Three Skills

Post » Thu Jun 10, 2010 6:57 pm

On combat: Fighting a weapon tells you how to fight it, not how to fight with it.
On magic: You didnt even adress any of my points, you just said, no it actualy would help.
On stealth: Agreed.
On armour: I dunno about that. Maybe its a special material?


On Combat: You can learn a few things though. I've never wrestled in my life, but my little brother is now that he's in highschool. I've gone to a few of his matches, and saw a few moves. Later, he asked me to wrestle him, since I always made him play soccer with me. He was undoughtabley better, but I was able to use some of the moves I saw him use, and because of that I was able to hold my own.

On Magic: Sorry, I'm getting a lot of replys disagreeing with me ya see. :P Hard to address everything in every one of them. That said, I should have focused more on what you said cause you're actually argueing with me instead of just exagerating it to where there's one skill and the game is a hack and slash. I dont' think I've said that yet. I'm sorry for that.

You said that each school would have a different mind set. And I do agree with that. Healing is by no means the same as burning. Here, Perks would have to play a much much bigger role. A master at destruction spells, in my mind, could cast a simple healing spell. Some perks would give you better efficiency when channeling that raw energy into a spell, while other perks could increase the potency of that raw energy when channeled into a specific school. The higher your magic skill, the more of that energy you could funnel into a spell, while the perks make it so that less of that raw energy isn't wasted when it is channeled into an effect or that raw energy would hold its potency and not dull when put into one school.

On Stealth: Oblivion just froze over, someone agreed with me. :P

On Armour: Yes, it is a different material, but its the shape of the material I'm focusing on. In order to get a blow to glance off of elven armor would require the same mindset and body movement as what it takes to get a blow to glance off steal.
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CHangohh BOyy
 
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Post » Fri Jun 11, 2010 6:08 am

No.

That is all.
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REVLUTIN
 
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Post » Fri Jun 11, 2010 5:43 am

No, just no, this is a roleplaying game, not an action/adventure, and it is better if it stays that way.

That's your opinion of an rpg. My opinion on it is that an rpg is a game that lets me come up with my own role, lets me choose a good, bad, or grey version of the main story, and the world reacts to our choices. My system would still allow for that. I'm just dealing with the skill side of it, I didn't really go into the roleplaying side. We could have another entire conversation about that. :P

(snip of your idea)
This would be for maximum character individualism, and would make leveling much slower, but much more rewarding, and semi-level-ups would also be important.


I like your idea. I think its good, and could represent things very well. However, my system would acomplish the same thing in my opinion. Looking back now, I forgot to add something. When we level up a skill it would remeber what we used to get that level up. If you used destruction more than restoration to get the magic skill, it would remember that, and add points that you can see under the destruction skill perk tree. Perks would cost a specific amount, and could be bought when you had enough points. I think that would acomplish the same idea.
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Chloe Botham
 
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Post » Thu Jun 10, 2010 11:25 pm

That's your opinion of an rpg. My opinion on it is that an rpg is a game that lets me come up with my own role, lets me choose a good, bad, or grey version of the main story, and the world reacts to our choices. My system would still allow for that. I'm just dealing with the skill side of it, I didn't really go into the roleplaying side. We could have another entire conversation about that. :P

So, basiscally what you're asking for is Fable?
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Tyler F
 
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Post » Fri Jun 11, 2010 1:16 am

So, basiscally what you're asking for is Fable?


I'm not really asking for anything. Its all ready been said that there are 18 skills and 250+ perks, and I'm looking forward to playing with that system. I made this thread for two reasons. One is why combining a few skills into one is not a bad thing, it can be done and still give you all the mechanics. The other is that changing things to three skills isn't simplifying things any, and that should not be used in arguments that talk about skills. The game can still give you all the things you could do in past games, give you a feel that you're improving as you use it, and still only have three skills.

Oh, and I've never played any of the fables so I don't know if that's what I'm talking about or not.
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bimsy
 
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Post » Fri Jun 11, 2010 12:25 am

I hear what you're saying and I politely disagree.

TES is about ranking skills, that's pretty much what makes it stand out from the crowd.
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Bad News Rogers
 
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Post » Thu Jun 10, 2010 6:11 pm

I'm not really asking for anything. Its all ready been said that there are 18 skills and 250+ perks, and I'm looking forward to playing with that system. I made this thread for two reasons. One is why combining a few skills into one is not a bad thing, it can be done and still give you all the mechanics. The other is that changing things to three skills isn't simplifying things any, and that should not be used in arguments that talk about skills. The game can still give you all the things you could do in past games, give you a feel that you're improving as you use it, and still only have three skills.

Oh, and I've never played any of the fables so I don't know if that's what I'm talking about or not.
Well, why three skills, and not just one? Where do you stop?
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Ross Thomas
 
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Post » Fri Jun 11, 2010 4:56 am

I hear what you're saying and I politely disagree.

TES is about ranking skills, that's pretty much what makes it stand out from the crowd.


Thank you for being polite about it. :icecream:

Well, why three skills, and not just one? Where do you stop?


I'm not advocating them cutting the skills down to three, I'm saying it could be done and still work. I chose three because there are three skill classes that out 18 skills can fit into, and it made it the easiest for me to make my point. Why not one? Because I couldn't come up with a believable way to make it so that stealth could be tied to Combat.
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mollypop
 
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Post » Thu Jun 10, 2010 8:50 pm

Thank you for being polite about it. :icecream:



I'm not advocating them cutting the skills down to three, I'm saying it could be done and still work. I chose three because there are three skill classes that out 18 skills can fit into, and it made it the easiest for me to make my point. Why not one? Because I couldn't come up with a believable way to make it so that stealth could be tied to Combat.
Well, you did it with the fireball and healing, so I thought you might give it a whirl. Speaking of which, that's kinda like saying if you're good at stabbing people with a knife, then surgery should be a piece of cake.
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D IV
 
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Post » Thu Jun 10, 2010 4:12 pm

"Double. Why settle for one?" Like a chocolate bar commercial around here went some years ago. Mmm... Chocolate... :drool:
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willow
 
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Post » Fri Jun 11, 2010 5:06 am

Hmm, yes. Three primary skills with optional perks defining character's abilities and specializations, could work. In fact, that is almost like how Mass Effect 2 does it, it just doesn't have the skills.

Still, i prefer the Morrowind/Oblivion method, thankyouverymuch :hehe:
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FABIAN RUIZ
 
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Post » Fri Jun 11, 2010 7:57 am

because its not role playing if all you do is fight having a choice to craft or cook is what you want to do your not forced to just do combat
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Verity Hurding
 
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Post » Thu Jun 10, 2010 10:09 pm

TROLL ALERT
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Gemma Woods Illustration
 
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Post » Thu Jun 10, 2010 10:04 pm

Just so you know, it's against the rules to call people trolls.

This idea simply takes to the extreme of what is already in the game. In Oblivion the same skill governs daggers and claymores, another skill governs axes, maces and warhammers. Less is more up to a certain point (such as merging Morrowinds Short and Long Blade skills), but IMO this would be a less is less thing :D

Still it could work, but it would be [censored] hard to sell it to the fanbase, as this thread testifies.
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jadie kell
 
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Post » Fri Jun 11, 2010 5:07 am

I'm not referring to someone in particular, just to the whole thread from beginning to end. Better not to argue about this.
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Nicole Kraus
 
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Post » Fri Jun 11, 2010 8:24 am

Why have any skills, lets make it an on-rails face-book Sim.
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cosmo valerga
 
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Post » Fri Jun 11, 2010 5:08 am

You're only focusing on what is different. Yes, they are different. I know that. But there are similatites here as well. You're not only gaining experience wielding a dagger when you fight with one. You're also gaining fighting experience in general. Knowing when to dodge, knowing when and how to block, and when to attack. Someone who has been fighting for their entire life and had earned a combat level of 100, even if they just used a hammer the whole time, will know how a dagger works. They've been attacked by people wielding dagers, they know an opening when they see it. They'd know how to use it.

Perks would then go further into each of the weapon classes. The combat master would know how to wield a dagger, but only at it's basic level. They wouldn't know all the special tricks they could do with it. It would be this. "Look at me, I am a master of combat. See how that fighter over there takes a long time to swing his sword down? If you have a dagger, you could get in quick and hit him. But if you have a hammer, you'll have to wait because you would swing just as slow. But if you place your hand higher on the hammer, you'll swing faster so you could hit that opening. To bad you're not a true master of a hammer."


To those adressing what I said about lockpicking, I agree with you. Lockpicking is hard, and you get better at it with time, its an art. But if in the game its just a simple minigame with one basic lock design, then there isn't a point in having it be a skill. If the lock on the door is the same as the lock on the safe, I won't have much trouble.


Casting fireballs will help you learn healing spells. You'll get a better handle on gathering that raw power. The perks would then show what you specialize in.

Being a suave talker doesn't mean you'll be able to hide yourself in the shadows. It means you'll be able to talk in a way that allows you to blend in while out in the open. If you're bad at speechcraft you'll stick out like a sore thumb, and people will keep an eye on you, be it that they don't trust you or that you're just wierd. One can be stealthy out in the open and durring the day just as much at night and in the shadows.

In my combat system, you'll gain muscle mass, lung capasity, and enduence by having heavy armor on, or dodging very fast. That translates into being able to run in a straight line faster than someone who didn't fight at all.

Look at light armor in Oblivion. Elven armor does not look that light to me. It looks heavy armor would handle much the same way, it would just slow you down more.

I've only burnt things when I wasn't paying attention. It wasn't because my cooking skill was low. The instructions told me what to do, I just spaced out for a while.

For smithing, thats why I brought up a separate perk tree. In real life, there my goodness it would take a lot of skill. But in game, if its just put ore in heater, take out armor it doesn't need its own skill. For it to be a skill, you need the ability to fail.

And for those taking me a step further and saying we should make it all one skill for hack and slash, I can't argue against you...because your not taking what I'm saying seriously.

There were a few to found what I'm saying full of satire and it been facetious, well that's not all true. I am being partially serious here. The system I truely wish for is where every time I said perk, I meant a subskill. The subskills would increase the three big skills, and the higher the three big skills were the faster the subskills would level. However, I wanted to use perks to show how it could be more visually ingame implemented.


Sorry I couldnt respond to everything. Had to go. Anyways:
On running: I know what you are suggesting, I just disagree. Because you can be an amazing runner, and never been in a fight in your life. Gaining endurance, fine, makes sense. Gaining speed, not so much. You gain the muscle for speed by exercising your legs, or running.

On crafting: Well, it would be fun if there were a little mini game(like lock picking, but more chance involved still) for crafting and similar things. But I agree, they should put in the chance to fail.
On Combat: You can learn a few things though. I've never wrestled in my life, but my little brother is now that he's in highschool. I've gone to a few of his matches, and saw a few moves. Later, he asked me to wrestle him, since I always made him play soccer with me. He was undoughtabley better, but I was able to use some of the moves I saw him use, and because of that I was able to hold my own.

On Magic: Sorry, I'm getting a lot of replys disagreeing with me ya see. :P Hard to address everything in every one of them. That said, I should have focused more on what you said cause you're actually argueing with me instead of just exagerating it to where there's one skill and the game is a hack and slash. I dont' think I've said that yet. I'm sorry for that.

You said that each school would have a different mind set. And I do agree with that. Healing is by no means the same as burning. Here, Perks would have to play a much much bigger role. A master at destruction spells, in my mind, could cast a simple healing spell. Some perks would give you better efficiency when channeling that raw energy into a spell, while other perks could increase the potency of that raw energy when channeled into a specific school. The higher your magic skill, the more of that energy you could funnel into a spell, while the perks make it so that less of that raw energy isn't wasted when it is channeled into an effect or that raw energy would hold its potency and not dull when put into one school.

On Stealth: Oblivion just froze over, someone agreed with me. :P

On Armour: Yes, it is a different material, but its the shape of the material I'm focusing on. In order to get a blow to glance off of elven armor would require the same mindset and body movement as what it takes to get a blow to glance off steal.

On combat: I agree with what you are saying, but having one skill for combat seems like it would make you really good at a dagger, because you have fought with a hammer. And that is how it would end up in the game.

On magic: So what you are saying is just have one overarcing skill, with the different skills set as sub-skills underneath? Or should it just be a skill that helps you channel magic, and is leveled by using magic of any school? Either way, I think that the schools of magic should remain skills that level individualy, but also with an added skill that just makes spells more efficient.

On armour: Not true. With light armour, you will focus on dodging. The only point in it, is to minimize damage if it actualy lands. Evlen is kinda the odd one out. It is basicaly the equivelant of medium armour from morrowind. But I think the main point of it would just be to minimize hits, while giving the maneuverability to avoid most hits.
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Samantha Wood
 
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Post » Fri Jun 11, 2010 1:12 am

http://www.youtube.com/watch?v=0xjUQw2yQnQ&feature=related can't do http://www.youtube.com/watch?v=RQN5UhvAPq4&playnext=1&list=PL2EFAC33401A530B1, despite they are both making music and are of asian origin... Thats why we need more than one skill for things, that do basically the same (like combat - every weapon kills).
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Multi Multi
 
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Post » Thu Jun 10, 2010 5:59 pm

All right then, can't believe I'm gonna do this, but I'm going to argue for just three skills.

Combat, Magic, and Stealth.

What's the point of having any more than that?



Thoughts?


Even if I agree that with 3 skills or even one only skill/stat a game could be still considered a RPG, that would be a very, very poor RPG. Skills, stats or whatever you want to implement are impoertant for the character customization/personalization, or witha single word, uniqueness.

For me, the more, the better, so I'm completely against skill/stat reduction. However we will see if the implementation of a lot of "perks" will be a worthy "substitute".
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Russell Davies
 
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Post » Fri Jun 11, 2010 5:51 am

Even if I agree that with 3 skills or even one only skill/stat a game could be still considered a RPG, that would be a very, very poor RPG. Skills, stats or whatever you want to implement are impoertant for the character customization/personalization, or witha single word, uniqueness.

For me, the more, the better, so I'm completely against skill/stat reduction. However we will see if the implementation of a lot of "perks" will be a worthy "substitute".


But my way is actually a lot more rpg than basic skills are. With skill bars, every single swordsman in the game is the same. Its a straight boring line where you cant choose how you play. That is not an rpg. With perk trees, one swordsman would not be the same as the next. I'm not talking about 10 or 15 perks for swords and 10 or 15 perks for destruction, it would be more like 30-40. Different perks could show different animations, different fighting styles for swords while others show you're proficiency with a blade in general. You can't get that with just skills.

How is a straight line more rpg than a tree?
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GPMG
 
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Post » Fri Jun 11, 2010 12:58 am

This is by far the stupidest thing anyone has ever suggested on these forums.
To have 3 skills would make the game an AWFUL piece of crap excuse of a wannabe RPG (like Fable II and III)

RPG is all about these skills. Ever since the beginning of RPGs people have said "ok, I want to be an expert with daggers and bows" and pick skills according to that.
To have 3 skills would kill the game and make it beyond boring and repetitive. Might as well make this game a linear action adventure story with no open world if they're going to take out all but 3 skills.
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Victoria Vasileva
 
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Post » Fri Jun 11, 2010 1:37 am

I don't even think I wold pick the game up if it had 3 skills.
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Breautiful
 
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Post » Fri Jun 11, 2010 5:19 am

This is by far the stupidest thing anyone has ever suggested on these forums.
To have 3 skills would make the game an AWFUL piece of crap excuse of a wannabe RPG (like Fable II and III)

RPG is all about these skills. Ever since the beginning of RPGs people have said "ok, I want to be an expert with daggers and bows" and pick skills according to that.
To have 3 skills would kill the game and make it beyond boring and repetitive. Might as well make this game a linear action adventure story with no open world if they're going to take out all but 3 skills.


I actually added a whole lot more rpg elements to the game, not taking them away. My system would make it so not every swordsman is the same, not every mage would be the same, not every thief. Perk trees are basically a little line of dots that does the same thing as a skill bar. The skill bar as it is now is a straight line. My system would be a perk tree, which you could use to measure you're progress with a specific skill, and the best part is one branch will be different when compaired to another. The perks would do the same thing as skills, but it would actually add an rpg element to skills.
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HARDHEAD
 
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Post » Fri Jun 11, 2010 1:01 am

Sounds like something I might have programmed back in 1985, using a square to represent my character (a different color for each archtype mind you), and different colored squares to represent the enemies.

-----

Gauntlet FTW!!!
Although even that game had four character types to choose from.
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FoReVeR_Me_N
 
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Post » Fri Jun 11, 2010 2:49 am

http://www.youtube.com/watch?v=0xjUQw2yQnQ&feature=related can't do http://www.youtube.com/watch?v=RQN5UhvAPq4&playnext=1&list=PL2EFAC33401A530B1, despite they are both making music and are of asian origin... Thats why we need more than one skill for things, that do basically the same (like combat - every weapon kills).


That's exactly what I'm sugesting here. With skills the way they are now, you'll only get one version of music. With fewer basic skills and then much larger and in depth perk trees, you could make any kind of music you wanted. The basic skill would help your perks, but the perks themselves would be the meat of your abilities. I'm not simply saying we should get rid of skills, I'm saying we should get rid of linar skills to make room for perk tree's that could theoredically stretch out in any manner of directions. You could handle switching form a dagger to a hammer, not because they are simmilar, but because you know how to react in combat. This would make it so you would be just above average if you just picked up a weapon you have no perks for, while you could still be a master of combat and a master of swords.
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CHARLODDE
 
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