The Reason I'm Glad Attributes are Gone Part 3

Post » Tue Jun 08, 2010 2:17 pm

Yeah ebsn but there should be less of that if there can be. You allready have enough menus to look at you shouldn't have to figure out all those numbers to. If I want to run I shouldn't need to worry about my speed number and it's not fair if I can't carry a bunch of stuff because a wizard isn't strong.




:facepalm: :confused: I mean...if you have a potion...or a spell or enchanted item that allows you to do heavy lifting...you know...fine thats what alternatives are all about...but you can't in this case because attributes are gone....but its not fair the a wizard not dedicated to some strenght can run even though he's hauling 4 swords 5 shields and some greaves?
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mimi_lys
 
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Post » Wed Jun 09, 2010 3:34 am

I didn't try to max them all. I didn't want a God-like character. But still, for my character to work, some manipulation had to be done, and it wasn't fun, just a chore, and very OOC. That's why I concentrated more on the lore and environment in Morrowind than gameplay.


If you are role-playing, you wouldn't be able to do anything you want without some hard work and perserverance. Just like real life. No-one expects handouts or goes around picking daisies all day.
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ashleigh bryden
 
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Post » Tue Jun 08, 2010 11:14 pm

I don't think that is it Gizmo. Everyone has to look at their inventory, quest log, skill tree, map at some time. So the argument that they don't want to see a menu is mute.


Dead Space GUI is brilliant in the aspect that while you still had stats, upgrades, health and all, it would all seemingly blend with the gameworld. You have to have inventory and all, but there are ways to do it without using simple menus.
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Jacob Phillips
 
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Post » Wed Jun 09, 2010 3:51 am

You know what I keep hearing?

Bean Counters

VS

Thrill Junky

...

FIGHT!

lol, ok ok, oversimplification, but here's the facts, the RPG genre IS slowly melding with the Action genre. Look at Assassin's Creed II (upgradeable weaponry, its a very minimalistic and simple system, but its there) or even Call of Duty with its perks and credits system. Its only natural that if Action games are compromising to RPG elements that RPGs compromise to action.

I'm not saying I'm for it, I'm just saying its inevitable. And I'll fight a loosing cause, but not a lost cause... I just flow with it. Its not THAT bad
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Mélida Brunet
 
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Post » Wed Jun 09, 2010 2:20 am

@Xarnac,
Are you roleplaying that grumpy old man in your avatar? :icecream:
Hey.. The Price is Right... more often than not IMO.

*Though its difficult to not read him in Vincent's voice. :)
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Add Me
 
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Post » Wed Jun 09, 2010 4:32 am

And such a system with no displayed stats wouldnt work. There would be nothing organic about knowing absolutely nothing. Its the whole reason displayed stats were invented. I dont get it, are people above glancing at a menu? Is it too complex?

Perhaps its because for many people those numbers have little or no bearing on how they roleplay their character.

Attributes are great for metagaming, where you are trying to milk the mechanics or play through tactical situations as a complex wargame. They are near meaningless in other situations where you are responding to an in-game situation where you are faced with moral or quest related choices; or simply deciding to do something fun and random.
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glot
 
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Post » Tue Jun 08, 2010 7:16 pm

Dead Space GUI is brilliant in the aspect that while you still had stats, upgrades, health and all, it would all seemingly blend with the gameworld. You have to have inventory and all, but there are ways to do it without using simple menus.


Well Bethesda already Addressed the clunky menus and bit with ingame interactive Huds..you even check you stills looking at the Sky...there are still numbers on your skills though...
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Jade
 
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Post » Wed Jun 09, 2010 1:11 am

and racial perks are a generalization that opens up a whole other can of worms not all Nords are strong, not all Redguards kick ass with Swords..Not all Altmer a Magical geniuses....but again thats a whole other can of worms.


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.
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Angela
 
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Post » Tue Jun 08, 2010 2:32 pm

@Xarnac,
Are you roleplaying that grumpy old man in your avatar? :icecream:


My thoughts exactly...


:facepalm: :confused: I mean...if you have a potion...or a spell or enchanted item that allows you to do heavy lifting...you know...fine thats what alternatives are all about...but you can't in this case because attributes are gone....but its not fair the a wizard not dedicated to some strenght can run even though he's hauling 4 swords 5 shields and some greaves?


I have to agree with you here, that was a rather ... not thought out sentence of him... If a wizard is weak, he is weak, can't carry all...


If you are role-playing, you wouldn't be able to do anything you want without some hard work and perserverance. Just like real life. No-one expects handouts or goes around picking daisies all day.


In one play through I tried going pure mage that didn't require potions and all that, his connection with the source of magic was strong. I could only do it if I used alchemy however, as my mana pool would be too little should I haven't increased intelligence. I could use Security, but same damage...

Well Bethesda already Addressed the clunky menus and bit with ingame interactive Huds..you even check you stills looking at the Sky...there are still numbers on your skills though...


I know, and I'm glad about it. It's a step in what I believe is the right direction Yes, there are stats, and numbers, but hopefully I don't have to manipulate the game mechanics just to put my character in the right direction. My character ideas are so many, can't wait to start playing.
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Danny Blight
 
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Post » Tue Jun 08, 2010 1:53 pm

You know what I keep hearing?

Bean Counters

VS

Thrill Junky

...

FIGHT!

lol, ok ok, oversimplification, but here's the facts, the RPG genre IS slowly melding with the Action genre. Look at Assassin's Creed II (upgradeable weaponry, its a very minimalistic and simple system, but its there) or even Call of Duty with its perks and credits system. Its only natural that if Action games are compromising to RPG elements that RPGs compromise to action.

I'm not saying I'm for it, I'm just saying its inevitable. And I'll fight a loosing cause, but not a lost cause... I just flow with it. Its not THAT bad

No no. I am a thrill seeker. But there is no joy in getting something for nothing. The spoils of your victory are more appreciated if you honed your character, instead of hack and slash and your dead.
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Trish
 
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Post » Wed Jun 09, 2010 12:46 am

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.



and all of that has not changed save for Classes being gone, now if you want to play a breton spellsword....you put a sword and and spell in your hand.....I think Todd intended that to be a Pun of sorts, but this is even more left up to the player and less to the game to recognize the player is a spellsword
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Honey Suckle
 
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Post » Tue Jun 08, 2010 11:48 pm

Unforgivable.


Why? Something like that would add a nice bit of flavour in a game IMO. Expect the unexpected. In real life anything can happen if two people are racing, like someone pulling a muscle etc. Why shouldn't the same hold true in a game?
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Ryan Lutz
 
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Post » Wed Jun 09, 2010 5:10 am

I want to start saying, "Fight, fight, fight, fight!"
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Prisca Lacour
 
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Post » Tue Jun 08, 2010 5:26 pm

Well no fight going on here...just a bunch of relatively competent, tolerant peeps debating their sides...no asses on board <3

*Looks down*


I stand corrected.
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Life long Observer
 
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Post » Tue Jun 08, 2010 11:32 pm

well...omg WHO CARES! A part 3????? omg cmon get over it yes we all know atributes are gone

We've heard the complains and reliefs a hundred times and now you made 3 topics.... wow
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Madeleine Rose Walsh
 
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Post » Tue Jun 08, 2010 11:59 pm

No no. I am a thrill seeker. But there is no joy in getting something for nothing. The spoils of your victory are more appreciated if you honed your character, instead of hack and slash and your dead.


You're right, you know. Fully agree. Thankfully the new system won't be the latter.


I want to start saying, "Fight, fight, fight, fight!"



Well no fight going on here...just a bunch of relatively competent, tolerant peeps debating their sides...no asses on board <3

*Looks down*

I stand corrected.



well...omg WHO CARES! A part 3????? omg cmon get over it yes we all know atributes are gone

We've heard the complains and reliefs a hundred times and now you made 3 topics.... wow


I actually like the debating going on here. While some might be more... trolly than others, it's stimulating. Makes ya "think" hehe.
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LuCY sCoTT
 
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Post » Tue Jun 08, 2010 8:22 pm

I totally agree, I always had more fun when I just played the game, but then I would get to a point where I would just die all the time. After dying I would either turn the difficulty down or do the attribute grind.
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Milagros Osorio
 
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Post » Tue Jun 08, 2010 10:34 pm

Perhaps its because for many people those numbers have little or no bearing on how they roleplay their character.

Attributes are great for metagaming, where you are trying to milk the mechanics or play through tactical situations as a complex wargame. They are near meaningless in other situations where you are responding to an in-game situation where you are faced with moral or quest related choices; or simply deciding to do something fun and random.
I actually don't like when an RPG labels a skill or stat related answer in dialog, instead of just adding it if the number is high (or low) enough. The numbers also provide a visual/numeric reminder when returning to a game after many days or weeks (or months). In Planescape, the PC could notice that the NPC speaking to them was picking their pocket, and if agile enough could succeed at grabbing them ~or even choose to let it pass 'unnoticed', but actually study them and improve one's own pickpocket skill ~effectively picking their brain as they pick his pocket.

At other times, the PC could converse with companions, and if wise enough, could point things out to them, or help them decide on something. This not the stuff of Perks and Player awareness.

Why? Something like that would add a nice bit of flavour in a game IMO. Expect the unexpected. In real life anything can happen if two people are racing, like someone pulling a muscle etc. Why shouldn't the same hold true in a game?
You mean like he makes a Stat check and falls if he fails?
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Lyndsey Bird
 
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Post » Tue Jun 08, 2010 3:31 pm

Everyone has to look at their inventory, quest log, skill tree, map at some time. So the argument that they don't want to see a menu is mute.


In my Oblivion game I use the Enhanced Hotkey mod and have almost every inventory item I may need to use bound to a hotkey. And yes, I need to access my quest log and map screens, but those are largely an unavoidable game mechanism. Going into my attribute screen isn't really necessary though, yet I still find myself breaking away from my game in order to check things out.
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Blessed DIVA
 
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Post » Wed Jun 09, 2010 1:44 am

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.
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Bryanna Vacchiano
 
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Post » Tue Jun 08, 2010 9:27 pm

Attributes were restrictive. I'll be able to mold my character even better now without them and with the perks.
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jaideep singh
 
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Post » Wed Jun 09, 2010 5:16 am

In my Oblivion game I use the Enhanced Hotkey mod and have almost every inventory item I may need to use bound to a hotkey. And yes, I need to access my quest log and map screens, but those are largely an unavoidable game mechanism. Going into my attribute screen isn't really necessary though, yet I still find myself breaking away from my game in order to check things out.

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 :)
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Dan Endacott
 
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Post » Tue Jun 08, 2010 5:23 pm

I actually don't like when an RPG labels a skill or stat related answer in dialog, instead of just adding it if the number is high (or low) enough. The numbers also provide a visual/numeric reminder when returning to a game after many days or weeks (or months). In Planescape, the PC could notice that the NPC speaking to them was picking their pocket, and if agile enough could succeed at grabbing them ~or even choose to let it pass 'unnoticed', but actually study them and improve one's own pickpocket skill ~effectively picking their brain as they pick his pocket.

At other times, the PC could converse with companions, and if wise enough, could point things out to them, or help them decide on something. This not the stuff of Perks and Player awareness.


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..."

In my Oblivion game I use the Enhanced Hotkey mod and have almost every inventory item I may need to use bound to a hotkey. And yes, I need to access my quest log and map screens, but those are largely an unavoidable game mechanism. Going into my attribute screen isn't really necessary though, yet I still find myself breaking away from my game in order to check things out.


My point exactly.
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HARDHEAD
 
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Post » Wed Jun 09, 2010 5:03 am

Attributes were restrictive. I'll be able to mold my character even better now without them and with the perks.



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.
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Daniel Lozano
 
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Post » Tue Jun 08, 2010 3:47 pm

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.


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