then I would need to know.

As for real life people... We may never know their full 'definition', but that does not mean it doesn't exist or matter.
Looking at others and judging them on their tradeskill or deploma, does them a disservice, and is really kind of egocentric in a way; (Defining others by their services).
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Davorah Katz
 
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Post » Tue Jun 08, 2010 12:35 pm

@Belanos

This is from a previous post on the first thread of this series. In case someone thinks that there has been no mention on how to fix the attributes.


"I do not advocate one over the other, but submit that both would greatly enhance the variety. If 1 attribute was raised every 5 levels, there would not be numbers in the 99-100 range. The attribute number would be more personal as no one attribute could be raised more than 10 times if one chose to raise the same attribute until he/she reached level 50.

An explanation of the multiplier:
If the average strength for all races was 35, that would mean no melee/encumbrance multiplier if you had 35 strength. However if you had a platinum sword and 40 skill rating in sword that caused that total damage to be 100 for example, a 36 in strength would mean that you would get a 1% bonus to that melee combination, so 101 damage. Someone with 34 strength damage would be 99. So those 1% s are significant with multiple hits.

Other attributes would act similarly except for luck/personality which probably should not be included. Every point above average intelligence, 1% bonus to general magic attack. Every point above average willpower, 1% bonus to general magic defense. Every point above average to endurance, 1% bonus to melee defense. Every point above average to speed, 1% bonus to walk/run speed. Every point above average to agility, 1% bonos to projectile damage. I realize that this is probably not going to happen, maybe I enjoy hearing myself type. "


Yes, you are one of the few who have actually offered some constructive ideas of how to fix the attribute, I'll give you that. Though in my reply to this, I did point out a number of flaws as well.
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Captian Caveman
 
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Post » Tue Jun 08, 2010 4:40 pm

Of course they do.

The first officer has had an above average strength all of his life and expects people to back down. I could extrapolate that his other stats (whatever they may be) make him all bark and no bite except on the firing range.

The second officer has quite a lot of guile, and a mind that ticks like a clock ~this guy roleplays his real life as whatever he thinks his authority figures expect. He's perceptive, and cunning (call it a kind of wisdom).

The surgeon suffers from low charisma ~he just fades in a crowd; but he's brilliant if a little bit clumsy ~his skill and practice make up for on the operating table, but he trips on things in the hall. (low dexterity ~though a high dex could have added a bonus to his surgery skill).


GAME-WISE. So attributes now only serve as a "cane" for roleplaying? I can easily make such backstories without needing help from ingame numbers.
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FoReVeR_Me_N
 
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Post » Tue Jun 08, 2010 10:58 pm

Didn't we go through this? Can you kill Omega? You don't know if you can't see his stats. The numbers you have are still meaningless. And no, even if you remove the whole hud from Morrowind and put GCD, the game wouldn't lose anything from its openness or character progression. WE need more visual cues instead of displayed stats. You realized this before and that TES is going for this direction, am I wrong?

Yes, I remember that pointless, fallacious..."anology?" Try again. Without displayed stts, you have Fable.
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Cartoon
 
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Post » Tue Jun 08, 2010 7:59 am

Ahh thats good now how much variables are used in modeling Strength in game?
another thing how easily you can modify them in game and with scripts?


We'll have no way of knowing that until we get the construction kit.
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Louise
 
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Post » Tue Jun 08, 2010 11:18 pm

And you still haven't convinced me you have actually tried to think this through before saying my opinion is nothing.

When did I say "counting veins"? You know how I know how much I can carry? I tried to pick up certain stuff and failed... TADAAA, no need for displayed stats. Oh, but you think this might require a bit of thinking, I'm sorry, I do know how much you hate that.

And I want to think! NOT to see a damn spreadsheet saying that THAT is my character.

Everybody would hate that game.
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Stace
 
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Post » Tue Jun 08, 2010 12:10 pm

GAME-WISE. So attributes now only serve as a "cane" for roleplaying? I can easily make such backstories without needing help from ingame numbers.

Are you referring to a Perk to make you more intelligent? Or do you mean an intelligence skill that you raise automatically by doing intelligent things?
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Adam Porter
 
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Post » Tue Jun 08, 2010 9:28 am

Again with the pointless anologies. You won't be starting the game as a child, and no child in the game will be attacking you with a Warhammer.

And who says that encumbrance is gone? Just because the attribute that controlled that mechanism won't be listed in a menu somewhere doesn't mean that the mechanism has been eliminated.

You'll still have limits as to how much you can carry, it will just be handled differently.


First -- I can make this all happen with the CS

Second Todd does, which is why instead of saying "don't worry its still in the game, just handled out of sight of the player" he said but what did you raise your INT for///to get more Magicka right? well you just raise your Magicka. again, work with information given not assumptions...


By what, neither of us have played the game..and your ignoring that such factors that handle things like Encumbrence are out so either admit you don't know like myself, or just dont say anything about it, I am basing everything Im brining up on what -Todd- has said, nothing more.


ABout Visual Cues, Fable had this, it also had Attributes, Strenght, will and Guile. Strenght raised your health/ability to carry heavier weapons and made your charater buff..there were only what 4 levels? and you didnt get strong because you did stuff..you got strong because you put points into them...so no this example is poor when going on about Visual cues, not wanting numbers, and wanting the game to progress naturally...
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electro_fantics
 
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Post » Tue Jun 08, 2010 8:25 am

GAME-WISE. So attributes now only serve as a "cane" for roleplaying? I can easily make such backstories without needing help from ingame numbers.
This is very true (I have to do this often myself :angel:), but it is the attributes that relate this fiction to a tangible reaction by the game engine.
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Victoria Bartel
 
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Post » Tue Jun 08, 2010 10:35 am

If the stats are all low and reflect someone other than the player... does that effect the quality of the simulation?

One can clearly roleplay a prisoner shacked to a wall; especially if there is an NPC shackled nearby.

Not at all. :foodndrink: As long as my game is unique for me than it is all good, I can be a prisoner shacked to a wall. If we are all playing the same scenario entirely then it is playing a script and not roleplaying. We can roleplay LOTR and it can end differently because I
Spoiler
as Frodo can choose to stick to the group on my choice and leave whenever I please or not leave at all..
. Why not? Otherwise it is only playing a linear game.
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JaNnatul Naimah
 
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Post » Tue Jun 08, 2010 9:06 am

But the player must know. If I were roleplaying this doctor, then I would need to know.


What would be so different if the backstory would be handed out to you beforehand. It's the same has having to go to a menu and "check your stats" but more organic...


Yes, I remember that pointless, fallacious..."anology?" Try again. Without displayed stts, you have Fable.


Why not having Attributes lead to Fable? If I recall, Fable's skills didn't go up when you used them and there were no perks besides a few little passive skills, and you could raise almost all there was skill and stat wise in the game.
Don't insult this system comparing it to such a shallow one.

This is very true (I have to do this often myself ), but it is the attributes that relate this fiction to a tangible reaction by the game engine.


But if we can make a game with such complexity as your attributes would affect the game world in way besides skills, why is my utopian game that I described in the first thread impossible?
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Carlitos Avila
 
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Post » Tue Jun 08, 2010 10:17 pm

What would be so different if the backstory would be handed out to you beforehand. It's the same has having to go to a menu and "check your stats" but more organic...




Why not having Attributes lead to Fable? If I recall, Fable's skills didn't go up when you used them and there were no perks besides a few little passive skills, and you could raise almost all there was skill and stat wise in the game.
Don't insult this system comparing it to such a shallow one.

Did I say attributes? I said stats.
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asako
 
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Post » Tue Jun 08, 2010 10:03 am

But the player must know. If I were roleplaying this doctor, then I would need to know.


No you wouldn't. You would determine your character as you played the game, making decisions in dialogues and how you decided to approach quests etc. The Dark Brotherhood would be a good example. If I decided my character was morally good, then I would never get involved with them in the first place.
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NAtIVe GOddess
 
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Post » Tue Jun 08, 2010 11:56 pm

If we are all playing the same scenario entirely then it is playing a script and not roleplaying.

And here is a good point. With taking out attributes, we move to all playing the same scenario. All equally mundane.
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cosmo valerga
 
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Post » Tue Jun 08, 2010 11:51 pm

Alright lets break this down


start with Agility and Speed.


Athletics and Acrobatics are GONE, GONE GONE GONE k? so no there are no perks for either one, they are GONE, if I need to link where Todd says this I will.


Stamina doesnt just mean run long, it also doesnt mean can Run fast, it just means how much a person can do effectively without Tiring

So...

are my Level 20 nord and level 20 Khajiit, same perks stats mirrored completely...going to run the same speed? jump the same height?
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Kate Norris
 
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Post » Tue Jun 08, 2010 11:24 am

I am basing everything Im brining up on what -Todd- has said, nothing more.


No you're not. You're presuming that since Strength is out as an attribute, then Encumbrance is out as well. Even though Todd has mentioned that everything the attributes used to do will still exist in the game, just through some other mechanism.
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Dean Brown
 
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Post » Tue Jun 08, 2010 1:05 pm

What would be so different if the backstory would be handed out to you beforehand. It's the same has having to go to a menu and "check your stats" but more organic...
The difference is that by deciding attributes, you create a map for the backstory that the game engine can understand and act upon; (Whether its pre-defined, or something you invented yourself).


No you wouldn't. You would determine your character as you played the game, making decisions in dialogues and how you decided to approach quests etc. The Dark Brotherhood would be a good example. If I decided my character was morally good, then I would never get involved with them in the first place.
No... I would play the game as the character I'd determined (or as it was given me) ~that's the role.

**I was never offered the dark brotherhood quest.
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Jessica Thomson
 
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Post » Tue Jun 08, 2010 1:49 pm

Did I say attributes? I said stats.


Then your post makes absolutely no sense. Fable has displayed stats.
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Patrick Gordon
 
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Post » Tue Jun 08, 2010 11:32 pm

The worst trend Im seeing is overt fanboyism. In past games when Beth made a stupid decision like removing something people used, there was backlash. Now people just bah like sheep and apparently dont care what they get.

Then your post makes absolutely no sense. Fable has displayed stats.

Not other than health and some linear crap. Seems like your type of game.
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Jynx Anthropic
 
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Post » Tue Jun 08, 2010 10:24 am

** I have a question: Aside from the setting, what are some differences between roleplaying Sherlock Holmes and Monk?

If you think about it... its their attributes mostly.

~Actually I should have said Brother Cadfael and William of Baskerville. Lets use them instead.

Personally I would have said the major differences between these characters are their...
1) Personality
2) Worldly Experiences
3) Education and Training

I would never think of them in terms of characteristics. To me there is little observable difference in the physical strength, dexterity, health, intelligence, wisdom or even charisma between Cadfael and William. Rather one is an ex-man at arms with a multitude of secondary skills garnered from repeated changes of profession, who expresses a strong will, anachronistic pragmatism and inflexible sense of justice. The other is an ex-inquisitor with limited practical skills but a far greater classical education, subject to long periods of lethargy and is far more religious. Cadfael relies more heavily on his intuition and insight into human behaviour, whereas William is more empirically observant and logical in his deductions. Both are charming in different ways.

There's more to RPG characters than just a bunch of numbers.
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Jessica Lloyd
 
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Post » Tue Jun 08, 2010 5:42 pm

No you're not. You're presuming that since Strength is out as an attribute, then Encumbrance is out as well. Even though Todd has mentioned that everything the attributes used to do will still exist in the game, just through some other mechanism.


Strenght controlled how much you can Carry,...Attriubtes are not in the game...H/M/S and perks are -supposed- to replace attributes.....but there are no -Carrying- skills...thus I will be befuddled when that Kidd with 70 in Blunt weapons walks over to me and kills me with a Warhammer twice his size.
I was -yay- close to withdrawing that statement..then I thought for a moment, and gave you this instead.


---------

Post above mine, If Skyrim were to include RP elements superior to numbers in the way you described where the game actually RECOGNIZED THEM instead of me having to Overtime on Roleplaying and imagining my character more than I really have too, I wouldn't be so Vocal....but its not..and the numbers will be prominent in all avenues of the game...so the numbers argument really is just a red herring.
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lolli
 
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Post » Tue Jun 08, 2010 1:37 pm

And here is a good point. With taking out attributes, we move to all playing the same scenario. All equally mundane.


That's absolutely not true at all. You might decide to play the game as some sort of berserking melee warrior, while I may choose to be a more cautious caster type. We aren't restricted simply because we no longer have those numbers at our disposal. Their loss will make absolutely no difference in our choices as to how we want to interact with the game world. Just the opposite in fact, we won't have to break away from what we're doing to check our stats, nor will we feel we can't do something just because that particular attribute might be a little weaker than others.
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Alyna
 
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