the reason im glad attributes are gone,

Post » Sun May 02, 2010 3:46 am

No really, there wasn't anything crippling(I.E not saying it was perfect) about Attributes, skills yes, since thats the gripe, you picked a class and didnt use the skills it provided and leveled slowly and were weaker than enemies at the same level, not Attributes. and that problem was because of level scaling.

Sneaking from Oblivion to Fallout 3 was an improvement, people griped about how sneaking worked in Oblivion, it got fixed in FO3 and then even better in Skyrim...


This is an example of FIXING something.
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Schel[Anne]FTL
 
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Post » Sun May 02, 2010 8:56 am



Well you were certainly in the minority playing that way. I've seen plenty of posts by people complaining that they couldn't get past level 50. And they certainly wouldn't want to accept any self-imposed handicaps while getting there.

And thats their bad isn't it? There's no reason to go past the level of the highest scale since you dont get anything from it but higher attributes, IE all attributes at 100 and you can still raise skills (player progression) without leveling. That's to circumvent the scaling, not the attributes. cap limit of 30 in OB let you max your two major attributes and either get a third close to max, or raise the others.

It was level scaling that was the bad guy, not attributes.
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Nana Samboy
 
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Post » Sun May 02, 2010 8:37 am

...and i understand why now, trying to get tha +5 in each of your skills takes all of your attention , i spent more time training skills then i did playing the game, i spent more time building my character than i did PLAYING THE GAME, i could not become immersed in the game because to make a powerfull character i had to focus on grinding certain skills up...

As I seem to point out every single time this is brought up...your commentary is not against attributes, but against poor attribute design. It is no big deal though....when you are out and about in Skyrim and your character that is a beast in unarmed cannot club a baby seal if his life depended on it because you forgot to get the clubbing baby seals perk from the perkolator...well...you can just pretend your character has strength.

:whistling:
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Amiee Kent
 
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Post » Sun May 02, 2010 6:26 am

I have the feeling that TES is going Diablo.
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carrie roche
 
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Post » Sat May 01, 2010 9:42 pm

At first I was like "WHAAAAAAAAAAAAAAAT? HOW COULD THEY REMOVE ATTRIBUTES?!?
Then I figured out that it removed all the annoying grinding required to make a good character in OB. Combine that with the new perk system I think it will be both rewarding, fun and a lot less annoying(still love OB and MW :tes: )
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clelia vega
 
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Post » Sun May 02, 2010 2:45 am

Exactly, as I have always said. +1 for the OP
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Jarrett Willis
 
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Post » Sun May 02, 2010 12:12 am

I have the feeling that TES is going Diablo.

TES was Diablo ever since Arena really...
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Stu Clarke
 
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Post » Sat May 01, 2010 5:44 pm

Why would you want to grind skills? whats the fun of that? who are you trying to overtake with your power? who are you trying to impress?

When I play, skills level up from what i do and i give no attention to that. it makes the world develop naturaly, and there is no pain in my ass.
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Beast Attire
 
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Post » Sat May 01, 2010 7:17 pm

I think a big part of the origin of the teneur of this thread is Oblivion.
Attributes were not well done in Oblivion. Their potential was underused and the horrid level scaling made careless levelling, such as I was used to in Morrowind, not an option.

But I think its wrong to just look at Oblivion and form an opinion on attributes on that game alone.
There are currently four games in the TES series after all.
If they are done well attributes are a wonderful system. They offer layers of complexity and allow for easy roleplaying.

I dont know yet if Im glad attributes are gone. Ill have to wait till I play Skyrim and see how I like the new system.
However I think it is a shame that the TES series moves ever further away from their RPG roots as a very rewarding, utterly complex game with a massive learning curve to a cant fail, cant get stuck or lost, too easy to figure out action/ adventure.
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Chica Cheve
 
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Post » Sun May 02, 2010 8:33 am

There was nothing wrong with attributes in TES games before Oblivion. there wasn't even anything wrong with them in Oblivion, just level scaling.


There was. Introducing attribute multipliers in MW was an awful decision that encouraged people to be masters of all trades and actively punished focusing on the skills belonging to the same attributes. Endurance was the worst offender, since unlike with other derived attributes, previous health increases were not retroactive and a character who started with high endurance/concentrated on increasing it early on would always have much more health than a character that didn't.
But generally starting with a high attribute and a lot of major skills governed by this attribute was counter-intuitively bad for your character in the long run, since you'd quickly max that attribute out and then have to abandon your preferred skills unless you wanted to completely gimp your character.

Now, of course MW was a pretty easy game after a few initial levels, so it wasn't as much of a hurdle as in Obl, just constant nagging reminder at each level-up that you were developing your character sub-optimally if you just followed the style you liked :(. But level-scaling in Obl made it much worse.

The only TES game that I have played where attributes worked well enough was Daggerfall, because there you'd increase attributes at will, with an eye to the skills you wanted to use and increase. That was the proper use for the attributes, but frankly in the end most of them did just provide bonuses to skills and derived attributes as well as things like to-hit rolls, which are now gone, and critical rolls, which will now depend on perks directly. I am curious how they are going to handle the few things which attributes did that don't seem to map organically on the new system, like speed and encumbrance.

But on the whole - I was opposed to MW/Obl style of attribute/skill system and I liked the DF style well enough. But if they can make the perks do everything attributes did and more - well power to them. I am not into LARPing, so I don't need the stats just so I could imagine some things about my character that never matter for the actual gameplay ;).
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Chloe Botham
 
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Post » Sat May 01, 2010 7:30 pm

ok so when i first heard that attributes were gone i was like WHHHHHHHHHHHHHAT, NO NO NO NO NO NO, why why, ect. but ive been playing through oblivion lately and i understand why now, trying to get tha +5 in each of your skills takes all of your attention , i spent more time training skills then i did playing the game, i spent more time building my character than i did PLAYING THE GAME, i could not become immersed in the game because to make a powerfull character i had to focus on grinding certain skills up, with attributes gone i wont have a reason to grind a bunch of skills (sure ill grind some to a certain skill up, like alteration or something cas i want i higher spell but it wont be " I have to get these 3 skills up 10 levels each ")

im supper excited now for skyrim.. e3 plz come sooner

PEACE

p.s. what do YOU think of the attributes issure (be nice and explain yourself)


I'm open to this right now and we'll see after I play the game. I think I'll be thinking about how to get my stars in my constellations to light up so that's not so different from grinding certain skills. We'll see when we play. :)

:tes:
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Lawrence Armijo
 
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Post » Sun May 02, 2010 9:43 am

Early modern England and the US are bad for the same reasons: imperialistic and awful cuisine. If you want to take over the world, at least bring people something good. :D

(Yes, we're derailing this thread, but it's not going anywhere good anyway.)

What, you mean like railways, hospitals and schools, and modern civilisation. :thumbsup:
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Stephanie Nieves
 
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Post » Sat May 01, 2010 8:34 pm

I dont know yet if Im glad attributes are gone. Ill have to wait till I play Skyrim and see how I like the new system.
However I think it is a shame that the TES series moves ever further away from their RPG roots as a very rewarding, utterly complex game with a massive learning curve to a cant fail, cant get stuck or lost, too easy to figure out action/ adventure.

This still absolutely boggles me.

Why does the removal of attributes (or even anything else) instantly mean, that the game would be too easy, impossible to lose, and an action game, because the same could happen with attributes.

This jumping to conclusions really annoy me...
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Lizzie
 
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Post » Sun May 02, 2010 9:42 am

I wanted leveling out so I'm very positive with attributes removing. :)

whoa that would be a huge change. i would like to see it tried tho. as long as your character keeps getting better at what he does and you can get perks in a certain way (also i dont mean like perks every level i mean that while getting better you unlock perks under the hood (you are not told you have unlocked them))
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Adam Porter
 
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Post » Sat May 01, 2010 6:24 pm

Correct me if I am wrong but we still have the 18 skills which will be increased based on the level of usage - we will not have the 8 (or whatever) core stats which determine our overall character (str, int, end, agl, etc...)

Am I confused now??
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Mandi Norton
 
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Post » Sun May 02, 2010 4:26 am

Correct me if I am wrong but we still have the 18 skills which will be increased based on the level of usage - we will not have the 8 (or whatever) core stats which determine our overall character (str, int, end, agl, etc...)

Am I confused now??


No, you have it right. Instead of the 8 core stats we will simply get Health, Magicka and Stamina.
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Nana Samboy
 
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Post » Sun May 02, 2010 1:41 am

So, the perks are still going to do things like increase our Endurance and Strength right? So the mechanics of the attributes are still there?
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Ymani Hood
 
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Post » Sun May 02, 2010 6:28 am

I wanted leveling out so I'm very positive with attributes removing. :)

I doubt that would ever happen. Ever. It's still an RPG, it'd be incredibly hard to replace that.

Personally, I'll miss them, but only for nostalgia. They didn't really do much, to be honest.
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chloe hampson
 
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Post » Sat May 01, 2010 9:25 pm

So, the perks are still going to do things like increase our Endurance and Strength right? So the mechanics of the attributes are still there?


Well since we don't know what any of the perks are yet, that's impossible to answer. But all the effects that attributes dealt with will be handled in some other fashion at least, though not necessarily with perks. For instance with Endurance, if you mean the health bonuses you got in Oblivion, your Health bar goes up each level up. Plus you have the option of adding points to it directly at that time as well.
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NeverStopThe
 
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Post » Sun May 02, 2010 11:30 am

What's the point of attributes? None of them accomplished anything that the skills themselves couldn't accomplish. I just don't see it, Todd's argument makes perfect sense to me.

Why raise strength? For more attack power and to carry more. For that, now you just get better at your combat skill and your carry capacity is determined by something else.
Endurance? To raise health and defense. So now just raise health... and armor/block.
Intelligence? For magic, so just raise magic instead.

You can go on and on. The attributes were pointless.


People argue realism or role play. So? How many attributes do YOU have? Exactly, people don't have attributes. They have skills and abilities, which is exactly what Skyrim is doing with skills and skill perks.
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FLYBOYLEAK
 
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Post » Sun May 02, 2010 10:43 am

I love the change simply because it brought with it uncapped magicka. On top of this the fact one chooses between health stamina and magicka realy makes me happy.

I had wanted that for a VERY long time.

As far as strength.. I never cared. Yes in a game like fallout I liked to try and make strong chars sometimes.. but elder scrolls.. meh BORING realy. I hate small inventories..

Agility... as it didnt lead to ninja like characters I didnt care.

Endurance.. as long as I can still make a tank char.. and with trainable health I can... I dont care.

personality... I hate perky people always have always will I am about as likely to want to train personality as I am to dance nekked through iran wearing a bacon suit.

speed. I only care that now I wont be realy bleeping slow at the start of the game. I hate fast people always makes me wana trip em or open the car door as they whirr by on a bike.

Luck.. I hate that rabbit and those damn kids.


And now we will have something DIFFERENT. I like new stuff.
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LuBiE LoU
 
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Post » Sat May 01, 2010 10:43 pm

I have the feeling that TES is going Diablo.


Diablo has attributes....
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Sasha Brown
 
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Post » Sun May 02, 2010 4:07 am

This still absolutely boggles me.

Why does the removal of attributes (or even anything else) instantly mean, that the game would be too easy, impossible to lose, and an action game, because the same could happen with attributes.

This jumping to conclusions really annoy me...


While it is only slightly related to attributes, I did not like one bit how in Oblivion you could no longer fail at something that was slightly over your skill level, and conversely no longer succeed against the odds either.
The general trend of simplifaction on simplification, of removing all ways of failing (this includes the magic compass) is a trend I find makes games less rewarding, and therefore less fun and replayable.
It also includes removing any learning curve. A game that takes time to master, or even understand, is more fun than a game that almost plays on its own from start to finish.
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Bethany Short
 
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Post » Sat May 01, 2010 9:15 pm

While it is only slightly related to attributes, I did not like one bit how in Oblivion you could no longer fail at something that was slightly over your skill level, and conversely no longer succeed against the odds either.
The general trend of simplifaction on simplification, of removing all ways of failing (this includes the magic compass) is a trend I find makes games less rewarding, and therefore less fun and replayable.
It also includes removing any learning curve. A game that takes time to master, or even understand, is more fun than a game that almost plays on its own from start to finish.

The chance to success only bought forth one thing. Save and reload. People complain how you can open every lock in Oblivion, but you could do it too in Morrowind, only you had to do less, just spamming F9. Basically this is my main problem with Morrowind combat, not how hits worked, but how little startegy is needed. I literally attacked somebody head on first, got killed, then reloaded, did it again but this time I won and I was barely hurt. I did the exact same thing, just spamming the attack button.
On the whole magic compass thing... there's a difference between removing "ways of failing" and removing annoyance. Magic compass just made finding landmarks easier. Getting lost is not a failing, you can always get back by following the map, or going to one direction, there's no quest that you can fail by not finding it.
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Zoe Ratcliffe
 
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Post » Sun May 02, 2010 6:44 am

also, with attributes gone, redguards won't have a racial bent towards stupidity and strength. that [censored] was just racist.
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Steeeph
 
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