The reduction of skills

Post » Fri Feb 18, 2011 10:14 pm

Quote from the podcast: "there's a lot of perks. If you count the ranks in, I think there's something like 280 of them...".
When people on this forum say 280 perks they don't literally mean that there will be 280 absolutely different ones. If we asume that there are 10 different kind of perks per skill, that makes 180 perks. The other 100 comes from the fact that you'll be able to choose some perks several times over to get increasingly more powerful versions (ranks) of them.


Oh, I was thinking about totally different things. Thanks.
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Daramis McGee
 
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Post » Sat Feb 19, 2011 6:16 am

It's not really a situation where performance of the system depends on how people feel it fits what their idea of what the system should look like or not, it's more down to the actual function. It has the same effect as the old system and adds even more customization and bonuses to your character, the only difference is that they look differently and people really shouldn't let an optical illusion rule their perception. That very fact is what made so many people not like Oblivion even though it was a very good game. People were too busy trying to spot and complain about the differences between Morrowind and Oblivion instead of actually paying attention to the game and enjoying it. Nothing ruins your gaming experience if your not putting yourself in the game and your too busy trying to compare it to the other game. It's a self-fulfilling prophecy if you say it's going to be worse than the previous game so your unhappy while you play the new game and then when you finish the game all you can remember is you being unhappy during the game, thus you feel the game wasn't as good. It's not fair to the new game if your going to do that and then that person doesn't have the right to judge the new game when they didn't even give it a chance in the first place. That's how I feel the majority of the community on these forums are going about it, just like they did with Oblivion.

I agree with this. I can't remember the author, but there's a citation that goes "whether you say that you can or can't do it, either way you are right". If you fill yourself with so much negativity over Skyrim not being Morrowind with better graphics and physics, then how can you possibly ever even hope for it not to be a disapointment? Try clearing yourself completely of any prejudice and looking from a fresh perspective. Try imagining that you never played a TES before and this is your first one. Only then can you judge the changes for what they truly mean.
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Louise
 
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Post » Sat Feb 19, 2011 1:47 am

I agree with this. I can't remember the author, but there's a citation that goes "whether you say that you can or can't do it, either way you are right". If you fill yourself with so much negativity over Skyrim not being Morrowind with better graphics and physics, then how can you possibly ever even hope for it not to be a disapointment? Try clearing yourself completely of any prejudice and looking from a fresh perspective. Try imagining that you never played a TES before and this is your first one. Only then can you judge the changes for what they truly mean.


Exactly. This is how I play all my games. I never have any preconceived notions or even compare the game to another until after I finish the game, then I judge it. Group hug :hugs:
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Unstoppable Judge
 
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Post » Sat Feb 19, 2011 9:14 am

If I meant you I would've addressed you directly. That entire statement was a generalization of those that misinterpret the new systems and only see loss when in fact all they did was gain more customization and everything they say are the important things, yet they somehow don't see how they actually gained instead of lost.

Okay. That was just a weird transition for me to follow.
But, its a trade, like you said. For whatever reason, if someone values the old system over the new, then no matter what you get from the trade, it is still an overall loss.
And that can be jarring.

The whole problem isn't as complicated as it is often made out to be.
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Bee Baby
 
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Post » Sat Feb 19, 2011 11:27 am

Exactly. This is how I play all my games. I never have any preconceived notions or even compare the game to another until after I finish the game, then I judge it. Group hug :hugs:

:hugs:
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Rebecca Clare Smith
 
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Post » Fri Feb 18, 2011 11:34 pm

Okay. That was just a weird transition for me to follow.
But, its a trade, like you said. For whatever reason, if someone values the old system over the new, then no matter what you get from the trade, it is still an overall loss.
And that can be jarring.

The whole problem isn't as complicated as it is often made out to be.


Yeah, I'm just too lazy to hit the enter button to split the statement hehe.

It's not a literal loss, it's just a loss in the minds of those people. I pity that they have to ignore the truth but it can't be helped sometimes.
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BethanyRhain
 
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Post » Sat Feb 19, 2011 6:24 am

at this point, i preffer skyrim system

the main fun in oblivion is role play your character, the methods you use in order to do that are irrelevant, i just want the elder scrolls flavor, i don't care the way i construct my two characters, the real important thing is that i will have the tools to acomplish that.

now you dont need to marry your character with an axe or a sword by using them, now you can use both and know which one is better for your character, and at the end you decide wich one is better by choosing the corresponding perks.

you people can complain all you want i know and you know that we will buy this game and we will enjoy it, by the screenshots i know that this will be the best elder scrolls ever as allways happen when a new elder is revealed.
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Romy Welsch
 
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Post » Sat Feb 19, 2011 6:25 am

It's not a literal loss, it's just a loss in the minds of those people. I pity that they have to ignore the truth but it can't be helped sometimes.

This doesn't help one bit.
The truth is we have a new system that we only know about in theory. It could just as well flop ES into a mirror of all the secular exp segmented leveling as much as become the *savior and rejuvenation* of the series. If you are going to critique anyone you should be ready to admit this.


* I personally think that will happen with the recreation of a vast and differentiated world and culture system.
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Trevor Bostwick
 
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Post » Fri Feb 18, 2011 11:08 pm

* I personally think that will happen with the recreation of a vast and differentiated world and culture system.

Well, there are the holds that are governed by freshly formed councils that overthrew their ruling families, and those councils will be very different in terms of their politics, and many side quests will probably revolve around them. Also, there was official info somewhere that the major cities are going to be very distinct from one another (in terms of architecture and background).
So yeah, your personal preference will get some love it seems.
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Vickytoria Vasquez
 
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Post » Sat Feb 19, 2011 9:00 am

My personal preference just squealed while doing jazz hands and spirit fingers.
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maria Dwyer
 
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Post » Sat Feb 19, 2011 2:09 am

My biggest problem isn't that they cut skills, its that they cut gameplay (and cutting skills is their favorite way to do so).

What if I want to play a tylvanni mage? Well I can't, because they cut levitate. How bout a follower of Hircine? Nope, spears and lycanthorpy - both out. A shadowscale assassin? Again no, birthsigns are supposedly out this time. A psijic? Sorry, no mysticism...

All these things are well established parts of TES lore and should NOT be cut. Removing them is basically destroying the diversity that makes TES what it is.

Perks are great and all, but they are confined to within their assigned skill... they can't add near as much gameplay as the skills themselves.
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sam smith
 
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Post » Sat Feb 19, 2011 3:06 am

In the long run no, because you could get good at all of them, I could do it all in one game, lame. And for Daggerfall no, because many were a joke. 9 language skills, swimming, high/low speech skills instead of just one, more if I bothered to look it up.
I don't how anyone can think those a waste in an RPG. If a character is skilled in high speech but not low speech, then it means that he's comfortable at court and State gatherings, but stand's out like coinpurse with legs in a back alley pub; and no one will talk around him except to tease or threaten. :shrug:

The waste with language skills is if the RPG never has situations where not knowing it leaves you in the dark to a conversation ~perhaps in that same back alley pub. Or if knowing allows you to read certain signs and texts; (though honestly... Literacy in a fantasy or Post Apoc setting should be a skill for each language).

As for your question, Skills are general, perks are specific. So for example lets say Beth really did like Daggerfalls 9 languages skills, in Skyrim you would have one skill that is Languages and perks for each one.
Does this mean that having a maxed language skill (or say 3/4 instead), gives you that competency in any language perk you happen to take? Level up and suddenly he speaks Redguard like a native born? (next level he can parley with elves in their ancient tongue?) I don't like that idea myself.

Perks are so awesome for mods, becasue there easy to do. I always get as many perk mods as possible when I play the Fallouts, even more choices and more customization, oh my!
Yes they are. :foodndrink: You can thank Mr. Chris Taylor for them. :thumbsup:


Everything is different on some level in real life, but it is also unrealistic to be a master of long swords and than suddenly be useless with a blunt weapon, a lot of the skill lies with balance and body, and reading the opponent, the fact that various armor types can yield different results with different weapons, is okay, but that is a property of the armor, not a skill.
What's unrealistic is that the sword master is a master at blunt ~and never touched a blunt weapon in the game until he lost his sword. As to similarities... I'd have to think that instinctual habits built up for sword cuts wouldn't work to well with a top heavy mace with soft edges.

What rpg did you experience that in? :)
Most PnP rpgs.. but the game I was thinking of was "Eye of the Beholder"; though there are others.


As for having a skill that lets you read writings on the way, that's what I'm talking about having skills just to have more skills. It's a useless skill and if you spend your points into it then you screw yourself somewhere else in the game. It can be an ability you can increase by doing such and such but it does not require being a skill, it's useless as a skill.
I can't agree to that... I believe that an RPG should have in depth skills for more than just one style of character ~not every player will play to the same style, and some will play to several styles if given the chance. :shrug: If you choose not to develop them you are 'screwed' only in those situations that demand them (even if there is only one such in the game; all it means it that you don't get access to it).

In TES's style of skill mechanics... They could sub categorize Blade to encompass every [bladed] weapon and the Blade itself skill would be the average of all; but internally (if you looked), the skills are highest in the weapons you use most. This could allow for some kind of minimum competency all bladed weapons, but with significant bonus to the weapon you use the most.

This could work with other skills too... A general language skill could reflect a pigeon vocabulary in more than one, but the ones most used have the better bonus. :shrug:
IMO RPGs (specifically) should use the resources of our modern hardware to become more complex in their under the hood mechanics, and let the players decide if they want to delve into it, or instead just let the game keep it under the hood.


do you need swimming, running, eating, drinking, climbing, walking, farting to be separate skills???

wouldn't they be better off making them skill-less abilities that just improve as you go,
What's the practical difference between that and a skill?
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Adrian Powers
 
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Post » Sat Feb 19, 2011 11:18 am

What's the practical difference between that and a skill?


Non-exploitable in a leveling system where all skills move you up.
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Katharine Newton
 
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Post » Sat Feb 19, 2011 1:14 am

The truth is we have a new system that we only know about in theory.

No point in worrying, its to far in developement to change the whole leveling system. Also you haven't tried it yet, so its unknown wether you like it. So all you can do is wait, and maybe not stress over things you can not change. Like a Stoic approach.
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luis ortiz
 
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Post » Sat Feb 19, 2011 5:44 am

This could work with other skills too... A general language skill could reflect a pigeon vocabulary in more than one, but the ones most used have the better bonus. :shrug:
IMO RPGs (specifically) should use the resources of our modern hardware to become more complex in their under the hood mechanics, and let the players decide if they want to delve into it, or instead just let the game keep it under the hood.


The game is more complex than any game before. More skills, many of them which would be incredibly situational and if you pick only situational skills, you will be doomed, doesn't make the game more complex.

Yes they are. :foodndrink: You can thank Mr. Chris Taylor for them. :thumbsup:


Chris Taylor was the designer for the original Fallout and Fallout 2 perk system, that system based on previous similar systems and then expanded on. However, Fallout 3s system and Skyrim's system are a combination of Fallout's perk system and TES's perk system. So yes, thank Chris Taylor but also thank BGS.
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James Baldwin
 
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Post » Fri Feb 18, 2011 11:15 pm

Non-exploitable in a leveling system where all skills move you up.
I never liked that in TES. :laugh: Advancing a couple skills never felt like a life changing epiphany for the character.
I can understand the logic... Thief gets better at stealth and lock picking == better thief, but I always preferred the XP method, where life experience advanced their personality, and the rest was left to an abstract.

What seems a curious question to me... about this, is that if one's class no longer exists, then do all PC's level up from the same few skills?
The more I learn about this game, the more it begins to remind of the Modron maze.
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Natalie J Webster
 
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Post » Fri Feb 18, 2011 9:57 pm

No point in worrying, its to far in developement to change the whole leveling system. Also you haven't tried it yet, so its unknown wether you like it. So all you can do is wait, and maybe not stress over things you can not change. Like a Stoic approach.

I think you misunderstand where I am coming from with that comment. Unless you weren't addressing me specifically; in which case carry on.
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 9:38 am

What seems a curious question to me... about this, is that if one's class no longer exists, then do all PC's level up from the same few skills?
The more I learn about this game, the more it begins to remind of the Modron maze.


Skills that are higher level, will contribute more to your overall level, giving advantage to the player who specializes in few skills, this is of course offset somewhat by the fact that higher level require more xp, which means that if you try to level all skills equally, you will level very slowly.
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LuCY sCoTT
 
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Post » Sat Feb 19, 2011 12:27 am

Skills that are higher level, will contribute more to your overall level, giving advantage to the player who specializes in few skills, this is of course offset somewhat by the fact that higher level require more xp, which means that if you try to level all skills equally, you will level very slowly.


This. If you try to level alot of skills equally, you will be gimped in the game and will be forced to go into a more specialized build.
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Pixie
 
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Post » Sat Feb 19, 2011 11:33 am

This. If you try to level alot of skills equally, you will be gimped in the game and will be forced to go into a more specialized build.

Sounds a bit like D&D. In D&D if you are multi-class (like fighter/mage/thief), then you level up slower than the PC with just one.
(2nd edition)

That system actually doesn't sound bad.
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 9:04 am

The "learn-as-you-use" system is as flawed as the XP one, since you are limited to actively seeking out specific situations that will level your preferred skills instead of just using the abilities you have the way you want in any situation. Does that make sense? A bar that moves from left to right increasing damage and chance to hit does not equal combat customization. If the skill changed in drastic play-style and function as you progressed in it, then yes it would = customization and that is what BGS is trying to do with 'perks'. The naysayres do no not understand what makes skills different, they just want progress meters that they can raise.
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Andrew Perry
 
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Post » Sat Feb 19, 2011 12:50 am

Excuse me, guys? I have a simple question.

How is it revolutionizing anything? If anything, I feel like it's more an MMORPG-fueled character progression now.
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Laura Shipley
 
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Post » Sat Feb 19, 2011 2:59 am

Sounds a bit like D&D. In D&D if you are multi-class (like fighter/mage/thief), then you level up slower than the PC with just one.
(2nd edition)

That system actually doesn't sound bad.


Yeah, I'm not sure that it is actually based on D&D because they have key differences but the result is the same basically. It makes you feel like your actually accomplishing something instead of becoming a jack of all trades for little to no effort.

How is it revolutionizing anything? If anything, I feel like it's more an MMORPG-fueled character progression now.


Why do you say that? If your talking about the "perks" system being like a talent tree, then don't bother thinking that because perks were in existence before the MMOs started using talent trees as a staple.
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Nienna garcia
 
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Post » Sat Feb 19, 2011 6:39 am

A number of skills did need reworking...Unfortunately I fear they may be the wrong ones. I think Speechcraft and Mercantile would go great together, since by themselves they are rather lack-luster: Mercantile took forever to earn up, and was impractical as a major skill. Speechcraft could be subverted utterly by much less complicated spells (super low level charms.) If you combined the two, since they are both aspects of a charismatic "Haggling," it would become much more desirable.

I also think they should give Security the ability to help you find Physical traps (which need to be better hidden) while Enchant would let you find Magic Traps. (Like the ones in morrowind, but without saying "TRAP" on them.) But Security is another one of those troublesome problems; the only reason it sees any use in Oblivion at all is because of their late-decision to force Open spells to be target-only (and thus hard to hit gates, and impossible to use underwater, where ayleid ruins have a good number of chests that need opening.) Theres a single very hard open scroll that retained its Touch designator, but this cant be re-created either in the game or in the CS.

Doing stuff like intentionally crippling one power because it has made obsolete another is never really a good way to go about things. Unfortunately, the solutions are either do that, or walk down a path that eventually leads to the only skills being "Combat, Magic, Stealth."
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Laura Shipley
 
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Post » Sat Feb 19, 2011 11:20 am

Oh my god, they're so gonna kill the game if they remove skills! we're dommed! :shakehead:

Seriously, if all you want are little bars with numbers besides them, I don't think you're playing the right game
TES' motto isn't "Evolve and become skilled", but "Live another life, in another world".
The number of skills isn't relevant to how "TESish" it is. The actual world is!

And honestly, I would much prefer see USEFUL, WELL-THOUGHT skills, than one-use ones and skills t hat you almost never use

But oh well, I guess I shouldn't try to convince you anymore. I'll be enjoying the game because I'm open-minded, while you will hate it without even giving it a chance. Guess who has the most fun? definitely not you...
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Theodore Walling
 
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